28,784 research outputs found

    Using auto ethnography as a learning tool within the social work class-room: the experience of delivering an ‘immersive’ module

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    This paper explores the first delivery of an introductory module, ‘What is Social Work’ to a Year 1 cohort of students on a B.A Social Work programme. Unusually, this module is delivered in an immersive format. Delivery of teaching via the vehicle of an ‘immersive module’ lies under an umbrella term for shortened, intensive courses. The immersive module is constructed with an aim of achieving double/triple loop learning via auto ethnographic practice. Specifically, with relation to Social Work education, auto ethnography is utilized within this accelerated teaching space to assist students to assimilate a rigorous form of critical reflection. Auto ethnography also provides the educator with a form of data collection and method of analysis. My findings reveal how this method of teaching provides an opportunity to model practice that is contextualised and relationship-based. This is in contrast to a current U.K practice background of largely statutory based de-politicized, individualistic Social Work

    Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning

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    This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Global trends in professional learning and performance & development

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    This report was completed by the Innovation Unit on behalf of the Australian Institute for Teaching and School Leadership (AITSL). It set out to discover innovative practice in professional learning and performance and development in new or transformational sectors including, but not limited to, education. Based on an extensive ‘horizon scan’ of more than 50 cross-sectoral organisations (including education, arts, technology, business, and health), the report identifies five global trends in innovative approaches to professional learning: Integrated, Immersive, Design-led, Market-led and Open. For each of these trends the report identifies a spectrum of practices from ‘almost/already here’ to ‘next wave’ and ‘on the horizon’, providing illustrative examples for implementation in the education sector. This scan offers insight into the processes that successful and innovative organisations use to support professional growth. These findings encourage all educators, policy makers, system administrators and professional learning providers to go beyond what is currently known. They provide stimulus to consider new and different ways of engaging and supporting educators’ growth, while retaining the best of current practice

    Serious Game Evaluation as a Meta-game

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    Purpose – This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach – In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team. Findings – The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience. Practical implications – This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user. Originality/value – Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team
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