26,659 research outputs found

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

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    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement

    Role-Playing Game and Learning for Young People About Sustainable Development Stakes: An Experiment in Transferring and Adapting Interdisciplinary Scientific Knowledge

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    The study refers to the interactions between socio-economic and natural dynamics in an island biosphere reserve by using companion modelling. This approach provides scientific results and involves interdisciplinarity. In the second phase of the study, we transferred knowledge by adapting the main research output, a role-playing game, to young people. Our goal was to introduce interactions between social and ecological systems, coastal dynamics and integrated management. Adapting the game required close collaboration between the scientists and educators in order to transform both its substance and form and to run it with an easy-to-handle ergonomic platform.Children Education, Multi-Agent Environment, Role-Playing Game

    Reflecting on primary prevention of violence against women: the public health approach

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    Provides reflections on Australia\u27s efforts in primary prevention of violence against women and offers suggestions for the next steps to continue the momentum. Summary Australia has committed to a public health approach to preventing violence against women, transforming how policies and programming address this difficult social issue. The aim is to prevent the problem from occurring in the first place by directing policy and strategies towards changing the underlying causes, behaviours and attitudes that lead to the perpetration of violence against women. This Issues Paper provides reflections on Australia’s efforts in primary prevention of violence against women and offers suggestions for the next steps to continue the momentum. Key messages The public health approach to preventing violence against women is now a major influence on policy areas in Australia and internationally. Evidence about what works in prevention is still emerging and is currently quite disparate, due to the diverse nature of programs and settings. There are challenges in the evaluation of primary prevention work, but a clear understanding and agreement of what is meant by "success" will enable useful evaluation design. Australia now has a clearly articulated goal to reduce violence against women and their children. The next steps should translate evidence into action and maintain the positivity that is currently driving the unprecedented energy in this sector

    Published and planned support for Curriculum for Excellence

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    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p

    Career Development Program for Refugee and Migrant Youth

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    The Career Guidance for Refugee and Migrant Young People project is an initiative of the South Metropolitan Migrant Resource Centre funded by the Department of Education and Training. It aims to develop, pilot and evaluate a career development and planning program that specifically meets the learning levels and needs of refugee youth with low levels of education, cultural life skills and English language ability

    Overview and Analysis of Practices with Open Educational Resources in Adult Education in Europe

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    OER4Adults aimed to provide an overview of Open Educational Practices in adult learning in Europe, identifying enablers and barriers to successful implementation of practices with OER. The project was conducted in 2012-2013 by a team from the Caledonian Academy, Glasgow Caledonian University, funded by The Institute for Prospective Technological Studies (IPTS). The project drew on data from four main sources: • OER4Adults inventory of over 150 OER initiatives relevant to adult learning in Europe • Responses from the leaders of 36 OER initiatives to a detailed SWOT survey • Responses from 89 lifelong learners and adult educators to a short poll • The Vision Papers on Open Education 2030: Lifelong Learning published by IPTS Interpretation was informed by interviews with OER and adult education experts, discussion at the IPTS Foresight Workshop on Open Education and Lifelong Learning 2030, and evaluation of the UKOER programme. Analysis revealed 6 tensions that drive developing practices around OER in adult learning as well 6 summary recommendations for the further development of such practices
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