118,738 research outputs found

    Issues for consideration to adopt educational computer games for learning and teaching

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    Computer games have started to gain attention in the domain of learning and teaching. The integration of computer games for education in the classroom has starting to gain acceptance in some countries. However, for schools which have never used computer games in the classroom, study still need to be conducted to investigate the teachers' belief and attitude toward the usage. The purpose of this paper is to examine issues for consideration when adopting educational computer games for learning and teaching. This paper also examines the concepts that related to educational computer games and aspects of learning and teaching. In addition, the theories of technology acceptance which use to assess the perception, belief and attitude of teachers and students have also been investigated

    Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers’ Intentions to Use Digital Games in the Classroom

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    This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that affect teachers’ intentions to use digital educational games in the classroom. Research shows that using computers and other digital technologies like digital games is one way to influence young people’s career aspirations and improve their digital literacy. This is particularly important as the world of work is changing and emerging jobs becoming more intensive in their use of digital technologies. In the developing world and in particular Nigeria, there have been calls to improve the digital literacy skills of young people to help them make informed career choices, and fully participate effectively and equally in the digital world. However, many of the computing and digital technology education initiatives have not produced the positive results intended. The lack of awareness, readiness and buy-in of the relevant stakeholders are some of the factors that has been identified as a barrier here. For example, for computing and digital technology-based projects in schools, the success largely depends on the support and attitude of teachers. As one of the major stakeholders in the classroom, teachers need to be consulted in decisions that affect the way they deliver their lessons; especially when novel ideas and approaches that challenge tradition are introduced. It is therefore important to consider their acceptance or otherwise of digital games in the classroom. A Technology Acceptance Model (TAM) was modified to include constructs previously identified by teachers that potentially influence their intention to use digital games in the classroom. The extended TAM was developed into a questionnaire and tested with 220 teachers in Nigeria. Analyses of the results show that syllabus connectedness, perceived usefulness and self-efficacy are significant predictors of the intention of teachers to adoptdigital game-based learning in the classroom. Furthermore, the teachers' demographics including experience of teaching, age and gender all mediated the intention of the teachers to use digital game-based learning. The results and findings present recommendations for school leaders and developers of digital educational games. The practical insights from this are also important here and helpful for guiding the deployment of such games particularly in areas where such technological interventions have not been used before

    Putting theory oriented evaluation into practice

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    Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to Simgame, a board game created for secondary school level business education in six European Union countries

    Digital learning resources and ubiquitous technologies in education

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    This research explores the educators' attitudes and perceptions about their utilisation of digital learning technologies. The methodology integrates measures from ‘the pace of technological innovativeness’ and the ‘technology acceptance model’ to understand the rationale for further ICT investment in compulsory education. A quantitative study was carried out amongst two hundred forty-one educators in Malta. It has investigated the costs and benefits of using digital learning resources in schools from the educator’s perspective. Principal component analysis has indicated that the educators were committed to using digital technologies. In addition, a step-wise regression analysis has shown that the younger teachers were increasingly engaging in digital learning resources. Following this study’s empirical findings educational stakeholders are better informed about how innovative technologies can support our students. In conclusion, this paper puts forward key implications and recommendations for regulatory authorities and policy makers for better curricula and educational outcomes.peer-reviewe

    Developing NQTs e-pedagogies for inclusion

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    Report of a project to develop e-pedagogies for inclusion

    Effectiveness if traditional games compared with technological games in classroom climate and student's performance in the EFL classroom : a quasi-experimental research

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    Tesis (PedagogĂ­a en InglĂ©s)The present study intended to corroborate the hypothesis that both technological and traditional games can help school students in their learning process and that traditional games unlike technological ones, also help in the creation of a better classroom climate. Through a quasi-experiment in three different educational settings, control groups and experimental ones were going to be measured both in students’ performance expressed in marks and in classroom climate measured with a sociometric test. Chile’s current national contingency has prevented this study to be concluded as expected. As an alternative outcome, the researchers carried out a perception study that compared student’s acceptance of both technological and traditional games. The result of this study shows that current students, who are digital natives, showed a slight preference for traditional games over the technological ones, defying the common belief that students only react positively to technology.El presente estudio pretende corroborar la hipĂłtesis de que tanto los juegos tecnolĂłgicos como los tradicionales pueden ayudar a los alumnos en su proceso de aprendizaje y que los juegos tradicionales a diferencia de los tecnolĂłgicos pueden ayudar, ademĂĄs en la creaciĂłn de un mejor clima de aula. A travĂ©s de un cuasi-experimento en tres diferentes establecimientos educacionales, en los grupo de control y experimentales se iba a medir tanto el rendimiento de los estudiantes expresado a travĂ©s de sus calificaciones, como el clima de aula medido a travĂ©s de un cuestionario sociomĂ©trico. La actual contingencia nacional de Chile ha impedido que este estudio concluya segĂșn lo previsto. Como alternativa, los investigadores llevaron a cabo un estudio de percepciĂłn que comparĂł la aceptaciĂłn de los estudiantes hacia los juegos tecnolĂłgicos y tradicionales. El resultado de este estudio muestra que los estudiantes, siendo nativos digitales. mostraron una ligera preferencia por los juegos tradicionales por sobre los tecnolĂłgicos, desafiando la creencia general de que los estudiantes solo reaccionan positivamente ante la tecnologĂ­a

    Research on ICT in K-12 schools e A review of experimental and survey-based studies in computers & education 2011 to 2015

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    International audienceWhat is the role of a journal? Is it to follow the research or lead it? For the former, it is to serve as an archival record of the scholarship in a field. It can serve to permit the research community to engage with each other via the written record. But, for the latter, it can serve the research community by pointing out gaps in the research based on the archival record. This review is intended to do just that

    How do we increase public understanding of the benefits provided by SUDS?

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    Background to researchRecent Scottish Government policy is to develop Scotland as the world’s first Hydro Nation which places more emphasis on water as central to our national identity. This agenda isincreasing the international profile of Scotland’s skills and experience in supporting the good stewardship of water resources. There is a need to increase awareness among thepublic of the benefits that water provides and how our actions can help protect and improve them. Successful legislative and policy reform have been responsible for sustainable urbandrainage systems (SUDS) becoming commonplace in Scotland. There is a deficit of understanding surrounding the multiple benefits which SUDS can offer communities such as pollutioncontrol, flood prevention, enhancement of biodiversity and wildlife habitats. Conveying an understanding of benefits to those who live within close proximity to SUDS can help lendacceptance to these innovative green technologies that are replacing traditional forms of drainage.Objectives of researchKey CREW objectives are to develop a hydro literacy programme that:(a) increases public understanding of the benefits water provides and issues involved in its management(b) increase science engagement through community outreach/public education(c) support Scottish water policy.This project was a public outreach activity that targeted primary and secondary school children located to the north of Dundee where there are excellent examples of SUDS. The key objective was to raise awareness of the Hydro Nation agenda with a scope that was twofold: explain the urban water cycle; and promote awareness and understanding of the local SUDS and related benefits. To realise these objectives we had to ensure alignment of the science, environmental, engineering and social aspects related to SUDS with the curriculum forexcellence and which contributed to general science experiences and outcomes.Key findings and recommendationsDissemination of the Hydro Nation Agenda and the benefits of SUDS were delivered to a total of 106 children (ages 3-10) and 14 adults. Based on feedback, the outreach programmeto schools was deemed an unquestionable success by the Local Authority, teachers and school children alike. This was due to a strategic approach taken for the development anddelivery of a ‘water and SUDS’ learning package that included a variety of mechanisms and activities to fit the time available and suit the knowledge level of the target audiences. Thisfacilitated engagement, enthusiasm, knowledge retention and empowerment – learning whilst also having fun. Evaluation of feedback, and with hindsight, recommendations for improvingfuture outreach initiatives to school children and local community groups include:‱ Timing is crucial to ensure alignment with the curriculum, particularly secondary schools.‱ Hands on sessions including experiments and digital technology related to local real world issues combined with local walks were powerful strategies that provided a direct and personal connection that engaged, promoted and embedded learning concepts and new terminology.‱ Future roll out of the initiative would be beneficial to integrate the SUDS learning package materials with current lesson plans; specifically delivery of a practical legacy teaching asset that could be up scaled/rolled out across Scotland.‱ The Community Group session was put together quickly with limited time. This was beneficial for the Group regarding imminent dialogue with Dundee City Council planners however a more organised session and discussion would have enhanced understanding of current best practice SUDS.<br/

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research
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