6,347 research outputs found

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

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    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement

    Digital communities: context for leading learning into the future?

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    In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model

    Virtual Worlds in Education - A systematic Literature Review

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    Virtual worlds (VWs) are no novum in higher education but regain interest through COVID-19 restrictions, emerging technologies, and the metaverse hype. Therefore, we conduct a systematic literature review to gain the current status quo of research in higher and further education to identify the educational activities, research areas, learning environments, technologies towards the metaverse, subjects taught, and the current state of design knowledge. The initially found 587 records were systematically filtered to 89 fully coded articles. Based on our results, we define research gaps and derive research streams. Our results reveal a lack of research on social integration, course design, non-technical target groups, theoretical grounding and general design knowledge within the given context. The metaverse trend has reached educational research in the way that from 2016 onwards, new technologies are investigated selectively for educational purposes

    Validation of Serious Games Attributes Using the Technology Acceptance Model

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    The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning

    Are you in or not? A study into student intention to use immersive metaverse for learning

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    Learning and teaching have been transformed by technologies in the last few decades. The rise of immersive technologies, such as the metaverse, has started gaining educators’. This phenomenon brings the need for a thorough understanding of how the metaverse could be adopted effectively for learning purposes. This study applied the Technology Acceptance Model (TAM) and Diffusion of Innovation (DoI) to investigate the variables affecting student intention of using immersive metaverse for learning purposes. An online survey was conducted to collect student responses from a US university. A sample of 81 responses was analysed using Structural Equation Modelling (SEM). The results indicate that compatibility and perceived risk influence perceived ease of use and usefulness. Perceived usefulness influences attitudes which consequently influence the intention to use. However, personal innovativeness was not found to influence perceived ease of use and usefulness. The perceived ease of use was not found to impact attitudes

    Semantic Web Application and Framework Development in South African Higher Education Institutions

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    The evolution of the Semantic Web (SW) and its application marked a turning point in how students could benefit from a range of educational web tools and applications enabled by the SW, also referred to as Web 3.0 technology for academic purposes to meet their demands. This shift afforded students the opportunity to obtain meaningful information, collaboration and data filtering to suit their needs. It also offers freedom in how and where they choose to learn. SW tools and applications are progressively being used at several universities worldwide. However, educators’ ability to integrate the use of these tools and applications in teaching and learning appears to be a major problem in almost every development plan of education and educational reform efforts. Moreover, very few educators integrate web tools to their full potential in teaching. This paper probed the integration and use of SW tools and applications in higher education institutions (HEIs), and developed a framework for its adoption in academic processes. The objectives aimed to establish the credible features and benefits of SW tools and applications in HEIs, and how the integration supports students’ academic goals. It is anticipated to improve learning interaction and collaboration, and build a social presence and cohesion among students. The paper employed a systematic literature review, and information and communication technology theory of adoption. The developed framework ultimately suggests that SW tools and applications are beneficial and useful in positively impacting the pedagogical setting. Findings revealed that certain challenges with human factors (technophobia, beliefs), infrastructure, security concerns, ethical and legal issues were identified as a hindrance to be considered during integration. Despite the challenges, these tools and applications provide variety and a new wave of teaching and learning in South African HEIs, which is crucial for meeting the demand of the Fourth Industrial Revolution (4IR) era

    Exploring second life as a learning environment for computer programming

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    Computer programming can be challenging for beginners because of the need to understand abstract programming concepts. In this paper, we study the use of the Second Life (SL) virtual world for learning computer programming concepts. We conduct an empirical study for learning computer programming in SL by addressing affordances of SL for experiential problem-based learning pedagogies. We present preliminary findings, the promises and the limitations of Second Life as an environment for learning computer programming

    Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers’ Intentions to Use Digital Games in the Classroom

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    This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that affect teachers’ intentions to use digital educational games in the classroom. Research shows that using computers and other digital technologies like digital games is one way to influence young people’s career aspirations and improve their digital literacy. This is particularly important as the world of work is changing and emerging jobs becoming more intensive in their use of digital technologies. In the developing world and in particular Nigeria, there have been calls to improve the digital literacy skills of young people to help them make informed career choices, and fully participate effectively and equally in the digital world. However, many of the computing and digital technology education initiatives have not produced the positive results intended. The lack of awareness, readiness and buy-in of the relevant stakeholders are some of the factors that has been identified as a barrier here. For example, for computing and digital technology-based projects in schools, the success largely depends on the support and attitude of teachers. As one of the major stakeholders in the classroom, teachers need to be consulted in decisions that affect the way they deliver their lessons; especially when novel ideas and approaches that challenge tradition are introduced. It is therefore important to consider their acceptance or otherwise of digital games in the classroom. A Technology Acceptance Model (TAM) was modified to include constructs previously identified by teachers that potentially influence their intention to use digital games in the classroom. The extended TAM was developed into a questionnaire and tested with 220 teachers in Nigeria. Analyses of the results show that syllabus connectedness, perceived usefulness and self-efficacy are significant predictors of the intention of teachers to adoptdigital game-based learning in the classroom. Furthermore, the teachers' demographics including experience of teaching, age and gender all mediated the intention of the teachers to use digital game-based learning. The results and findings present recommendations for school leaders and developers of digital educational games. The practical insights from this are also important here and helpful for guiding the deployment of such games particularly in areas where such technological interventions have not been used before

    ALT-C 2010 - Conference Introduction and Abstracts

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