12,581 research outputs found
The use of humor by an adolescent with autism spectrum disorder
The aim of this study was to describe the humor use by an 11-year-old adolescent with ASD. Through an iterative coding process to identify a successful, unsuccessful, and neutral rating of instances of humor, we describe how does an adolescent with ASD uses humor and the functions humor serves in his interactions with a friend. We describe the personal and environmental factors that support the successful use of humor. The adolescent used two main types of humor (self-initiated and environmentally-initiated), consisting of two forms (verbal and physical). We describe 12 main behavioral indicators to identify the instances of humor. Humor appeared to sever as a means of engaging his friend and he appeared to be most successful in using humor with his friend when in a familiar environment and engaging in a familiar activity. The implications for future research are discussed
Motivating children to learn effectively: exploring the value of intrinsic integration in educational games
The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds. Study 1 examined the learning gains of 58 children who played either the intrinsic, extrinsic, or control variants of Zombie Division for 2 hr, supported by their classroom teacher. Study 2 compared time on task for the intrinsic and extrinsic variants of the game when 16 children had free choice of which game to play. The results showed that children learned more from the intrinsic version of the game under fixed time limits and spent 7 times longer playing it in free-time situations. Together, these studies offer evidence for the genuine value of an intrinsic approach for creating effective educational games. The theoretical and commercial implications of these findings are discussed
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Computers, talk and learning : using computers to help coach reasoning through talk across the curriculum
The main theme of this thesis is the role of computers as a support for reasoning through talk in the classroom. A second, closely linked, theme is the role of reasoning through talk in general intellectual development.In the first part of the thesis the two areas of the teaching of thinking skills and the use of computers as a support for cooperative work in classrooms are explored through critical reviews of the literature and through two empirical studies. The findings of this exploratory research lead to the development of a theoretical framework for the use of computers in classrooms. This theoretical framework consists of the characterisation of a type of talk that is effective in promoting general intellectual development, a model of the structure of educational activities in which groups of children work with computers and a set of principles for the design of software to support reasoned discussion.In the second part of the thesis the theoretical framework is explored and tested through the development and implementation of an intervention programme. A new methodology is developed to evaluate this intervention programme integrating a quasi-experimental method with both qualitative discourse analysis and computer-based discourse analysis. The findings of the evaluation support four key hypotheses which emerge from the theoretical framework. First, that there is a link between the coaching of reasoning through talk and performance on tests of general reasoning ability. Second, that the quality of computer-supported collaborative learning can be enhanced through the off-computer coaching of exploratory talk. Third, that group work at computers can in turn be used effectively to extend an educational programme designed to coach exploratory talk across the curriculum. Fourth, that computer-based collaborative learning can - be used to integrate active peer-learning with directed teaching. These findings have significant implications for educational theory and practice
Using "tangibles" to promote novel forms of playful learning
Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning
Learning through games using multimedia courseware for primary school students
This project presents a preliminary work on examining the importance of incorporating
the elements of games, in particular complex games, in the design of an interactive
multimedia-learningenvironment to enhance and create an engaging learning experience.
A review suggests that computer games have the potential to enhance the learning
environment; in part due to its interactive and engagement attributes. The result of an
informal survey reveals that "Fraction", one of the mathematic topics taught at schools
was identified as one of the most difficult topics to teach. Thus development of the
prototype software was based on this topic. An initial examination of two current
multimedia courseware CDs used for Mathematic Year 3 under this topic has revealed
that most of the contents in the CDs have integrated all the multimedia elements such as
text, image, audio and graphics but it lacks interactive games and activities that could
stimulate enjoyment and motivation for learning. Activities found consist mainly of
simpleor trivial gamesthat do not lend to sustainedengagement. The architecture and the
preliminary designof the prototype software that integrate complexgames are described.
To form the basis of the courseware development, a pre-survey questionnaire was
conducted to find out students interest on computer games. The results of the survey
showed that 100% or 60 out of 60 respondent express interest and engage on games. The
result of the analysis provides motivations for the development of the learning through
games courseware. The development of the courseware is based on the courseware
development framework which will analyze the requirement and courseware
specification, the initial storyboard, designation of multimedia, the integration of the
storyboard and the design itself and also the testing on the courseware. The result of
testing on the courseware shows that by integrating complex games elements and
multimedia elements on courseware may help students understand and motivate them to
learn. In conclusion, a courseware with additional games elements could be an interactive
and more interesting usable courseware
Standards for educational, edutainment, and developmentally beneficial computer games
The results of a comprehensive review of the body of research concerning the developmental and educational value of computer gaming for children is reported. Based on the review, design criteria are proposed for educational and edutainment computer games. In addition, a hierarchy of educational, edutainment, and entertainment game categories is introduced. It is argued that a standard educational labeling system is needed to assist parents and teachers with selecting computer games. A gap in the research is highlighted with regard to the affordances of computer games to facilitate the development of young childrenâs higher order thinking. It is recommended that further research be conducted to identify foundational educational theories for the design and assessment of games. And finally, it is argued that teachers need both training and encouragement to build the confidence required to guide computer game use
An interpretive inquiry of preservice teachers' reflections and development during a field-based elementary physical education methods course
The purpose of this study was to analyze and describe the reflections and development of seven preservice teachers during a field-based elementary physical education methods course. The research was guided by a focus on what the preservice teachers learned, how that learning changed over time, and how reflection impacted the preservice teachers' development during the methods course. The theoretical context which informed this study included adult cognitive development, teacher concerns, differences between experts and novices, teacher perspectives, and teacher reflection. Learning was viewed through the lens of cognitive psychology. Data sources included nonparticipant observations of methods course meetings and field experiences, documents, interviews, and audiotaped weekly reflection sessions. Data analysis involved a constant comparison method. As a result of data analysis, the preservice teachers were divided into two groups. The first group began the semester with an orientation towards teaching as control and shifted to a greater focus on teaching for learning by the end of the semester. The second group began the semester focused on teaching for learning and continued to grow within that orientation during the semester
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