75,261 research outputs found

    Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery

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    There is an urgent need for innovations in the sanitation sector to minimize environmental impacts and maximize resource recovery. Uptake of innovations may require changes in established technical practices, organisational norms and/or individual behaviours. Achieving change in any of these areas requires influencing cognitive, normative and relational learning processes. Serious games have been identified a potential tool for planners and environmental managers to influence such learning processes. This study designed the serious game RECLAIM to share knowledge about resource recovery from sanitation and to support attitude-change and collaboration between players. A structured framework was applied to assess if the game: 1) increased understanding of resource recovery (cognitive learning), 2) changed worldviews (normative learning), 3) led to more collaboration (relational learning), and 4) was a positive experience. Proof-of-concept testing of the game in Uganda found that it was positively received. The game provided cognitive learning on environmental and health impacts, resource recovery, and sanitation in general. Players gained an appreciation of the need for collaboration and it was deemed to have the potential to influence worldviews of a larger stakeholder group. Future recommendations include embedding the game in planning processes, including several gaming sessions that would strengthen cognition learning and the potential for changing practices

    Assessing the potential to use serious gaming in planning processes for sanitation designed for resource recovery

    Get PDF
    There is an urgent need for innovations in the sanitation sector to minimize environmental impacts and maximize resource recovery. Uptake of innovations may require changes in established technical practices, organisational norms and/or individual behaviours. Achieving change in any of these areas requires influencing cognitive, normative and relational learning processes. Serious games have been identified a potential tool for planners and environmental managers to influence such learning processes. This study designed the serious game RECLAIM to share knowledge about resource recovery from sanitation and to support attitude-change and collaboration between players. A structured framework was applied to assess if the game: 1) increased understanding of resource recovery (cognitive learning), 2) changed worldviews (normative learning), 3) led to more collaboration (relational learning), and 4) was a positive experience. Proof-of-concept testing of the game in Uganda found that it was positively received. The game provided cognitive learning on environmental and health impacts, resource recovery, and sanitation in general. Players gained an appreciation of the need for collaboration and it was deemed to have the potential to influence worldviews of a larger stakeholder group. Future recommendations include embedding the game in planning processes, including several gaming sessions that would strengthen cognition learning and the potential for changing practices

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices

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    Reviews current practices in and strategies for incorporating innovative technology into the teaching of remedial math at the college level. Outlines challenges, emerging trends, and ways to combine technology with new concepts of instructional strategy

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Gamification in higher education and stem : a systematic review of literature

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    In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media
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