246,794 research outputs found

    Influence of Belief in a Just World on Knowledge in Game-based Learning

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    The belief in a just world can have an influence on the learning success of students because students who believe in a just world are willing to invest more time in learning. Previous studies have already shown that people who believe in a just world achieve better grades. However, measuring learning success using a single indicator does not provide sufficient information, because learning success depends on many factors (e.g. prior knowledge). For this reason, the influence of belief in a just world on objective and subjective knowledge changes is measured for a game-based learning application in this study with an online survey. The results of the study show that the students achieve subjective and objective knowledge gains. Nevertheless, not many significant correlations could be identified between the studentsā€™ belief in a just world and objective or subjective knowledge changes. These results contradict previous studies that reduced the measurement of learning success to a single indicator

    Mathematical models of games of chance: Epistemological taxonomy and potential in problem-gambling research

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    Games of chance are developed in their physical consumer-ready form on the basis of mathematical models, which stand as the premises of their existence and represent their physical processes. There is a prevalence of statistical and probabilistic models in the interest of all parties involved in the study of gambling ā€“ researchers, game producers and operators, and players ā€“ while functional models are of interest more to math-inclined players than problem-gambling researchers. In this paper I present a structural analysis of the knowledge attached to mathematical models of games of chance and the act of modeling, arguing that such knowledge holds potential in the prevention and cognitive treatment of excessive gambling, and I propose further research in this direction

    Cultural Influences in Probabilistic Thinking

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    Concerns about students' difficulties in statistics and probability and a lack of research in this area outside of western countries led to a case study which explored form five (14 to 16 year olds) students' ideas in this area. The study focussed on probability, descriptive statistics and graphical representations. This paper presents and discusses the ways in which students made sense of probability constructs (equally likely and proportional reasoning) obtained from the individual interviews. The findings were interpreted in relation to cultural perspective. The findings revealed that many of the students used strategies based on cultural experiences (beliefs, everyday and school experiences) and intuitive strategies. While the results of the study confirm a number of findings of other researchers, the findings go beyond those discussed in the literature. The use of beliefs, everyday and school experiences was considerably more common than that discussed in literature. The paper concludes by suggesting some implications for teachers and researchers

    Experiencing Poverty in an Online Simulation: Effects on Playersā€™ Beliefs, Attitudes and Behaviors about Poverty

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    Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participantsā€™ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. Spent players also expressed greater subjective well-being than the control group, but this was not associated with increased policy support or donations. Spent players who experienced greater presence (perceived realism of the simulation) had higher levels of empathy, which contributed to attributing poverty to structural causes and support for anti-poverty policies. We draw conclusions for theory about the psychological experience of playing online poverty simulations, and for how they could be designed to stimulate charity and support for anti-poverty policies

    Just picking it up? Young children learning with technology at home

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    We describe a two-year empirical investigation of three- and four-year-old children's uses of technology at home, based on a survey of 346 families and 24 case studies. Using a sociocultural approach, we discuss the range of technologies children encounter in the home, the different forms their learning takes, the roles of adults and other children, and how family practices support this learning. Many parents believed that they do not teach children how to use technology. We discuss parents' beliefs that their children 'pick up' their competences with technology and identify trial and error, copying and demonstration as typical modes of learning. Parents tend to consider that their children are mainly self-taught and underestimate their own role in supporting learning and the extent to which learning with technology is culturally transmitted within the family
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