13,829 research outputs found

    Revista Economica

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    Learning Models in Educational Game Interactions: A Review

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    Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education

    Design and implementation of a web application for practising internet reading skills

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    Being able to critically evaluate the reliability of sources is an important skill, and a part of digital literacy competences and internet reading. Conducting research on the matter and teaching the skills related to internet reading in a digital environment require discrete software that is designed for said purposes. This thesis is associated with a project where one of the objectives is to design and implement a new web application, StudentNet, where pupils can practise and improve their skills in internet reading by completing assignments. Internet reading is goal-directed activity where the reader a) searches for information to set questions from the Internet, b) evaluates the reliability of the found information, and c) composes a synthesis based on several online sources. The basis of StudentNet is a web application called Neurone, which main purpose is research and measurement instead of education, and it provides a linear user flow. In contrast, StudentNet should provide a nonlinear model regarding the application’s user flow. In this thesis it is studied how this nonlinear model works in practice especially when the users are children, and what specific things should be considered when developing software for educational purposes. Several practical experiments were organised during the project. In these experiments, each participant completed an assignment in StudentNet and answered a set of statements in an end questionnaire. In addition, log data of users’ interactions in the application was recorded. The data collected from the questionnaire was analysed and utilised to get some information on what could be improved, and ideas for the development of new features as well as improving existing ones. In addition, the gathered feedback was used to answer the research question considering the application’s nonlinear model. It was found out that the model works very well for most pupils but for some individuals there should be additional support in the application in order to ensure a great user experience. The results also indicate that StudentNet was perceived useful, and it has good potential for further development and to be used as a complementary learning tool

    ScaffoldSQL: Using Parson’s Problems to Support Database Pedagogy

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    This paper examines ScaffoldSQL, an interactive tool for helping students learn SQL through a system of interactive scaffolded exercises using Parson’s problems. In the system, students are posed with a problem to solve using SQL. They start by attempting to answer the question using free-form text. If they get the problem wrong, they can use a Parson’s problem interface to simplify the problem. After completing the problem, students are given one of two “secret words,” which allows instructors to track student progress without the need to install anything beyond their typical LMS. The system is designed to help instructors of flipped classrooms identify students who are struggling early, while simultaneously providing immediate feedback for students as they are learning. The system also provides tools for content creation and data gathering for research and development purposes

    Improving teaching tools and techniques of teaching graduate engineering courses based on students’ learning styles and multiple intelligences

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    © ASEE 2009Our study proposes to improve teaching tools and techniques of teaching graduate engineering courses using students’ Learning Styles and Multiple Intelligences (MI). Thirty volunteers answered commercially available Learning Style and MI tests in our Electrical Engineering department. Learning styles are grouped as visual, auditory, and kinesthetic (VAK) and are determined by the VAK learning style test. Learning styles are reflected in different academic strengths, weaknesses, and skills. Studies show that the differences between learning styles will affect both a person’s choice of profession and their success in this profession, both in education and in the world of business. People who work at something that fits their learning style have a better chance of becoming successful in it

    Quality assurance using international curricula and employer feedback.

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    The focus of this paper is the quality assurance process for the bachelor program in the School of Computer Science at Reykjavik University, which is a combination of outcome- and process-oriented quality assurance. Faculty members and employers of graduates provided information for the quality assessment. The results provide both detailed quantitative data and more qualitative information that give all stakeholders a variety of ways to interpret the status of the quality of education. This type of assessment has raised the awareness of the faculty members on how abstract topics and learning outcomes from an international standard can be used when revising the curricula of a particular course. A notable feature of this type of analysis is its use of employer-generated data to examine graduate knowledge and skills. The contribution of the paper is to provide an example of how a quality assurance process can be made more valuable to both faculty and degree stakeholders by combining outcome- and process-oriented quality assurance strategies

    Cracking the Code on Stem: A People Strategy for Nevada\u27s Economy

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    Nevada has in place a plausible economic diversification strategy—and it’s beginning to work. Now, the state and its regions need to craft a people strategy. Specifically, the state needs to boost the number of Nevadans who possess at least some postsecondary training in the fields of science, technology, engineering, or math—the so-called “STEM” disciplines (to which some leaders add arts and design to make it “STEAM”). The moment is urgent—and only heightened by the projected worker needs of Tesla Motors’ planned “gigafactory” for lithium-ion batteries in Storey County. Even before the recent Tesla commitment, a number of the more high-tech industry sectors targeted by the state’s new economic diversification strategy had begun to deliver significant growth. Most notable in fast-growing sectors like Business IT Ecosystems (as defined by the Governor’s Office for Economic Development) and large sectors like Health and Medical Services, this growth has begun to increase the demand in Nevada for workers with at least a modicum of postsecondary training in one or more STE M discipline. However, there is a problem. Even though many available opportunities require no more than the right community college certificate, insufficient numbers of Nevadans have pursued even a little STEM training. As a result, too few Nevadans are ready to participate in the state’s emerging STEM economy. The upshot: Without concerted action to prepare more Nevadans for jobs in STEM-intensive fields, skills shortages could limit growth in the state’s most promising target industries and Nevadans could miss out on employment that offers superior paths to opportunity and advancement. Which is the challenge this report addresses: Aimed at focusing the state at a critical moment, this analysis speaks to Nevada’s STEM challenge by providing a new assessment of Nevada’s STEM economy and labor market as well as a review of actions that leaders throughout the state—whether in the public, private, civic, or philanthropic sectors—can take to develop a workforce capable of supporting continued growth through economic diversification

    Insights Into Global Engineering Education After the Birth of Industry 5.0

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    Insights Into Global Engineering Education After the Birth of Industry 5.0 presents a comprehensive overview of recent developments in the fields of engineering and technology. The book comprises single chapters authored by various researchers and edited by an expert active in the engineering education research area. It provides a thorough overview of the latest research efforts by international authors on engineering education and opens potential new research paths for further novel developments

    Open Web-Based Virtual Lab for Experimental Enhanced Educational Environment

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