589,404 research outputs found

    A systematic literature review of methodology used to measure effectiveness in digital game-based learning

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    In recent years, a growing number of studies is being conducted into the effectiveness of digital game-based learning (DGBL). Despite this growing interest, however, it remains difficult to draw general conclusions due to the disparities in methods and reporting. Guidelines or a standardized procedure for conducting DGBL effectiveness research would allow to compare results across studies and provide well-founded and more generalizable evidence for the impact of DGBL. This study presents a first step in this process by mapping current practices through a systematic literature review. The review included peer-reviewed journal and conference publications between 2000 and 2012. Other inclusion criteria were that (1) the study’s primary aim was effectiveness measurement of cognitive learning outcomes, (2) the focus was on digital games and (3) a pre-post design with a control group was used. Twenty-five publications were found eligible for this study. Important differences were found in the number of control groups used and the type of intervention implemented in the control group (e.g. traditional classroom teaching, use of multimedia, computer-based learning, paper exercises, other games, or no intervention). Regarding the implementation method of the DGBL intervention in the experimental group, two approaches can be distinguished: stand-alone intervention or as part of a larger program. Moreover, a wide variety of effectiveness measures was used: measures for learning outcomes were complemented with time measurements and/or with self-reported measurements for self-efficacy and motivation. Learning effect calculation also varied, introducing pre-test scores in the analysis, conducting a separate analysis on pre- and post-test scores or conducting an analysis on difference scores. Our study thus indicates that a variety of methods is being used in DGBL effectiveness research opening a discussion regarding the potential and requirements for future procedural guidelines

    Effects of ground-plane size on planar UWB monopole antenna

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    Planar monopole antennas have found widespread applications in wireless communication systems. Their advantages of compact size, omnidirectional radiation pattern and wide impedance bandwidth make them good candidates for the designs of ultra-wideband (UWB) antennas. This paper investigates the effects of the dimensions of the rectangular ground-plane on the return loss and efficiency of an elliptical planar monopole antenna for UWB applications. Computer simulation and measurement are carried out on a group of nine antennas with different rectangular ground plane sizes. The simulated and measured results on return loss agree well. However, the simulated and measured efficiencies do not agree well in the lower UWB band. The measured efficiency shows that the efficiency is affected more by the width rather than by the length of the ground plane while the length of the ground plane affects the lower cutoff frequency. © 2010 IEEE.published_or_final_versionThe 2010 IEEE Region 10 International Conference (TENCON 2010), Fukuoka, Japan, 21-24 November 2010. In TENCON (IEEE Region 10 Conference) Proceedings, 2010, p. 422-42

    An Applied Study on Educational Use of Facebook as a Web 2.0 Tool: The Sample Lesson of Computer Networks and Communication

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    The main aim of the research was to examine educational use of Facebook. The Computer Networks and Communication lesson was taken as the sample and the attitudes of the students included in the study group towards Facebook were measured in a semi-experimental setup. The students on Facebook platform were examined for about three months and they continued their education interactively in that virtual environment. After the-three-month-education period, observations for the students were reported and the attitudes of the students towards Facebook were measured by three different measurement tools. As a result, the attitudes of the students towards educational use of Facebook and their views were heterogeneous. When the average values of the group were examined, it was reported that the attitudes towards educational use of Facebook was above a moderate level. Therefore, it might be suggested that social networks in virtual environments provide continuity in life long learning.Comment: 11 page
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