40,240 research outputs found

    Fostering Students’ Creativity through Video Game Development

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    This study focuses on the impact of video game development as an approach to educate individuals for the demands of creative industries such as video games. Questionnaires were administered to 38 students enrolled in two educational programs which involved developing video games. Findings suggest that developing video games creates an exceptional setting to promote the students’ creativity, due to characteristics of the task and of the work environment generated by this activity

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Co-creativity through play and game design thinking

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    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    The use of Fortnite in the teaching of English as a foreign language

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    In recent years, the methodologies applied in the teaching of English are very diverse. The traditional way of teaching in which the teacher was the main source of information and the students were the receivers is losing followers, and more and more teachers are advocating a more active methodology in which the students are the protagonists. During the two internship periods at the CPRI-INPRISE Escuelas Pías, Escolapios, it was observed that there was little participation on the part of the students, both in the oral activities and when correcting the exercises. In order to meet this need,it was proposed to work on 21st century skills, such as creativity and collaboration, as well as to improve student motivation and participation by introducing a topic that was of interest to them.This approach has been combined with Task Based Learning framed within the Project Based Learning structure, and always taking into account the communicative approach. The proposed didactic unit called “Fortnite 'n' English'' is characterised by applying the aforementioned approaches with the aim of making students create a final project in which they change the game to their liking. In order to exploit the video game genre, a corpus has been carried out in which each of the characteristics and how they can be extrapolated to teaching were analysed in depth. Finally, to promote studentparticipation, most of the proposed activities are carried out in groups or pairs in which an atmosphere that facilitates student participation is created.<br /

    Create to play, play to learn: gamification and game creation in EFL

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    Màster Universitari de Formació del Professorat de Secundària Obligatòria i Batxillerat, Facultat d'Educació, Universitat de Barcelona. Curs: 2022-2023. Tutora: Isabel Alonso Breto[spa] En este documento se presenta una propuesta de secuencia didáctica fundamentada en la gamificación, con el objetivo de promover la motivación y el compromiso de los estudiantes en una clase de inglés como lengua extranjera para el cuarto año de educación secundaria. Las sesiones se enmarcarán en un contexto ficticio, asignando roles específicos a los alumnos. Se propondrá una amplia variedad de actividades que fomenten la participación activa de los estudiantes, estimulen su creatividad y les brinden nuevas estructuras y expresiones lingüísticas, al tiempo que promuevan la reflexión sobre las mismas. Los alumnos deberán hacer uso de su imaginación y creatividad, así como trabajar en colaboración para resolver diversos problemas a lo largo de todas las sesiones. Asimismo, se incorporará una tarea final en la que los estudiantes, organizados en grupos, deberán crear un nuevo juego y evaluar su desempeño mutuamente.[eng] This document presents a proposal for a didactic sequence based on gamification, aiming to foster motivation and engagement among students in an English as a foreign language class for the fourth year of secondary education. The sessions will be framed within a fictional context, assigning specific roles to the students. A wide variety of activities will be proposed to encourage active student participation, stimulate their creativity, and provide them with new language structures and expressions, while promoting reflection on the same. Students will be required to utilize their imagination and creativity, as well as work collaboratively to solve various problems throughout the sessions. Additionally, a final task will be incorporated where students, organized in groups, will have to create a new game and evaluate each other's performance

    Music History- Laugh and Learn

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    The project I have chosen aligns with my curriculum project and research. Data will be gathered on the effects of laughter in the classroom. This research will show that humor can motivate students as well as aide memory. Overall, the project should conclude that laughter aids in the learning process. This project has great importance in the field of education, especially music education. Students have come to memorize for the tests, soon forgetting what they have learned. Adding a fun twist on a class that will aide students in their first year of college may increase enrollment. This may also help teachers discover that within reason, laughter plays an important role in education
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