45,522 research outputs found

    Innovative teaching strategies: enhancing the soft-skilloriented approach through integrated onsite-online learning environments

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    ABSTRACT The integration of ICT in Higher Education requires reflective design by teachers. In particular, from recent international research on the subject, it emerges that the perspective of the TPCK framework (Technological, Pedagogical, Content Knowledge) can favour an effective design reasoning of teachers. Teaching practice requires the implementation of innovative organizational models for the creation of learning environments that offer continuity between classroom and distance learning (Hybrid Instruction Solution). The empirical mix-method research involved a group of volunteer teachers of different teachings. The objective was to design and implement innovative teaching solutions using ICT in onsite/online environments to enhance specific soft skills in students. The results of a questionnaire (CAWI) given to incoming and outgoing teachers from the experience of designing and conducting the didactic action will be presented. the TPCK perspective design of integrated learning environments and the reasoned choice of coherent methodologies seem to make a soft-skilloriented didactics feasible

    Telling timber tales in higher education: a reflection on my journey with digital storytelling

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    The challenges of the Higher Education landscape are the result of massification and globalisation. The general lack of preparedness in students and lack of academic literacy means that plagiarism is increasingly a challenge in written assignments. In the South African context, this is amplified, as students may be studying in their third or fourth language. Relying on students' affinity for visual learning, digital storytelling was first used as an alternative assessment method (to a written assignment) in 2011. This paper is a reflection on a lecturer's journey with digital storytelling, beginning with the first project in the Industrial Design programme at a University of Technology in South Africa. The short movie clips, known as digital stories, were created with off-the-shelf equipment and techniques, and any open source software available to the students. By evaluating the project using the lens of Authentic Learning, some of the benefits and challenges of using this alternative means of assessment could be identified. The authentic learning, the polished end products, the engagement of students with the material, the decidedly independent learning, and the collaborative practice were recognised as key benefits. The students also saw the visual orientation of the project, the digital literacy-building, and freedom of creative expression as benefits, and revealed their resourcefulness during the student-led project. This paper also acknowledges the two models of digital storytelling, the growth of communities of practice and the possibilities for further research into this growing area of learning in Higher Education

    Europeana communication bug: which intervention strategy for a better cooperation with creative industry?

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    Although Europeana as well as many GLAMs are very engaged - beside the main mission, i.e. spreading cultural heritage knowledge- in developing new strategies in order to make digital contents reusable for creative industry, these efforts have been successful just only in sporadic cases. A significant know how deficits in communication often compromises expected outcomes and impact. Indeed, what prevails is an idea of communication like an enhancement “instrument” intended on the one hand in purely economic (development) sense, on the other hand as a way for increasing and spreading knowledge. The main reference model is more or less as follows: digital objects are to be captured and/or transformed by digital technologies into sellable goods to put into circulation. Nevertheless, this approach risks neglecting the real nature of communication, and more in detail the one of digital heritage where it is strategic not so much producing objects and goods as taking part into sharing environments creation (media) by engaged communities, small or large they may be. The environments act as meeting and interchange point, and consequently as driving force of enhancing. Only in a complex context of network interaction on line accessible digital heritage contents become a strategic resource for creating environments in which their re/mediation can occur – provided that credible strategies exist, shared by stakeholders and users. This paper particularly describes a case study including proposals for an effective connection among Europeana, GLAMs and Creative Industry in the framework of Food and Drink digital heritage enhancement and promotion. Experimental experiences as the one described in this paper anyway confirm the relevance of up-to-date policies based on an adequate communication concept, on solid partnerships with enterprise and association networks, on collaborative on line environments, on effective availability at least for most of contents by increasing free licensing, and finally on grassroots content implementation involving prosumers audience, even if filtered by GLAMs

    Community-oriented Service-Learning: A university experience for preventing cannabis abuse in vulnerable adolescents and young people

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    Learning integrated into community action promotes a more active citizenry. More specifically, service-learning (S-L) embedded into higher education can represent a big challenge yet also an opportunity to involve the whole university community in social and community development. This paper addresses this teaching method by identifiying and reviewing the different components that define S-L, that is: civic engagement, social responsibility, civic education, partnership, and reflection. The ways in which S-L can be introduced into the curriculum are explained, through detailing experiences already carried out in the teaching of psychology. Current available data on its efficacy in university education are analyzed. The focus now turns to a university experience involving Community Psychology students across Bachelor’s and Master’s degrees. During this experience, students on both programmes make their final-year projects to develop a prevention resource aimed at young people at high risk of problematic cannabis use. Ultimately, this program not only teaches students the principles of Community Psychology but also give them an opportunity to put them into practice

    Cultural matter in the development of an interactive multimedia self-paced educational health program for aboriginal health workers

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    Aboriginal and Torres Strait islander health workers are key providers of primary health services to Aboriginal communities especially in remote and rural areas. They are often overloaded with competing demands. There has been limited attention given to the maintenance and ongoing enhancement of their skills and knowledge following the completion of formal training. A culturally appropriated interactive multimedia self-paced health program as a mechanism to improve the accessibility and the use of scientific data and information for health purposes is proposed as a basic method for better supporting Aboriginal and Torres Strait Islander primary health care workers in their practice locations. This paper explores different approaches for the development of a culturally appropriate interactive multimedia educational health program for Aboriginal and Torres Strait islander health workers and it also explore cultural matters concerning program development in the light of existing literature

    Learning in a Flash

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    Text is no longer the primary means of learning transfer. Character-based simulation, in which animated characters provide a social context that motivates learners, can improve cognition and recall and bodes well for high-impact e-learning

    Companionship games:a framework for emotionally engaging and empathetic interactive characters

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    1 in 2 people are diagnosed with cancer in their lifetime, and for those living with cancer loneliness and isolation are significant problems. This paper discusses the development of a virtual cancer support group, using the support group format to offer a companionship game to breast cancer patients. Seven characters populate this support group, designed as empathetic virtual agents. Interviews and playtests will assess the effectiveness of the design practice developed, and these learnings will be used to create a design framework for emotionally engaging and empathetic interactive characters.</p

    Using Technology to Support At-Risk Students' Learning

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    A new report finds that technology - when implemented properly -can produce significant gains in student achievement and boost engagement, particularly among students most at risk

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

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    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular
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