12,593 research outputs found

    Trends on Educational Gamification: Challenges and Learning Opportunities

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    Games are a natural activity—we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment—plenty of social networks, MOOCs, etc.—but also because of the appearance of new methodologies. Such new methodologies are shifting the center of gravity: from the teacher to the student, with the aim of awakening relational aspects, as well as promoting imagination and divergent thinking. One new approach that holds considerable promise for helping to engage learners is, indeed, game-based learning (GBL). However, while a growing number of institutions are beginning to see the validity of GBL, there are still many challenges to overcome before this type of learning can become widespread.In this Special Issue, we want to gather several studies and experiences in GBL to be shared with other teachers and researchers

    2023 Conference Schedule

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    Virtual Schedule Link: https://sotlcommons2023.sched.com

    Preservice Teachers’ Perceived Preparedness to Integrate Technology Into Teaching of Mathematics: A Mixed Method Study

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    This study explored preservice teachers’ (PTs’) perceptions of their preparedness to effectively integrate technology into mathematics teaching and the pedagogical strategies that contributed to developing their competencies in this regard. Their perceived preparedness was examined in terms of their knowledge within the TPACK domains and self-efficacy beliefs. Using a concurrent mixed method design, data were collected from 59 PTs in their last semester of study at a Canadian university. Quantitative data were collected through an online survey via three widely used instruments, namely: the TPACK survey, the Computer Technology Integration Survey (CTIS), and the Synthesis of Qualitative Evidence (SQD) Scale. Qualitative data obtained from three open-ended survey questions and follow-up interviews with six participants provided broader insights about PTs’ experiences and activities regarding technology integration into mathematics teaching. The results of descriptive statistics and thematic analysis indicated that PTs perceived their knowledge and self-efficacy beliefs related to integrating technology into mathematics teaching at a moderate to a high level. Correlation analysis also indicated positive relationships between the seven subscales of the TPACK domains and the confidence scale. Participants shared that while their respective programs’ ICT for Teaching and Learning course played an important role in developing their knowledge in the TK and TPK domains, activities such as coding processes, math games, dynamic mathematics software, and graphic calculators were effective tools that encouraged them to use technology in their teaching of mathematics (TPCK). Experiential learning, including practicum experiences, role modeling strategy, and collaboration with peers were identified by participants as effective pedagogical strategies that developed their preparedness to integrate technology into their teaching of mathematics. Some recommendations of this study for teacher education programs include providing math-specific technology courses; incorporating appropriate instructional design that connects the content course to curriculum to promote PTs’ active engagement in meaningful technology-rich learning activities; and using all six pedagogical strategies presented in the SQD model to prepare future teachers to effectively use technology in mathematics teaching

    Students’ Meaning-Making Journeys Towards Self-Authorship Through Self-Designed Gap Year Experiences

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    This phenomenological, qualitative study addressed student perceptions of their meaning-making process towards self-authorship in a self-designed gap year experience and was conducted in a public higher educational institution in the Southeast. Data was gathered through interviews from a purposeful sample of gap year program participants and program administrators. Emerging themes and categories were identified by coding and analyzing the interview data, such as continual reflection reinforces the value of individual meaning-making, self-expectations versus self-worth, the influence of societal expectations are minimized, and self-designed learning helps to solidify changes in self-authorship. The data showed a strong connection between multiple meaning-making contexts for students and an enhancement in their authorship, as well as multiple-identities. The findings may be useful in gap year program reflection and redesign, and provide implications for self-design in experiential learning opportunities and gap year outcomes

    Developing the scales on evaluation beliefs of student teachers

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    The purpose of the study reported in this paper was to investigate the validity and the reliability of a newly developed questionnaire named ‘Teacher Evaluation Beliefs’ (TEB). The framework for developing items was provided by the two models. The first model focuses on Student-Centered and Teacher-Centered beliefs about evaluation while the other centers on five dimensions (what/ who/ when/ why/ how). The validity and reliability of the new instrument was investigated using both exploratory and confirmatory factor analysis study (n=446). Overall results indicate that the two-factor structure is more reasonable than the five-factor one. Further research needs additional items about the latent dimensions “what” ”who” ”when” ”why” “how” for each existing factor based on Student-centered and Teacher-centered approaches

    Gamification: Game-based Learning / Serious Games and 21st Century Soft Skill Development in Nursing Education

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    This study examined the development of 21st century skills through gamification, game-based learning (GBL), and serious games in nursing education in institutions of higher education in the United States. This paper reviews the history of gamification in nursing pedagogy through three domains of research. It includes an overview of research related to the development and implementation of gamification, GBL, and serious games in nursing education as well as the impact on the development of 21st century skills in digital natives. The focus was on the historical literature related to gamification, GBL, and serious games at institutions of higher education in nursing education to identify and analysis occurrences of 21st century skill development in historical research. Results were obtained through qualitative content analysis through the MAXQAD qualitative software program. Overall, the findings supported the use of gamification, GBL, and serious games in nursing education contributed to the development of 21st century skills among nursing students at institutions of higher education in the United States

    Valuing diversity and establishing an approach to supporting excluded groups

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    Minority students and minority employees in Higher Engineering Education experience inequality. For academic staff these inequalities impact their personal development and career progression. To continue to grow and for engineering education to thrive as a professional discipline we must encourage diversity within both the student and staff populations. This paper cautions against a simple notion of diversity, rather a truly diverse culture within engineering is needed, one in which there is diversity of opportunity, diversity of thought and diversity of experience. To enable a more inclusive environment to flourish we must understand the scale of the inequalities which exist. However, this paper demonstrates that there are significant limitations to the current diversity data within the UK which leaves room for under-reporting and over-generalising. In addition, there are cultural challenges which give further likelihood to non-disclosure and lack of self-reporting. This paper proposes that further research is needed into the true lack of diversity within engineering and describes one example of a ‘thought experiment’ conducted by the researchers to start unpacking the data and highlighting the scale of the issue

    Active Methodologies for the Promotion of Mathematical Learning

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    In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages
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