7,776 research outputs found

    Educational games - are they worth the effort? A literature survey of the effectiveness of serious games

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    Educational Technology in Flipped Course Design

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    The use of technology to engage students and to provide them with tools to study autonomously is increasingly frequent in higher education. This paper outlines an experimental study that analyzes the effectiveness of flipped classroom design, and argues how the use of technological, educational resources such as videos of educators teaching, interactive materials, simulators, virtual labs and game-based learning have facilitated the use of class time for active learning and discussion. The study was conducted in several academic years with groups studying Fundamentals of Computer Technology, a core subject in the first year of the Computer Engineering and Information Systems degree courses. We analyzed data collected from online activities on a learning platform created from scratch, from classroom activities and from attitudinal and satisfaction surveys. We compared the evolution of outcomes between the 2009-2010 and 2015-2016 academic years. The methodology followed a quantitative design with control and experimental groups, and descriptive statistical techniques were used. The results obtained show that learning achievement and performance in terms of qualifications were higher in the experimental groups, where the flipped classroom approach using technological resources was adopted, than in the control groups, where the traditional lecture approach was used. A significant positive effect on participation, engagement and student satisfaction was also identified

    Games Based Learning in Universities, a Life Learning Experience.

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    Theoretical foundations of educational strategies used in e-learning environments for developing clinical reasoning in nursing students : a scoping review

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    E-learning environments expand opportunities for the use of educational strategies that may contribute to the development of clinical reasoning in nursing students. The purposes of this scoping review were the following: 1) to map the principles of cognitive companionship and the theoretical foundations underlying the design and implementation of educational strategies used in e-learning environments for developing clinical reasoning in nursing students; and 2) to identify the types of educational strategies used in e-learning environments for developing or assessing clinical reasoning in nursing students. A scoping review was conducted and was based on the Joanna Briggs Institute Framework. Bibliographical databases were searched for studies published between January 2010 to July 2017. Out of 1202 screened articles, 18 met eligibility criteria and were included in this review. Principles of cognitive companionship in e-learning environments provide key clues from a learning support perspective, such as integrated feedback, interactive group discussion, gaming, and questioning. However, theoretical foundations underlying educational strategies in e-learning environments are poorly documented and insufficiently associated with cognitive learning models. E-learning environments must have solid theoretical foundations to provide support for the development of CR in nursing students

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Gamethinking: a roadmap to a Design Thinking-based model for Game Development education

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    O mindset, comportamento e postura de alunos de licenciatura em desenvolvimento de videojogos integrados em sistemas de aprendizagem baseados em projecto têm-se revelado uma barreira à criatividade das suas propostas de projects, mais especificamente no que diz respeito a processos criativos. Ao passo que a utilização sistemática do Design Thinking (DT) ao longo do currículo escolar certamente melhoraria a situação. Uma abordagem diferente é claramente necessária, muito provavelmente uma que combine DT com gamificação, e que faça uma utilização apropriada da aprendizagem baseada em projeto (PBL) com os métodos ágeis. De forma a refinar e clarificar a nossa contribuição na conjunção destas perspetivas, conduzimos uma revisão da literatura inicial que validou os nossos objetivos. Complementarmente, também definimos um roadmap para transformar tais intenções em acções práticas para a criação de um novo modelo de desenvolvimento de videojogos baseado nos princípios do DT. Toda a definição é baseada na metodologia IDEAS(R)EVOLUTION, a qual provê uma estrutura para toda a investigação no longo prazo. Palavras-chave: design Thinking; aprendizagem baseada em projeto; agile; gamificaçã

    Multiple intelligences: Educational and cognitive development with a guiding focus

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    Development and dissemination of innovative pedagogies continues to be one of the challenges of the 21st century. The visible deficiencies in the educational field have highlighted the need for other types of pedagogies that promote complete student development. Gardner’s theory about multiple intelligences (MIs) has great potential that has not yet been realised in practice in school contexts. With this research we aimed to analyse the relationship between the intelligences that students develop in primary education and the increase in certain cognitive and academic capacities, and to demonstrate that a pedagogy based on Gardner’s theory does more to promote creativity, maturation and school performance than traditional teaching-learning pedagogies. A total of 420 participants from 2 state-funded schools participated in this study (experimental group = EG; control group = CG). The EG (n = 230) was taught using Gardner’s theory and the CG (n = 190) was taught according to traditional pedagogy. There was an association between the intelligences developed by the students and their academic, creative, and maturational levels. Finally, significant differences were found between the EG and CG, with the EG obtaining a higher mean in the variables analysed in favour of the EG. In conclusion, using MIs in classrooms allows for a more mature and creative development and greater academic performance. Keywords: creative development; intellectual maturity; multiple intelligences; school performanc

    An Internet of Things Resource for Rehabilitation

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    Development of Computational Thinking in Brazilian Schools with Social and Economic Vulnerability: How to Teach Computer Science Without Machines

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    Computational Thinking (CT) has been placing the focus of educational innovation as a set of troubleshooting skills. Unfortunately, there is not a consensus if the teaching methodology and the available materials attend the expectations of the lecturers. To prove the impact that CT training has in primary school, we attempted to evaluate primary school students with a Quasi-Experimental approach and taking Unplugged CT classes in Brazilian Schools with Social and Economic Vulnerabilities. The research happened in two schools to prove if the activities are effective for students who live in areas where there are no electronic devices, Internet or even electrical power can be also benefited. The results show statistically significant improvement. Our study finds shows that we are able to reinforce the claim that CS unplugged is an effective approach and it is an alternative for students who live in unprivileged areas

    EFFECTIVENESS OF SUPPLEMENTARY LEARNING MATERIALS UTILIZING DIGITAL PLAY-BASED LEARNING PACKAGE

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    This study explores the potential of digital play-based learning packages to enhance the reading and counting skills of young learners in kindergarten. The subjects of this study were the 30 kindergarten learners of Shuttle Elementary School, South Fatima District, Barangay San Jose, General Santos City enrolled during school year 2021-2022. This study used the pre-experimental design, specifically, the single group pre-test and post-test design. Frequency counts, mean and t-test were utilized to interpret and analyze the gathered data. Based on the findings, it was found out that Digital Play-Based supplementary learning packages were effective and had improved the reading and counting skills of kindergarten learners. Nevertheless, the use of Digital Play-Based Supplementary Learning Packages may be implemented in teaching reading and counting among young learners in the academe. Ultimately, this study provides valuable insights for educators who seek to promote creativity and engagement in their classrooms, and underscores the importance of leveraging technology in support of learning outcomes.  Article visualizations
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