6,204 research outputs found
A novel approach and software component for supporting competence-based learning with serious games
Digital educational games constitute a major opportunity for acquiring knowledge and competences in a different way than traditional classroom- and technology-based methods. This paper presents a novel approach for a game component that structures the game play in an adaptive way. This approach consists of a combination of three learning theories and techniques. First, Competence-based Knowledge Space Theory is used structure a knowledge domain into competences and game situations. Second, the Leitner system of flashcards is used to establish structured and timed repetition of competences to be acquired. Third, the Ebbinghaus forgetting curve is taken into account to model forgetting learned competences. This approach has been implemented as a game component in line with the games component architecture of the RAGE project. The design and development of this component followed the requirements of the French games company Kiupe that includes it in its environment of games and mini-games
'ACCORD' e-Platform: Development and evaluation of an innovative multicultural training for school professionals
The study aims at describing the development, application and evaluation of ACCORD, an innovative e-platform offering a free-accessible tailored multicultural training for school professionals through the application of current ICT research (e-learning, mobility, internet, artificial intelligence). The eplatform provided school professionals with a dedicated Massive Online Open Course (MOOC) and a Serious Game (SG), embedded within it, useful to enhance and (self-)evaluate their intercultural competences and negotiation abilities. Technological, Psychological, and Pedagogical models and approaches underpinned the methodology driving the creation of the e-platform contents. Following a pilot test, the edited version of the e-platform (including the SG, learning materials, lessons, questionnaires) was widely diffused in different languages (English, German, Italian, Flemish, Spanish). Pre- and post-training questionnaires were used to assess the learning experience and the efficacy of the training. Findings provided evidence supporting the learning effectiveness of ACCORD training. The experience with the e-platform has been positively rated by the users concerning both the technological and educational aspects. Overall, the study provided an overview on the creation, implementation and evaluation of a novel multicultural training tool, which has been proven to effectively foster the enhancement of intercultural and interethnic competencies of professionals working in the European educational contexts
The Impostor: Exploring narrative game design for learning Korean as a foreign language
In recent years, digital language learning games and applications have proliferated. However, most existing apps employ methods and theoretical approaches that are not designed to teach learners practical language competence. Additionally, commercial apps tend to focus on languages with large markets, leaving smaller languages like Korean unsupported.
The objective of this thesis is to explore language learning and second language acquisition (SLA) theories and their practical applications to find teaching methods that are best suited for improving practical language competence of Korean. Having identified such methods grounded in socio-cultural and ecological SLA theory, the thesis further integrates the teaching methods into a conceptual design of a digital language learning game for learning Korean as a foreign language.
This thesis demonstrates that a grounding the fundamentally messy digital language learning game design process in SLA theory is not only viable but a good starting point. Key findings indicate that the designers need to identify the targeted learning objectives, learning experiences and game experiences as clear design goals early on, to efficiently guide the inherently messy design process. Furthermore, the thesis highlights that digital language learning game designers need to develop and nurture knowledge both in the target language instructional domain and in game design.Viime vuosina digitaalisten kielten oppimista varten luotujen pelien ja applikaatioiden mÀÀrÀ on lisÀÀntynyt voimakkaasti. Valtaosa olemassa olevista applikaatioista soveltaa kuitenkin kÀytÀntöjÀ ja teoreettisia lÀhestymistapoja, jotka eivÀt opeta kÀytÀnnön kielitaitoja. LisÀksi kaupalliset applikaatiot keskittyvÀt lÀhinnÀ kieliin, joilla on suuret markkinat ja eivÀtkÀ tue pienempiÀ kieliÀ kuten Koreaa.
TÀmÀn opinnÀytetyön pÀÀmÀÀrÀnÀ on tutkia kielten oppimisen ja vieraan kielen omaksumisen teoriaa sekÀ niiden kÀytÀnnön sovelluksia ja löytÀÀ opetusmenetelmiÀ, jotka soveltuvat parhaiten kÀytÀnnöllisen Korean kielen taidon opiskeluun. Työn tuloksena löytyi sosiokulttuurilliseen ja ekologiseen kielten omaksumisteoriaan pohjautuvia menetelmiÀ, jotka integroitiin osaksi opinnÀytetyön osana suunniteltua oppimispelikonseptia.
TÀmÀ opinnÀytetyö havainnollistaa, ettÀ pohjimmiltaan sekavan digitaalisten kieltenopiskelupelien suunnitteluprosessin pohjaaminen kieltenoppimisteoriaan on paitsi mahdollista myös erinomainen lÀhtökohta suunnittelutyölle. Työn pÀÀlöydökset osoittavat, ettÀ suunnittelijoiden tulee tunnistaa tavoitellut oppimistavoitteet, oppimiskokemukset ja pelikokemukset ajoissa, jotta suunnittelutyö etenisi tehokkaammin. LisÀksi tÀmÀ opinnÀytetyö korostaa, ettÀ digitaalisten kieltenopiskelupelien suunnittelijoiden tulee perehtyÀ syvÀllisesti sekÀ opiskelun kohteena olevaan kieleen ettÀ pelisuunnitteluun
A comparison of methodological frameworks for digital learning game design
Methodological frameworks guide the design of digital learning game based on well founded learning theories and instructional strategies. This study presents a comparison of five methodological frameworks for digital learning game design, highlighting their similarities and differences. The objective is to support the choice of an adequate framework, aiming to promote them as a way to foster principled digital learning games design. This paper concludes that: (i) interactivity, engagement and increasing complexity of challenges are fundamental factors to digital learning game design; (ii) the pedagogical base, the target, the possibility of doing game assessment and the presence of practical guidelines are the selection criteria that influence most the choice of a methodological framework, and (iii) the development of digital learning games - preferably by different research teams - is needed to provide empirical evidence of the utility of framework-based design
PHENOMENOLOGY AND THE DEVELOPMENT OF AN INNOVATIVE STYLE FOR MANAGING A MODERN EDUCATIONAL LYCEUM
El propoÌsito de este artiÌculo es presentar las caracteriÌsticas, el contenido y la loÌgica del desarrollo de un estilo de gestioÌn innovador entre los directores de los liceos en la Rusia moderna. El estudio revela las caracteriÌsticas especiÌficas de este estilo de gestioÌn, que se reduce a la capacidad del gerente para promover el espacio educativo del Liceo al estado de un sistema en desarrollo dinaÌmico que cumple con los requisitos modernos para la formacioÌn de especialistas en economiÌas innovadoras. Un criterio clave para un estilo de gestioÌn innovador fue la capacidad de un gerente de hacer una contribucioÌn personal para inculcar la innovacioÌn. Este criterio permitioÌ identificar los niveles de crecimiento del estilo innovador de gestioÌn del liceo (reproductivo, adaptativo, modelado local, modelado de sistemas, innovador-creativo). El estudio desarrolloÌ un modelo de actividad gerencial innovadora del jefe del liceo, que apunta a la formacioÌn de un potencial de liderazgo constructivo y un dinaÌmico "auto-concepto" de gestioÌn. Se revela la loÌgica de la formacioÌn de un estilo de gestioÌn innovador, que consta de tres etapas: reflexiva, identificacioÌn y la etapa de autorrealizacioÌn profesional. Como resultado de la aplicacioÌn de esta loÌgica, los gerentes del grupo experimental desarrollaron una mejor tolerancia y flexibilidad del posicioÌn, aumentaron su creatividad, su capacidad para resistir el estreÌs prolongado, se controlaron mejor, la situacioÌn y la comunicacioÌn, tomaron las decisiones necesarias maÌs raÌpido, mostraron confianza en siÌ mismos y capacidad de ejercer influencia gerencial y pedagoÌgica, capacidad de gestionar una situacioÌn social, asumir la responsabilidad.O objetivo deste artigo eÌ apresentar as caracteriÌsticas, o conteuÌdo e a loÌgica do desenvolvimento de um estilo de gerenciamento inovador entre os diretores de lyceums educacionais da RuÌssia moderna. O estudo revela as caracteriÌsticas especiÌficas desse estilo de gestaÌo, que se resumem aÌ capacidade do gerente de promover o espaço educacional do lyceum para o estado de um sistema em desenvolvimento dinaÌmico que atende aos requisitos modernos de treinamento de especialistas uma economia inovadora. Um criteÌrio-chave para um estilo de gerenciamento inovador foi a capacidade do gerente de dar uma contribuiçaÌo pessoal aÌ promoçaÌo da inovaçaÌo. Esse criteÌrio tornou possiÌvel identificar os niÌveis de crescimento do estilo inovador de gerenciar o lyceum (reprodutivo, adaptaÌvel, modelagem local, modelagem de sistema, inovaçaÌo inovadora). Um modelo de atividade gerencial inovadora foi desenvolvido para o chefes do lyceums, que apunta a la formacioÌn de un potencial de liderazgo constructivo y un dinaÌmico "auto-concepto" de gestioÌn. EÌ revelada a loÌgica da formaçaÌo de um estilo de gestaÌo inovador, que consiste em treÌs estaÌgios: reflexivo, identificaçaÌo e o estaÌgio da autorrealizaçaÌo profissional. Como resultado da aplicaçaÌo dessa loÌgica, os gerentes do grupo experimental desenvolveram melhor toleraÌncia e flexibilidade da posiçaÌo, aumentaram sua criatividade e capacidade de suportar estresse prolongado, melhor controlaram a situaçaÌo e a comunicaçaÌo, tomaram as decisoÌes necessaÌrias mais rapidamente, mostraram autoconfiança e capacidade de exercer influeÌncia gerencial e pedagoÌgica, seja responsaÌvel.The purpose of this article is to present the characteristics, content and logic of the development of an innovative managerial style among the directors of educational lyceums in modern Russia. The study reveals the specific features of this management style, which in general boils down to managerâs ability to promote the educational space of the Lyceum to the state of a dynamically developing system that responding to modern requirements for training specialists of innovative economies. As a key criterion for the development of an innovative managerial style, the authors considered the ability of a manager to make a personal contribution to instilling innovation. This criterion made it possible to identify the growth levels of the innovative style of managing the lyceum (reproductive, adaptive, locally-modeling, system-modeling, innovative-creative). The study developed a model for providing innovative managerial activities of the lyceumâs director, which is aimed at the formation of constructive leadership potential and a dynamic "Self-concept" of management. The logic of an innovative managerial style formation is revealed, which consists of three stages: the reflective stage, the identification stage, the stage of professional self-actualization. As a result of applying this logic in the research work, the managers of the experimental group developed better tolerance and flexibility of their position, increased creativity, the ability to withstand prolonged psycho-emotional stress, they better control themselves, the situation and communication, faster made the necessary decisions, showed self-confidence and ability exert managerial and pedagogical influence, ability to manage the social situation, bear responsibility
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Advances in Technology Enhanced Learning
âAdvances in Technology Enhanced Learningâ presents a range of research projects which aim to explore how to make engagement in learning (and teaching) more passionate. This interactive and experimental resource discusses innovations which pave the way to open collaboration at scale. The book introduces methodological and technological breakthroughs via twelve chapters to learners, instructors, and decision-makers in schools, universities, and workplaces.
The Open University's Knowledge Media Institute and the EU TELMap project have brought together the luminaries from the European research area to showcase their vision of the future of learning with technology via their recent research project work. The projects discussed range widely over the Technology Enhanced Learning area from: environments for responsive open learning, work-based reflection, work-based social creativity, serious games and many more
XEL Group Learning â A Socio-technical Framework for Self-regulated Learning
We describe XEL-Group Learning, a socio-technical framework for socially oriented e-learning. The aim of the presented framework is to address the lack of holistic pedagogical solutions that take into account motivational theories, socioâtechnical factors, and cultural elements in social learning networks. The presented framework provides initiatives for collaboration by providing a dynamic psycho-pedagogical recommendation mechanism with validation properties. In this paper, we begin by highlighting the socio-technical concept associated with socially-oriented e-learning. Next, we describe XEL-GLâs main mechanisms such as group formation and the semantic matching framework. Moreover, through semantic similarity measurements, we show how cultural elements, such as the learning subject, can enhance the quality of recommendations by allowing for more accurate predictions of friends networks
Affective processes as network hubs
The practical problems of designing and coding a web-based flight simulator for teachers has led to a âthree-tier plus environmentâ model (COVE model) for a software agentâs cognition (C), psychologicsal (O), physical (V) processes and responses to tasks and interpersonal relationships within a learning environment (E). The purpose of this article is to introduce how some of the COVE model layers represent preconscious processing hubs in an AI human-agentâs representation of learning in a serious game, and how an application of the Five Factor Model of psychology in the O layer determines the scope of dimensions for a practical computational model of affective processes. The article illustrates the model with the classroom-learning context of the simSchool application (www.simschool.org); presents details of the COVE model of an agentâs reactions to academic tasks; discusses the theoretical foundations; and outlines the research-based real world impacts from external validation studies as well as new testable hypotheses of simSchool
Supporting Refugee and Immigrant Children: Building Bridges Programme of the International Children's Institute in Canada and Overseas
This article highlights factors concerning
refugee school-aged children and their
caregivers both in Canada and overseas.
This article documents the impact of the
International Children's Institute's
Building Bridges programme, which has
received validation from both qualitative
and quantitative studies. It concludes
with implications for authentic programmes
which combine education,
health and NGO (non-governmental organization)
sector partnerships.Cet article souligne certains facteurs
concernant les enfants réfugiés en ùge de
scolarité et leurs fournisseurs de soins au
Canada ainsi qu'à l'extérieur. L'article
documente l'impact du programme de
l'Institut international des enfants,
intitulé « Construire des ponts », qui a
reçu la validation d'études tant
qualitatives que quantitatives. Pour
conclure, l'article Ă©voque les implications
que cela comporte pour des programmes authentiques
qui combinent des
partenariats entre les secteurs de
l'éducation, de la santé et des ONG (organisations
non-gouvernementales)
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