12,110 research outputs found

    How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?

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    There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for uptake of games and simulations particularly in formal learning contexts. This paper aims to address this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation- based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice

    The Impact of Community Based Adventure Therapy on Stress and Coping Skills in Adults.

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    Stress and coping skills are among the most essential components of the mental health counseling field. The use of coping skills (e.g., meditation, physical activities, appropriate uses of leisure) has been identified as an effective strategy for stress management. Adventure therapy has emerged as a modality that can positively augment other therapeutic approaches by improving coping skills and assisting clients in managing stress. As with all therapies, a positive working alliance has been found to be important toward achieving clinical outcomes. This study explored how adventure therapy enhanced learned coping strategies for stress and improved therapeutic alliance. Outcomes from this exploratory research highlighted the potential of adventure therapy to decrease stress, increase coping skills, and build therapeutic rapport with the therapist

    Experiential Learning for Children Aged 4-14: A Rapid Evidence Assessment

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    A rapid evidence assessment (REA) about experiential learning in education was undertaken to synthesise research concerning children aged 4-14. The REA investigated the effects that approaches to experiential learning had on children’s motivation, engagement, agency, wellbeing, and academic achievement. Database searches were carried out of the Education Resources Information Center (ERIC), the British Education Index, the Teacher Reference Center, the Education Database and APA PsycInfo to review peer-reviewed research studies published between 2013 and 2023. Studies were screened for their relevance, and the Mixed Methods Appraisal Tool (MMAT) was used to assess the methodological quality of relevant studies. 88 studies were included in the final analysis. Synthesis of the findings of the 88 research studies showed positive effects for experiential learning approaches related to children’s motivation, engagement, agency, wellbeing, and academic achievement. Key effects included strong evidence for the beneficial effect of experiential learning on children’s science and maths achievement, and the positive effect that experiential learning had on the engagement and motivation of children who are at-risk, have special educational needs, have behavioural or emotional difficulties, or who are otherwise struggling in formal education. The implications of the REA include the importance of embedding experiential learning within the curriculum, and of connecting it to the wider community

    Constructions of Space: Exploring Photographic Images in Forest School

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    This research builds on the recently published paper (Garden, 2022c), which explored through interviews the use of iPads as cameras to enhance Forest School practice. Children’s perspectives of the Forest School space captured what was important to them on camera (Garden, 2022c). Working with the same group of 32 Key Stage 2 children selected from two UK primary schools, the research explored the images captured on iPad cameras during the follow-on session. The unstructured interviews explored the children’s feelings and meanings associated with the images captured in the Forest School space using Interpretive Phenomenological Analysis (IPA). The photographs can be understood within the themes of ‘play with technology’, ‘soft fascination’ and ‘place attachment’, all of which are inherent in the Forest School ethos. Suggestions for future research include reflections on the ways the capturing of images of Forest School can encourage peer collaboration whilst considering the relative influence of space

    Exploration Games:Can Game-Guided Systems Support Users in Automated Exhibition Sites?

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    This article delves into the potential of incorporating elements fromadventure games into museum exhibitions, with a particular focus on automatedexhibition sites. We advocate that principles derived from adventure games canadeptly bridge the two primary expectations of exhibitions: enlightenment andexperience. Exploration-based games, such as Explore the Redoubt (XTR)crafted for automated venues, enable users to fulfill both these objectives. XTR,conceived to address the prevailing research voids, integrates game mechanicsinto the automated exhibition environment, enhancing visitor motivation andengagement. It harnesses interactive digital mediums to present cultural heritagein a relaxed, informal manner.Existing research scarcely touches upon the design of experiential learninggames developed for automated sites, which encompass both indoor and outdoordisplays. Our methodology contemplates the transformation of visitor conduct atexhibitions, morphing them into avid knowledge seekers. We challenge theadequacy of current user experience models in portraying exhibitions striving toprovide both enlightenment and an immersive experience. Consequently, weintroduce a framework for museum interactions that deeply engages users, urgingthem to define their exploration trajectories, seamlessly fusing enlightenment,and engagement. Our study is set in a 17th-century redoubt where initialobservations indicated greater outdoor engagement compared to indoor spaces.This observation fueled our initiative to amplify indoor visitor participation.After testing XTR with 30 participants and employing a combination ofobservations and interviews, we derived key insights on designing digitalexploration games that seamlessly combine enlightenment and engagement. Weconclude with three design strategies to enhance visitor curiosity and exploration

    Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design

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    Digitalization is penetrating every aspect of everyday life including a human's heart beating, which can easily be sensed by wearable sensors and displayed for others to see, feel, and potentially "bodily resonate" with. Previous work in studying human interactions and interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back to the users may, for example support users' mindfulness and self-awareness during various everyday activities and ultimately support their wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an appreciation of the living body's role in all our experiences, we designed and explored mobile tangible heart beat displays, which enable rich forms of bodily experiencing oneself and others in social proximity. In this paper, we first report on the design process of tangible heart displays and then present results of a field study with 30 pairs of participants. Participants were asked to use the tangible heart displays during watching movies together and report their experience in three different heart display conditions (i.e., displaying their own heart beat, their partner's heart beat, and watching a movie without a heart display). We found, for example that participants reported significant effects in experiencing sensory immersion when they felt their own heart beats compared to the condition without any heart beat display, and that feeling their partner's heart beats resulted in significant effects on social experience. We refer to resonance theory to discuss the results, highlighting the potential of how ubiquitous technology could utilize physiological data to provide resonance in a modern society facing social acceleration.Comment: 18 page

    Mobile learning for sustainable development and environmental teacher education

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    Outdoor learning has, for a long time, been an important instructional resource in school education, usually embedded in the natural sciences and social sciences curricula. Teaching geography, geology, or biology beyond the traditional classroom allows students to interact with physical and social environments for meaningful learning. Mobile devices that are based on geospatial technologies have provided more accurate data, but also a combined instructional design with other WebGIS, map viewers, or geographic information system (GIS) layers, which are useful to foster education for sustainable development. This paper analyzes the applications of mobile learning based on citizen science and volunteer geographic information, but also on the growing awareness that citizens and educators need a set of digital competencies to enhance and innovate lifelong learning and active citizenship. The empirical research aims to measure teacher–training experience, highlighting the potential of mobile devices and their applications in environmental education. Data collected from the research and results prove the positive impact of mobile learning in environmental education. Finally, a discussion about mobile learning and education for sustainable development is provided
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