26,156 research outputs found

    Maximising gain for minimal pain: Utilising natural game mechanics

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    This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost-benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and Flow as natural dynamics that can be exploited in the learning experience

    Formative Research on an Instructional Design Theory for Fostering Self-Efficacy Through Gamification

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    The merits of gamification as a learner-centered pedagogy that positively influences learner engagement and motivation are widely established in the literature; yet, few studies have ventured beyond motivation to consider the impact gamification has on self-efficacy. Moreover, guidance for the effective design and development of gamified instruction is lacking. This study describes formative research conducted on the Gamification for Enhancing Learner Self-Efficacy (GELSE) instructional design theory, which was developed to guide the design of gamification aimed at fostering self-efficacy. The goal of formative research is to identify improvements for an instructional design theory based on a designed instance of the theory. The GELSE theory was applied to an undergraduate community health nursing course in a fully online, accelerated degree program. The theory was evaluated by answering the following questions: 1) What methods of the GELSE instructional design theory were perceived to be more effective?, 2) What methods of the GELSE instructional design theory were perceived to be less effective?, and 3) What improvements can be made to the GELSE instructional design theory?. Data was collected in this qualitative study through open-ended questionnaires, focus group interviews, semi-structured one-on-one interviews, and observations of online learner activities and social interactions. The results show that the GELSE instructional design theory is effectual for guiding the design of gamified instruction intended to foster learner self-efficacy. Additionally, the findings from the research yielded a number of recommendations for improving the GELSE theory

    A Case Study: Impact Of Assessment For Learning In A Badminton Unit In Physical Education

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    The main purpose of assessment for learning (AfL) is to provide feedback to learners, regarding the learners’ progress towards the learning objectives, and allow students to take ownership of their own learning. The purpose of this study is to examine the impact of using an analytical rubric as an assessment for learning tool on teaching and learning in physical education. This case study examines the acquisition of skills in a badminton unit and student engagement in a Singapore’s secondary school physical education class setting. Specifically, the research questions are: a) How does the incorporation of AfL tools affect students’ acquisition of skills in a badminton unit? b) How does the incorporation of AfL tools in a badminton unit impact students’ engagement (i.e., response rate)? A quasi-experimental group design method was used and one class had AfL tools incorporated in the teaching and learning, while the other class did not. Results showed that the class with AFL tools incorporated into the lessons had a significantly higher response rate than the class without. Both classes experienced almost similar improvement of skills even though the class with AfL tools incorporated had less game play time. This study concluded that assessment for learning when incorporated into lessons can increase engagement and motivation, with no significant conclusion on the impact on skill improvement and psychomotor learning

    Gamification Strategies for Music Educators: An Online Continuing Education Course

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    This curriculum project is designed to provide music educators in the public and private sector with introductory knowledge about the topic of gamification and game-based learning, framed within the scope of an online continuing education course. It is meant for adult learners who teach young musicians in the K-12 range. The course offers a set of strategies and step-based processes that help transform a traditional music lesson plan into an interactive and meaningful learning experience that leverages games. The games created by the students in the course can serve to motivate music students by incorporating a sense of competition and personal achievement in and out of the classroom. Research in game-based design will demonstrate the usability of gamification within music education. This project aims to provide gamified knowledge delivery methods and assessment tools that apply to students in K-12. While one of the goals of gamification is to enhance music education through the creation of fun activities, the curriculum does not lose focus on the importance adhering to the National Core Arts Standards of creating and performing. 1 Game-based learning can complement hard-work and consistent practice through the use of game elements during a music lesson. Educational games can be a valuable method of instruction when a student struggles to understand complex subjects such as music theory by helping the student develop necessary critical thinking skills. Game-based music learning can also increase student interest and participation during class. Keywords: gamification, game-based learning, gamified system design, engagemen

    Implementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework

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    Educators in some Canadian schools are especially challenged in developing innovative pedagogical approaches that can intellectually engage their students in deep learning of core curriculum content, while equipping them with 21st century competencies.  In this paper, we discuss some key ideas on how an intervention, the design and building of digital video games, was implemented and explored, to address this challenge, in four grade 6 social studies classes at a Calgary charter school, utilizing a design-based research framework.  Findings revealed that: (i) to effectively implement this intervention in the classroom context, teachers needed to shift/modify their design of instructional activities compared to how they would normally design them in their social studies classes to teach the same chosen content; and (ii) the intervention, as implemented, seem to have the potential to be an effective innovative pedagogy for deep learning and one that promotes the intellectual engagement of students and their development and application of 21st century competencies.  Some implications of these findings for the implementation of interventions in school, in terms of transforming the classroom environment, assessing the type of theoretical support needed, using design-based research as an effective framework to study how interventions and developing policy for the implementation of interventions are listed for K-12 educators, school jurisdictions and Alberta Education

    Active Learning: Stratagies in Nursing Education

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    Development Of Geobot Games in Teaching and Facilitation of Form Four Geographical Skills Topics

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    The suitability of Teaching and Facilitation Strategies (PDPc) will be able to create effective and fun learning for students in schools where the ability of teachers to plan and implement various PdPc strategies is able to optimize a learning session. PDPc's student -centered strategy can provide opportunities for students to submit opinions, cultivate the attitude of always seeking knowledge and learning throughout life. Student -centered learning that requires the active involvement of students in finding and investigating problems, constructing hypotheses, designing experiments, collecting data as well as drawing conclusions to solve problems can be implemented through game -based learning. While the teacher only acts as a facilitator. This study is a design and development research using the ADDIE Model. Findings show that the implementation of the ADDIE Model in the development of Geobot Game Module makes the development of modules can be carried out systematically and produce modules relevant to the Secondary School Standard Curriculum for Geography form four set by the Ministry of Education Malaysia

    A Framework for Computerized Adaptive Assessment based on Trajectory Driven Pedagogy Implemented in an Engineering Course

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    Engineering education needs to be flexible with the changing technology, and it must blend traditional and new teaching pedagogy for the overall knowledge creation in the students. A survey of prevalent experiential learning methods has shown tremendous potential to improve engineering students' learning. However, existing experiential learning methods are hard to integrate with current teaching-learning process at Amity University, Uttar Pradesh, Lucknow Campus, India. A pilot study conducted during Power plant Instrumentation taught in the seventh semester of the Electrical and Electronics undergraduate program balances the current teaching method with the proposed Trajectory -driven pedagogy as an alternative teaching pedagogy. A trajectory driven computerized adaptive assessment procedure for teaching has been proposed in this paper. The system follows a trajectory of courses to generate the subsequent questions from the vast database of questions. A sequence of questions is guided by Concept Map which represents the questions from three courses in a hierarchical manner. Analysis of students' assessments shows that the proposed methodology could is accurate for quantitative measurement of the course learning outcomes in a summative assessment. &nbsp
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