1,180 research outputs found

    Profiling the educational value of computer games

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    There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenari

    Serious Game Design Principles: The Impact of Game Design on Learning Outcomes

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    This dissertation examines the research question How do video game design principles affect learning outcomes in serious games? This research first develops a theoretical foundation concerning the meaning of the terms game and serious game . This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of design principles and a proposed serious game development process. These guidelines were researched and examined via the design and development process of several serious game prototypes and the examination of a large body of existing serious games. The end result is a practical procedure that is rooted in theory and quantitative experimentation

    Look! Up in Cyberspace! Is it Web 2.0? Is it Web 3.0? No! It’s SuperWeb – Technologies for the Classroom!

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    Using the familiar Bloom‟s Taxonomy pyramid, traditionally applied in educational learning objectives, can be useful in helping to choose the right technology to assist in reaching the desired educational outcomes. Many Web technologies provide free or low-cost teaching tools. Some of the many options available for the computer are provided here along with lesson ideas to incorporate these tools into the learning environment

    Virtual Reality Simulation: An Innovative Teaching Tool for Dietetics Experiential Education

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    This paper investigates the role of virtual reality and web technologies in the field of dietetics education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in dietetics and study the emerging area of web-based dietetic simulations. Virtual reality simulation allows the visualization of data in three dimensions and provides interactive functionalities that reinforce the feeling of immersion into a computer-generated virtual world. Finally, the innovative virtual reality environment for dietetics education pedagogy and development is demonstrated

    Contemporary Teaching Strategies: Effectively Engaging Millennials Across the Curriculum

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    (Excerpt) Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime. - Chinese Proverb American Bar Association ( ABA ) Standard 314, Assessment of Student Learning, requires law schools to utilize both formative and summative assessment methods in its curriculum to measure and improve student learning and provide meaningful feedback to students. This article will connect multiple formative assessments to Bloom\u27s taxonomy to demonstrate how law teachers can transform and enhance student learning, while promoting key steps in the self-regulated learning cycle. First, it is imperative law teachers understand the education background and social landscape that our students, mostly Millennials, bring to law school. We can acknowledge that our Millennial students are different, but what does this really mean and how does this affect our teaching and their learning? Next, effective application of ABA Standard 314 requires law teachers to understand self-regulated learning and the connection between the stages of learning and various formative assessments. To ensure that we are meeting this challenge, law teachers must become facilitators of learning. By serving as facilitators, we acknowledge the importance of involving students in the learning process from the very beginning. This will ultimately result in shifting the focus from the instructor\u27s teaching to student learning. While there are various teaching methods, we will explore contemporary teaching strategies as a means of encouraging a student-centered learning environment. Utilizing contemporary teaching strategies fosters an environment that is ripe for effective formative assessment in our courses. This article will address contemporary teaching strategies for effectively engaging Millennials across the law school curriculum. Part I will examine the experiences that define Millennials and how they learn best. In Part II, we analyze the impact of ABA Standard 314 on law schools. Part III discusses self-regulated learning and metacognition as tools for lifelong learning. In Part IV, we explore how the student-centered classroom enhances student learning. Finally, Part V demonstrates how Bloom\u27s taxonomy can serve as a framework for effective formative assessment

    Designing and developing online instruction for the adult learner : learning theories, motivational models, and e-tivities

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    The purpose of this literature review is to describe how instructors can build interactive online courses that will enhance student learning, enjoyment, motivation, and success in an online distance education course. It is intended to be a resource for instructors to use when planning and preparing to teach an online course. This literature review should help instructors understand who adult learners are and what motivates them to succeed; why using an instructional design model will help save time, money, and increase the success of the course; and how to use the technology available in the online environment to build online activities, or e-tivities, to increase student learning, motivation, and success in the online course. This reviewer has found that motivation is one of the most important elements of learner success when taking an online course and one way to increase motivation and course satisfaction is to incorporate e-tivities into the online learning environment. This reviewer recommends that as institutions build their online course offerings, those building the courses should be offered research based resources and training before planning, designing, and developing an online course

    The Development of Digital Forensics Workforce Competency on the Example of Estonian Defence League

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    03.07.2014 kehtestati Vabariigi Valitsuse määrus nr. 108, mis reguleerib Kaitseliidu kaasamise tingimusi ja korda küberjulgeoleku tagamisel. Seega võivad Kaitseliidu küberkaitse üksuse (KL KKÜ edaspidi KKÜ) kutsuda olukorda toetama erinevad asutused: näiteks Riigi Infosüsteemide amet (RIA), infosüsteemi järelevalveasutus või kaitseministeerium või selle valitsemisala ametiasutused oma ülesannete raames. KKÜ-d saab kaasata info- ja sidetehnoloogia infrastruktuuri järjepidevuse tagamisel, turvaintsidentide kontrollimisel ja lahendamisel, rakendades nii aktiivseid kui passiivseid meetmeid. KKÜ ülesannete kaardistamisel täheldati, et KKÜ partnerasutused / organisatsioonid ei ole kaardistanud oma spetsialistide olemasolevaid pädevusi ja sellele lisaks puudub ülevaade digitaalse ekspertiisi kogukonnas vajaolevatest pädevustest. Leitut arvesse võttes seati ülesandeks vajadustest ja piirangutest (võttes arvesse digitaalse ekspertiisi kogukonda kujundavaid standardeid) ülevaatliku pildi loomine, et töötada välja digitaalse ekspertiisi kompetentsipõhine raamistik, mis toetab KKÜ spetsialistide arendamist palkamisest pensionini. Selleks uurisime KKÜ ja nende olemasolevate koolitusprogrammide hetkeolukorda ning otsustasime milliseid omadusi peab edasise arengu tarbeks uurima ja kaaluma. Võrreldavate tulemuste saa-miseks ja eesmärgi täitmiseks pidi koostatav mudel olema suuteline lahendama 5-t järgnevat ülesannet: 1. Oskuste kaardistamine, 2. Eesmärkide seadmine ja ümberhindamine, 3. Koolituskava planeerimine, 4. Värbamisprotsessi kiirendamine ning 5. Spetsialistide kestva arengu soodustamine. Raamistiku väljatöötamiseks võeti aluseks National Initiative for Cybersecurity Education (NICE) Cybersecurity Workforce Framework (NICE Framework) pädevusraamistik mida parendati digitaalse ekspertiisi spetsialistide, ja käesoleval juhul ka KKÜ, vajadusi silmas pidades. Täiendusi lisati nii tasemete, spetsialiseerumise kui ka ülesannete kirjelduste kujul. Parenduste lisamisel võeti arvesse töös tutvustatud digitaalse ekspertiisi piiranguid ja standardeid, mille lõpptulemusena esitati KKÜ-le Digitaalse Ekspertiisi Pädevuse ontoloogia, KKÜ struktuuri muudatuse ettepanek, soovitatavad õpetamisstrateegiad digitaalse ekspertiisi kasutamiseks (muudetud Bloomi taksonoomia tasemetega), uus digitaalse ekspertiisi standardi alajaotus – Mehitamata Süsteemide ekspertiis ja Digitaalse Ekspertiisi Pädevuse Mudeli Raamistik. Ülesannete ja oskuste loetelu koostati rahvusvaheliselt tunnustatud sertifitseerimis-organisatsioonide ja erialast pädevust pakkuvate õppekavade abil. Kavandatava mudeli hindamiseks kasutati mini-Delphi ehk Estimate-Talk-Estimate (ETE) tehnikat. Esialgne prognoos vajaduste ja prioriteetidega anti KKÜ partnerasutustele saamaks tehtud töö kohta ekspertarvamusi. Kogu tagasisidet silmas pidades tehti mudelisse korrektuurid ja KKÜ-le sai vormistatud ettepanek ühes edasise tööplaaniga. Üldiselt kirjeldab väljapakutud pädevusraamistik KKÜ spetsialistilt ooda-tavat pädevuse ulatust KKÜ-s, et suurendada nende rolli kiirreageerimisrühmana. Raamistik aitab määratleda digitaalse ekspertiisi eeldatavaid pädevusi ja võimekusi praktikas ning juhendab eksperte spetsialiseerumise valikul. Kavandatud mudeli juures on arvestatud pikaajalise mõjuga (palkamisest pensionini). Tulenevalt mudeli komplekssusest, on raamistikul pikk rakendusfaas – organisatsiooni arengule maksimaalse mõju saavutamiseks on prognoositud ajakava maksimaalselt 5 aastat. Antud ettepanekud on käesolevaks hetkeks KKÜ poolt heaks kiidetud ning planeeritud kava rakendati esmakordselt 2019 aasta aprillikuus.In 03.07.2014 Regulation No. 108 was introduced which regulates the conditions and pro-cedure of the involvement of the Estonian Defence League (EDL) Cyber Defence Unit (CDU) in ensuring cyber security. This means that EDL can be brought in by the Information System Authority, Ministry of Defence or the authorities of its area of government within the scope of either of their tasks e.g. ensuring the continuity of information and communication technology infrastructure and in handling and solving cyber security incidents while applying both active and passive measures. In January 2018 EDL CDU’s Digi-tal Evidence Handling Group had to be re-organized and, thus, presented a proposal for internal curriculum in order to further instruct Digital Evidence specialists. While describing the CDU's tasks, it was noted that the CDU's partner institutions / organizations have not mapped out their specialists’ current competencies. With this in mind, we set out to create a comprehensive list of needs and constraints (taking into account the community standards of DF) to develop a DF-based competence framework that supports the devel-opment of CDU professionals. Hence, we studied the current situation of CDU, their existing training program, and contemplated which features we need to consider and ex-plore for further development. In order to assemble comparable results and to achieve the goal the model had to be able to solve the 5 following tasks: 1. Competency mapping, 2. Goal setting and reassessment, 3. Scheduling the training plan, 4. Accelerating the recruitment process, and 5. Promoting the continuous development of professionals. The frame-work was developed on the basis of the National Initiative for Cybersecurity Education (NICE) Cybersecurity Workforce Framework (NICE Framework), which was revised to meet the needs of DF specialists, including EDL CDU. Additions were supplemented in terms of levels, specialization, and job descriptions. The proposals included the DF limitations and standards introduced in the work, which ultimately resulted in a proposal for a Digital Forensics Competency ontology, EDL CDU structure change, Suggested Instruc-tional Strategies for Digital Forensics Use With Each Level of revised Bloom's Taxonomy, a new DF standard subdivision – Unmanned Systems Forensics, and Digital Forensic Competency Model Framework. The list of tasks and skills were compiled from international certification distribution organizations and curricula, and their focus on DF Special-ist Competencies. Mini-Delphi or Estimate-Talk-Estimate (ETE) techniques were applied to evaluate the proposed model. An initial estimation of competencies and priorities were given to the EDL CDU partner institutions for expert advice and evaluation. Considering the feedback, improvements were made to the model and a proposal was put forward to the CDU with a future work plan. In general, the proposed competence framework describes the expected scope of competence of an DF specialist in the EDL CDU to enhance their role as a rapid response team. The framework helps in defining the expected compe-tencies and capabilities of digital forensics in practice and offers guidance to the experts in the choice of specialization. The proposed model takes into account the long-term effect (hire-to-retire). Due to the complexity of the model, the framework has a long implementation phase — the maximum time frame for achieving the full effect for the organization is expected to be 5 years. These proposals were approved by EDL CDU and the proposed plan was first launched in April 2019

    An Adaptive Teaching Model For Flipped Classroom

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    Individual differences are important for the learning environments so that it can be said that learning environments that are designed by using adaptation techniques are effective in improving the performance level of students. In this study a flipped classroom model was developed for elementary school students by using adaptivetechniques in English lectures. In this way advantageous and strong aspects of adaptive and flipped learning complete each other. In the research, two different flipped learning environments were developed. The flipped learning environment was designed without adaptations and with adaptations. The students worked for a period of ten weeks in the designed environments. The aim of the study is to show the benefits of adaptive technologies for flipped learning environments. In total 60 students from Libya were selected randomly then placed in adaptive flipped learning and Flipped learning environments. T-test was used in the substance analysis performed for knowledge test. Based on the findings obtained from the success rates of the students displayed on tests, administered as a pre and post test, it was demonstrated that adaptability of the flipped learning environment and levels of the adaptability have a positive effect on the academic achievement rates of the English lecture students

    Why, what, and how? case study on law, risk, and decision making as necessary themes in built environment teaching

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    The paper considers (and defends) the necessity of including legal studies as a core part of built environment undergraduate and postgraduate curricula. The writer reflects upon his own experience as a lawyer working alongside and advising built environment professionals in complex land remediation and site safety management situations in the United Kingdom and explains how themes of liability, risk, and decision making can be integrated into a practical simulation in order to underpin more traditional lecture-based law teaching. Through reflection upon the writer's experiments with simulation-based teaching, the paper suggests some innovations that may better orientate law teaching to engage these themes and, thereby, enhance the relevance of law studies to the future needs of built environment professionals in practice.</p
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