27,768 research outputs found

    Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas

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    The video gaming industry has experienced extraordinary technological growth in the recent past, causing a boom in both the quality and revenue of these games. Educational games, on the other hand, have lagged behind this trend, as their creation presents major creative and pedagogical challenges in addition to technological ones. By providing the technological advances of the entertainment genres in a coherent, accessible format to teams of educators, and developing an interactive drama generator, we believe that the full potential of educational games can be realized. Section 1 postulates three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 2 and 3 present progress on simple versions of those tools and a case study that made use of the resulting toolset to create an interactive drama

    Drama in the Delta: Digitally Reenacting Civil Rights Performances at Arkansas' Wartime Camps for Japanese Americans

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    DRAMA IN THE DELTA will produce an interactive 3D model of key historic sites from the WWII Arkansas Delta in order to digitally simulate the systems of racial segregation that governed home-front life when black-white Jim Crow laws intersected with the policies of two local internment camps for Americans of Japanese descent. Rohwer and Jerome each imprisoned a peak wartime population of 8,500; these were the only War Relocation Authority (WRA) camps in the American South and the only to house Hawaiians of Japanese descent. The wartime internment in general has not entered most Americans' consciousness. The popularity of interactive role-playing games (RPGs) presents an effective pedagogical medium to capture public interest: by creating a historically accurate RPG reenacting 1944 Arkansas, DRAMA IN THE DELTA will engage the problem-solving behaviors of "gamers," and use this active learning environment to teach about civil liberties--struggles that were eventually triumphant

    An investigation of the research evidence relating to ICT pedagogy

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    Emergent Story Generation: Lessons from Improvisational Theater

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    An emergent approach to story generation by computer is characterized by a lack of predetermined plot and a focus on character interaction forming the material for stories. A potential problem is that no interesting story emerges. However, improvisational theater shows that ā€“ at least for human actors ā€“ a predetermined plot is not necessary for creating a compelling story. There are some principles that make a successful piece of improvisational theater more than a random interaction, and these principles may inform the type of computational processes that an emergent narrative architecture draws from. We therefore discuss some of these principles, and show how these are explicitly or implicitly used in story generation and interactive storytelling research. Finally we draw lessons from these principles and ask attention for two techniques that have been little investigated: believably incorporating directives, and late commitment

    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

    Student centred legal language study

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    The article introduces parts of a self-study programme for LLB (Europe) German students, which include the use of satellite TV and CALL. The whole self-study programme was tested for two years at the Nottingham Trent University. This paper focuses on the rationale of the study programme, pedagogical objectives and theoretical considerations within the context of language learning as well as the studentsā€™ evaluation. The evaluation shows that overall the package was seen as a positive learning experience. CALL can be a solution to the problem of limited materials for languages for specific purposes. The use of mixed media is possible for language teaching for specific purposes without having to be combined in multimedia computer-based programmes. CALL can also be a solution to the problems caused by reduced contact time
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