1,699 research outputs found

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Investigating prediction modelling of academic performance for students in rural schools in Kenya

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    Academic performance prediction modelling provides an opportunity for learners' probable outcomes to be known early, before they sit for final examinations. This would be particularly useful for education stakeholders to initiate intervention measures to help students who require high intervention to pass final examinations. However, limitations of infrastructure in rural areas of developing countries, such as lack of or unstable electricity and Internet, impede the use of PCs. This study proposed that an academic performance prediction model could include a mobile phone interface specifically designed based on users' needs. The proposed mobile academic performance prediction system (MAPPS) could tackle the problem of underperformance and spur development in the rural areas. A six-step Cross-Industry Standard Process for Data Mining (CRISP-DM) theoretical framework was used to support the design of MAPPS. Experiments were conducted using two datasets collected in Kenya. One dataset had 2426 records of student data having 22 features, collected from 54 rural primary schools. The second dataset had 1105 student records with 19 features, collected from 11 peri-urban primary schools. Evaluation was conducted to investigate: (i) which is the best classifier model among the six common classifiers selected for the type of data used in this study; (ii) what is the optimal subset of features from the total number of features for both rural and peri-urban datasets; and (iii) what is the predictive performance of the Mobile Academic Performance Prediction System in classifying the high intervention class. It was found that the system achieved an F-Measure rate of nearly 80% in determining the students who need high intervention two years before the final examination. It was also found that the system was useful and usable in rural environments; the accuracy of prediction was good enough to motivate stakeholders to initiate strategic intervention measures. This study provides experimental evidence that Educational Data Mining (EDM) techniques can be used in the developing world by exploiting the ubiquitous mobile technology for student academic performance prediction

    Med-e-Tel 2013

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    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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    Online and digital media usage on cell phones among low-income urban youth in Cape Town

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    Includes bibliographical references (leaves 69-76).Cell phones introduce a range of new possibilities for the use and production of media, for social networking and communication, political activism, and social development. For this study, 441 grade 11 students at nine schools in low-income areas in Cape Town, South Africa were surveyed about their use of cell phones. These young South Africans have adopted a number of ways to use the Web and mobile Instant Messaging. They also commonly access, produce, and share digital media via their phones and the Internet. Internet access has, until recently, only been accessible to the wealthiest fraction of South African society (about 10% of the population) and so this is a highly significant development. Until now, little quantitative data has been available to describe exactly to what extent and how this cohort is beginning to access and use the Internet and digital media on cell phones. The students reported intensive use of cell phones to access mobile Internet applications, at a far greater level than they report using desktop computers to access the Web. Mobile Internet is considerably more accessible to these students than computer-based Internet access and they are choosing to use the Internet primarily for mobile instant messaging and other characteristic forms of mobile media use. This suggests that these students encounter a distinct, mobile version of the Internet. Their experience of Internet access and digital media may consequently be quite different to that of their computer-using peers. An exploratory media and technology usage approach was chosen to determine first, the availability of cell phones and specific features to the students, and, second, the extent to which online and digital media are being accessed, produced, or shared. A detailed questionnaire was distributed to all students from thirteen grade 11 classes at nine schools (n=441). The schools were chosen as random cluster samples from all public secondary schools located in the city's 50% most deprived areas in order to provide a detailed assessment of cell phone usage in an environment similar to that which prevails in many urban South African schools. Activity-based questions indicate that a majority of respondents (68%) have used a cell phone on the previous day to access the Internet, while half of all respondents (49%) used the mobile Internet to access the Web on the previous day. Interpersonal communication was still the most common use of phones, with 87% of respondents making calls or sending SMS messages on a typical day. A significant minority (23%) of students did not own their own personal handset, despite the near universal use of cell phones among all respondents (96% use one on a typical day). While phone ownership correlated strongly with a sense of economic deprivation as well as lower academic performance, there was no significant difference between both groups in terms of their mobile Internet usage. Thus the fact that some students do not own a phone does not seem to create a 'mobile divide' or automatically lead to exclusion from the possibilities of mobile Internet access. Online media were found to be less frequently used than broadcast and print sources. Nonetheless, the fact that 28% of low-income urban youth access online news about once every day, or more often, may have significant implications for South Africa's news media, particularly in the future. Despite the geographical limitations of this study, the results provide an illuminating snapshot of mobile media use by low-income school-going youth in urban Cape Town

    IADIS International Conference International Higher Education, IHE 2010:Proceedings

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    Effective Online Safety Awareness for Young People in Less Developed Countries

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    In less developed countries (LDCs) there is a research deficit on the positive and negative aspects of their respective emerging digital cultures. Education programmes that seek to raise awareness of online safety, needs to be based on evidence and not simply transposed from other countries as the issues involved may be very different. Thailand, in particular, has very little data that can be used to create meaningful educational material. This was determined after a thorough literature review which found that most of the research has been carried out in the advanced economies of North America, Europe and Australasia. By contrast in South East Asia very little research had been carried out. This research proposes an integrative security awareness education framework for emerging digital cultures. It was constructed from the ground up so that it would be evidence led. In the first phase, a survey of the online behaviour and attitudes of young people in Thai schools was undertaken. Between November 2016 and June 2018, 352 students aged between 12 and 18 completed a comprehensive online questionnaire. In addition, 25 students were interviewed and asked to describe their online experiences both good and bad. From the survey it was found that 69% of students had been upset by an online interaction with 55% experiencing some form of cyber-bullying. They were also exposed to potentially harmful content. At least a third or more had seen posts or discussions on; committing suicide, self harm, being very thin, sexual images and hate messages against individuals and groups. In terms of mediation the interviews revealed a slightly different picture than the one painted in the survey. In the latter, young people suggested that they did sometimes talk to their parents and teachers about upsetting experiences. In the interviews most said that they did not tell their parents or teachers about negative online interactions. This was backed up during the workshops with most reasoning that what they were going through was not important enough to tell a parent or teacher or that they might be the ones that get blamed. They would either stay silent or tell a close friend. A series of online safety workshops were carried out structured around the theme of cyber-bullying as that was the standout issue from the surveys and interviews. An action-research approach was taken to determine what kind of activities would be best to engage Thai students. Activities that were based around active learning strategies like gamification (i.e. using elements of game design) and involving cooperation or competition proved the most successful. Activities where students had to present something or be involved in classroom discussions did not fare too well. The resulting education framework from the field research consists of themes and topics that are relevant to LDCs as well as the type of activities that works best. A novel component, ‘Cultural Mask’ was added to the framework. This looks at the influence of a country’s culture and its impact on education. In Thailand this includes the Sufficiency Economy Philosophy (SEP). In the education sector, SEP schools should promote student centric learning with creativity, critical thinking and problem solving amongst other goals. Knowledge they learn should lead to the betterment of their school and community. Therefore, the education framework can be adapted to reflect the SEP goals. In other LDCs by working through the education framework, awareness programmes can be developed that will be effective and culturally relevant

    A study of the importance of cultural factors in the user interaction with, and the design of, interactive science and technology exhibits in museums

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    This research investigates the cultural factors affecting the use of interactive science exhibits including interactive science and technology exhibits (ISTEs) by visitors to science museums worldwide. Visitors bring differing characteristics and experiences to bear upon the task of using these exhibits. These affect the nature and quality of their interaction with the exhibits. This research has focused on the cultural issues, and has defined them using 10 distinct and coherent ‘dimensions’. This has been achieved by extensive review of relevant earlier research work and building on this with experimental studies with visitors and interviews with science museum experts in the UK and Thailand. Interactive science exhibits now take many forms, and therefore for scientific investigation of their use it is essential to classify them in a form which promotes research validity and reliability. This research has developed a new classification of interactive science exhibits into four classes based upon the user’s perception, cognition and the nature of the interaction. The classes are: (1) simple interaction with direct understanding; (2) simple interaction with complex understanding; (3) multiple interactions with direct understanding; and (4) multiple interactions with complex understanding. This classification was used in experimental studies of interaction with exhibits at science museums. The research methods used mixed methods of quantitative and qualitative research through three separate studies. The data collection methods were: interviews, questionnaires, and video recording observation. The findings were that not only language issues and conceptual understanding are important factors, but other cultural factors were also inter-related and affect visitors’ learning through ISTEs
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