1,097 research outputs found

    Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning

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    This study measured the effectiveness of Gamification-based Articulate Storyline 3 multimedia on students' critical thinking skills and self-regulated learning. The research method used is a quasi-experimental method. The research subjects were 64 students and eight science teachers who have used the Gamification-based Articulate Storyline 3 multimedia on the nature of acidic, alkaline, and neutral solutions. Data collection techniques in this study were tests that aim to determine students' critical thinking skills and a questionnaire to measure students' learning independence. The data analysis technique was based on calculating the average score of the test items with high-order thinking skills and student learning independence. The study results obtained an average score of 81.50 for critical thinking skills on the material concept of the nature of the acid, base, and neutral solutions with an N-Gain of 72% in the high category. It was also known that the average percentage of student learning independence was 86.76% which falls into the good category. Therefore, Gamification-based Articulate Storyline 3 multimedia can improve students' critical thinking skills and independent learning on the nature of the acid, base, and neutral solutions

    Teaching Programme for 1st Bachillerato: Inglés

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    Trabajo de Fin de Máster del Máster en Profesor de Educación Secundaria Obligatoria y Bachillerato, Formación Profesional y Enseñanza de Idiomas, curso 2022-2023[ES] Esta propuesta de Programación Didáctica para 1 ° Bachillerato en la asignatura de Inglés propone una combinación de tres metodologías clave para una adquisición de los conocimientos de la lengua con un enfoque práctico y útil. En general, se tratará siempre enseñar la lengua desde un enfoque comunicativo, que busque y propicie que el estudiante practique la lengua dentro del aula. Por otro lado, un aprendizaje basado en tareas les proporciona un propósito tangible para el estudio de la lengua, a la par que busca incrementar su interés por la misma. Por último, la gamificación contribuirá al componente motivacional al mismo tiempo que desarrollará otras competencias determinantes, como la deducción o el trabajo en equipo.[EN] This proposal of Teaching Programme for I st Bachillerato propases a combination of three key methodologies for the acquisition of the English language through a practical and useful approach. In general, we will always try to teach the Ianguage from a communicative approach (CLT), which seeks and encourages the student to practice the language within the classroom. On the other hand, Task-Based Learning provides them with a tangible purpose for language study, while seeking to increase their interest in the target language. Finally, gamification will contribute to the motivational component while developing other key skills, such as deduction or teamwork

    The Perceptions of College Faculty Toward Gamification: Opportunities and Challenges

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    Gamification is the use of game elements (storytelling, leaderboard, badges, points, and progress bars), mechanics (rules, objectives and challenges), and game designs in non-game contexts (Deterding, 2012; Kapp, 2012; Wiggins, 2016). The use of gamification in learning environments has been on a steady increase since 2010 (Deterding, 2017). This may be due to the limitations of game-based learning, and the need for specialized instructors (Simoes, Redondo, & Vilas, 2013). However, researchers such as Boer (2014) believe the effects of gamification on students’ engagement and motivation appear lower than expected. This is because studies such as Dichev and Dicheva (2017) indicated that its effect on motivation was lower than anticipated and argued that the design of a successful gamified learning experience that could motivate learning and change behaviors remained a guessing practice. This study used the collective case study method for data analysis and the syntheses of studies from gamification researchers to investigate and understand faculty members’ perceptions of the opportunities and challenges inherent in the use of gamification in adult students’ learning. The study then developed a robust framework for scientifically designing successful gamification learning experiences using Keller’s (1979, 1987) attention, relevance, confidence and satisfaction (ARCS) model of motivation, and Freire’s (2013) critical thinking concept as guiding lenses. Among other findings, the study found that a well-designed gamified learning experience engenders the following opportunities: (a) reduces the barriers to learning through the use of meaningful storytelling, which enables the opportunity to inject humor and experiential learning; (b) stimulates intrinsic motivation through the use of the game element of teamwork or group work, which induces good student-to-student and students-to-faculty relationships; and (c) creates the feelings of autonomy in students with the use of the game design principle of repetition

    A study of learner experience design and learning efficacy of mobile microlearning in journalism education

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    With the increasing number of mobile technologies, people rely on smartphones to connect with the world and obtain news and information. The emergent use of mobile technologies changes the way journalists produce and disseminate news. It is important for journalism educators to know how to support journalists' digital skills development, particularly digital skills of mobile technologies, and understand which new forms of learning are suitable and feasible for those learners in the journalism sector. Previous research has shown that mobile microlearning (MML) can be a promising learning approach for specific learning needs. Mobile microlearning basically means learning no more than five minutes of lessons that are distributed on the smartphone. However, there is only a little evidence on the design and effects of MML in the context of journalism education research. Hence, this dissertation aims to examine whether MML can be a useful approach to facilitate mobile journalists' digital skills learning with smartphones. Adapting a sociotechnical-pedagogical learner experience framework with a usercentered design process, a four-phase formative research cycle was conducted in this dissertation: Phase 1, a systematic literature review of mobile microlearning (Study 1), Phase 2, a needs assessment for an understanding of mobile journalists' learning needs and requirements (Study 2), Phase 3, an iterative design and development of a mobile microcourse and studying its usability and user experience (Study 3), and Phase 4, an examination of the learning efficacy (i.e., effectiveness, efficiency, and appeal) and learner experience of the developed mobile microcourse (Study 4). A mixed-method data collection and analysis approach was applied throughout this dissertation. The results in this research provided evidence-based findings and indicated that MML is a feasible and effective approach to support mobile journalists' just-in-time learning when the MML designs follow four sequential design principles: (a) an aha moment to help with the learners connecting their previous experiences to the importance of current learning topics, (b) interactive content, (c) short exercises, and (d) instant automated feedback. Lastly, the dissertation discussed the results and addressed insights and implications of the MML design to improve learner experience and learning efficacy.Includes bibliographical references

    Towards a critical game based pedagogy

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    This thesis outlines and examines core concepts of game-based learning as identified by James Paul Gee, and Kurt Squire, among other scholars. These findings are then connected to the contemporary, transformative threshold concepts of composition—as explored in Naming What We Know. This connection seeks to argue game-based pedagogy may be an invaluable tool for introducing critical perspectives to composition students in order to better equip them with critical thinking strategies and cultural critiques, while improving their writing skills. A theoretical framework is presented in the form of four “Pillars” of a Critical Game-Based Pedagogy: Literacy, Identity, Social Learning, and Multimodality—all key components of critical game-based curricula, which centers expanded definitions of literacy, resists social constructions, encourages cooperation, and practices a wide variety of multimedia composition strategies. The concluding discussion attempts to illustrate these concepts through anecdotal reflections on teaching, particular games, and their relationship to digital humanities—including a supplementary digital platform hosting this research

    2013 Symposium on Scholarship of Teaching and Learning: Conference Program

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    The Nexen Scholars Program and the Institute for Scholarship of Teaching and Learning at Mount Royal Universit

    The Future of Gamification

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    Presents survey findings on technology stakeholders' and critics' expectations for trends in the use of competitive "game mechanics" as interactive design elements and implications for education, health, work, and other activities. Excerpts comments

    Escape Rooms for Learning: A Systematic Review

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