127,285 research outputs found

    Conversational Gamers: Developing Language Skills and Connections through Games

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    Board games as a teaching tool for technology classes in Compulsory Secondary Education

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    Aquest treball estudia la tĂšcnica coneguda com game-based learning, Ă©s a dir, l’Ășs dels jocs com a eina didĂ ctica. Primer que res, es fa recerca sobre els treballs ja existents i es veu que, tot i haver-hi articles sobre game-based learning, Ă©s difĂ­cil trobar-ne de relacionats amb la tecnologia, mĂ©s enllĂ  d’ensenyar a programar. A continuaciĂł, es revisen els continguts curriculars i les competĂšncies de secundĂ ria i es relacionen amb alguns jocs de taula ja existents, dels quals es detallen breument les regles de joc. Es veu que hi ha continguts curriculars, pels quals es difĂ­cil trobar un joc que hi encaixi. A mĂ©s a mĂ©s, es desenvolupa la idea d’un nou joc de taula, basat en el ja existent Party & Co., per treballar alguns dels continguts curriculars pels quals no s’ha trobat cap joc existent que s’hi escaigui. Finalment, s’explica una experiĂšncia duta a terme durant el perĂ­ode de prĂ ctiques en el centre escolar al curs de 3r d’ESO. Es disposava de tres grups i en tots tres es va seguir la mateixa programaciĂł: classe introductĂČria expositiva, una sessiĂł de muntatge de robots LEGO, 4 sessions de programaciĂł i un petit test. En un dels tres grups, perĂČ, es va fer una classe prĂšvia extra on es va jugar a un joc de taula anomenat RoboRally. Els objectius eren dobles: que aprenguessin la importĂ ncia de l’algorĂ­smica i que s’ho passessin bĂ©. Els resultats mostren que aquest grup va treballar mĂ©s i millor. En el treball s’analitzen els resultats obtinguts

    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

    Play On: The Use of Games in Libraries

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    The use of games in the library is a currently trending topic of discussion and writing in the Library and Information Science profession. Upon first consideration, gaming may seem to be irrelevant at best and a waste of time and resources at worst. However, gaming does have several significant implications for all types of libraries, including greater exposure to new information technologies and the sense of community that a gaming program can foster. Thus, libraries should seriously consider the benefits of gaming programs and be prepared to carefully develop collection policies and to properly plan gaming opportunities for their patrons. The following literature review highlights how other libraries have accomplished these goals, provides examples of the different types of gaming programs that can be implemented in libraries, and explains the advantages for the library that come with a gaming program

    Global board games project:a cross-border entrepreneurship experiential learning initiative

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    Entrepreneurship training and development in the context of higher education has grown tremendously over the past four decades. What began as offerings of a handful of courses aimed primarily at business planning and small business management has evolved into over 3.000 higher education institutions around the world offering degree programs and concentrations in entrepreneurship on both undergraduate and graduate levels (Morris, Kuratko and Cornwall, 2013). Universities – particularly in the USA, UK and EU – have invested into developing entrepreneurship curricula but also extra-curricular programs and infrastructure aimed at supporting enterprise development. It is consensus among educators that entrepreneurship can be taught (Kuratko, 2005). Indeed, entrepreneurship education research has become a field in its own right (Fayolle, Gailly and Lassas‐Clerc, 2006; Pittaway and Cope, 2007; Penaluna, Penaluna and Jones, 2012; Fayolle, 2013; Fayolle and Gailly, 2015; Pittaway et al., 2015; Nabi et al., 2017). As literature indicates, entrepreneurship education can have an important impact on a variety of outcomes, including entrepreneurial intentions and behaviours. Intentions are a motivation to engage in certain behaviour that is geared towards venture creation (Gibb, 2008, 2011) as well as recognition and exploitation of opportunities (Shane and Venkataraman, 2000). Moreover, research has also identified the impact of entrepreneurship education on more subjective indicators such as attitudes (Boukamcha, 2015), perceived feasibility (Rauch and Hulsink, 2015), and skills and knowledge (Greene and Saridakis, 2008). Recently, the literature on the best practices in entrepreneurship education has centred on the importance of experiential learning allowing students to create knowledge from their interactions with the environment (Kolb, 1984). The key to effective experiential learning is engaging students individually and socially in a situation that enables them to interact with elements of the entrepreneurial context thus moving them away from text-driven to action-driven learning mode (Morris, Kuratko and Cornwall, 2013). Increasingly, digital technologies have been leveraged to create a learning environment that provides opportunities for experiential learning (Onyema and Daniil, 2017). This chapter provides findings of a study related to the development and implementation of a collaborative, digitally supported simulation project aimed at enhancing entrepreneurial social skills in an international context
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