227,374 research outputs found

    How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?

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    There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for uptake of games and simulations particularly in formal learning contexts. This paper aims to address this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation- based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice

    Having Fun in Learning Formal Specifications

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    There are many benefits in providing formal specifications for our software. However, teaching students to do this is not always easy as courses on formal methods are often experienced as dry by students. This paper presents a game called FormalZ that teachers can use to introduce some variation in their class. Students can have some fun in playing the game and, while doing so, also learn the basics of writing formal specifications in the form of pre- and post-conditions. Unlike existing software engineering themed education games such as Pex and Code Defenders, FormalZ takes the deep gamification approach where playing gets a more central role in order to generate more engagement. This short paper presents our work in progress: the first implementation of FormalZ along with the result of a preliminary users' evaluation. This implementation is functionally complete and tested, but the polishing of its user interface is still future work

    Learning in virtual worlds : Using communities of practice to explain how people learn from play

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    Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger’s model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    An ontology co-design method for the co-creation of a continuous care ontology

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    Ontology engineering methodologies tend to emphasize the role of the knowledge engineer or require a very active role of domain experts. In this paper, a participatory ontology engineering method is described that holds the middle ground between these two 'extremes'. After thorough ethnographic research, an interdisciplinary group of domain experts closely interacted with ontology engineers and social scientists in a series of workshops. Once a preliminary ontology was developed, a dynamic care request system was built using the ontology. Additional workshops were organized involving a broader group of domain experts to ensure the applicability of the ontology across continuous care settings. The proposed method successfully actively engaged domain experts in constructing the ontology, without overburdening them. Its applicability is illustrated by presenting the co-created continuous care ontology. The lessons learned during the design and execution of the approach are also presented

    Communities of practice, social learning and networks: Exploiting the social side of coach development

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    Large-scale coach education programmes have been developed in many countries, and are presented as playing a key role in the development of coaches and the promotion of high standards. Unfortunately, however, coaches often perceive that the current system of formal coach education fails to meet their needs. Perhaps as a result, the majority of their development is personally perceived to take place via informal and non-formal means. Appropriately, therefore, there has been an increasing focus within the coaching literature on the social aspects of learning, with social constructivist perspectives receiving particular attention. Reflecting this appropriate focus, this paper explores some of the potential opportunities and threats that social learning methods, such as Communities of Practice (CoP), present for coach developers. In tandem, we outline how all coaches are influenced by a set of pre-existing beliefs, attitudes and dispositions which are largely tempered by their experiences and interactions both with and within their social ‘milieu’. We argue that, at the very least, we need to begin to understand these constructs and, if we do, the potential for coach developers to manipulate and exploit them is obvious. In conclusion, it is highlighted that whilst offering inherent challenges, CoPs and other social learning methods provide coach developers with a great opportunity and legitimate tool to change coach behaviour and raise coaching standards. Perhaps paradoxically, we also propose that formal coach education may still have a vital role to play in this process

    Final report of the social pedagogy pilot programme: development and implementation

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    In 2008, the government commissioned Thomas Coram Research Unit, Institute of Education University of London to develop and implement a pilot programme in order to determine the impact of, and best method for, introducing a social pedagogic approach in residential children’s homes in line with the Care Matters White Paper’s commitment (DCSF 2007). The intentions were modest - to make some ‘ripples’ in the world of residential childcare. This report is of the development and implementation part of the pilot programme. There are around 2,000 children’s homes in England, run by private for profit, independent and public sector employers and around 6,500 young people are in residence at any one time (SFR 2009). Since 2002, children’s homes, as with other services for children, have been regulated by, and inspected against, national minimum standards, which, although not intended to be a benchmark of practice, or representing standardisation of provision (DH 2002), arguably implied just that. Clough, Bullock and Ward (2006) viewed the requirement to meet bureaucratic standards as risking the undervaluing of important and complex issues of quality and process. It was in this context that the pilot programme took place. As an established tradition in continental Europe, social pedagogy is often understood as ‘education in its broadest sense’ (Petrie et al. 2009) - an educational approach to social issues. Its breadth can be seen in its concern for the whole person as emotional, thinking and physical beings, promoting their active engagement in decisions about their own lives and as members of society. It is a discipline that takes account of the complexity of different social contexts. In continental European countries social pedagogues typically have a bachelor’s degree, combining academic knowledge, with practical, organisational and communication skills and often, the expressive arts and/or outdoor adventure/ environmental activities. Social pedagogues working in residential care in continental European countries expect to exercise a range of responsibilities both inward looking to the home itself and outward looking to the interface between the children’s home and the wider society to which the young person belongs. The pilot programme was designed around three groups of children’s homes or ‘pilot sites’ with differing social pedagogic input, ranging from social pedagogues trained overseas but working to residential care worker job titles, to social pedagogues working to social pedagogue job titles with, in addition, part of their time devoted to training and awareness raising activities. Children’s homes were selected for their stated support of the programme objectives and their willingness to learn about social pedagogy from the social pedagogues. Forty eight social pedagogues were recruited through employer’s recruitment procedures although some left before the end of the programme period

    EFFECTIVENESS OF ROLE PLAYING, CASE STUDIES, AND SIMULATION GAMES IN TEACHING AGRICULTURAL ECONOMICS

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    This paper assesses the impact of introducing role playing, case studies, and simulation games into undergraduate courses in agricultural economics. An educational impact model is used in a qualitative evaluation of the teaching aids and to generate hypotheses. Quantitative experimental results are used to test the hypotheses. Results indicate that each aid can improve students' performance when used in appropriate situations. However, there is a definite trade-off between student contact time requirements and the effect of these aids.Teaching/Communication/Extension/Profession,

    Seed-div: an abstract role-playing game for discussing collective management of agrobiodiversity

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    L'objectif principal de cette recherche est d'accompagner les paysans dans l'élaboration d'un cadre de gestion collective de la diversité de leurs variétés de céréales vivrières. La gestion semencière et son impact sur la dynamique de la biodiversité sont soumis aux choix individuels des paysans, leurs stratégies d'une part, et au fonctionnement général du système semencier d'autre part. Nous postulons que la compréhension partagée des interactions au sein de ce système complexe est un prérequis pour travailler ensemble à la construction de règles de gestion collective qui participent à la durabilité de l'agriculture via un accès à un large choix de semences. La modélisation participative conceptuelle et les jeux de rôle ont été utilisés durant différents ateliers réunissant chercheurs, ONG, organisations paysannes et agriculteurs. Le résultat de cette série d'ateliers correspond à un modèle, un système multi-agents, représentant un archétype de village malien permettant de simuler la diversité de stratégies individuelles de gestion de semences qui sont ensuite disponibles gratuitement pour la communauté villageoise. Les agents du modèle sont des agriculteurs qui choisissent les variétés à semer ce qui provoque des échanges dans la communauté en fonction de leurs stratégies individuelles ou de facteurs externes. Les paramètres utilisés ont une valeur qualitative c'est pourquoi le modèle sert de support de discussion entre paysans de différentes régions. Le modèle a été construit et validé au travers de ces ateliers avec un impact évident sur les acteurs locaux pour la construction de nouveaux scénarios de gestion de la diversité variétale. Ainsi, le modèle a pu être utilisé en termes de prospective pour simuler des scénarios à partir de nouvelles formes d'action collective. (Résumé d'auteur
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