2,083 research outputs found

    The Incubation Effect Among Students Playing an Educational Game for Physics

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    The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving traditional classroom activities. This initial investigation showed evidence of IE instances in a computer-based learning environment. This paper consolidates the studies on IE among students playing an educational game called Physics Playground and presents further analysis to examine the incidence of post-incubation or the revisit to a previously unsolved problem. Prior work, which focused on predicting successful outcomes, includes a coarse-grained IE model developed with logistic regression on aggregated data and an improved model which leveraged long short-term memory (LSTM) combined with dimensionality reduction visualization technique and clustering on fine-grained data. The additional analysis which aims to understand factors that may trigger the post-incubation phase also used fine-grained data and LSTM to create a revisit model. Results show that time elapsed relative to the activity period and encountering a problem with a similar solution during incubation were possible factors in revisiting previously unsolved problems

    A comparative study of the effect of collaborative problem solving in a massively multiplayer online game (MMOG) on individual achievement

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    Research Methods for Education With Technology: Four Concerns, Examples, and Recommendations

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    The success of education with technology research is in part because the field draws upon theories and methods from multiple disciplines. However, drawing upon multiple disciplines has drawbacks because sometimes the methodological expertise of each discipline is not applied when researchers conduct studies outside of their research training. The focus here is on research using methods drawn largely from psychology, for example, evaluating the impact of different systems on how students perform. The methodological concerns discussed are: low power; not using multilevel modeling; dichotomization; and inaccurate reporting of the numeric statistics. Examples are drawn from a recent set of proceedings. Recommendations, which are applicable throughout the social sciences, are made for each of these

    Scaffolding Early Engineers\u27 Design Learning with a Videogame: Investigating the Influence of Minecraft as a Platform for Design Ideation

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    In this manuscript a modified commercial game, Minecraft, was used to assist early engineering students\u27 learning the design process. More specifically, a designed-based research approach was employed utilizing a concurrent mixed methods to investigate the use of Minecraft for learning about the concept generation stage of design. Survey instruments measuring understanding of the design process, in-depth interviews on students’ interactions with the platform and iterations of students’ virtual artifacts were captured for analysis. Although no learning gains were detected from pre to post instrument, several analytical methods including visual content analysis of students’ artifacts, discourse analysis of students’ framing of the platform and thematic analysis of their reported formal and informal use of the game provided some evidence of students\u27 engagement with the game, the mechanisms of that engagement, an array of ways in which students may use the platform informally that related to class-work, and the promise of virtual worlds for design learning

    The Development of Educational Game as Instructional Media to Facilitate Students’ Capabilities in Mathematical Problem Solving

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    This study aims to produce a valid and practical educational game that can facilitate students' mathematical problem solving ability. This study is a development research using Borg & Gall model which has been modified. Subjects were technology and subject matter experts as validators and 8th grade students of State Junior High School 21 Pekanbaru for practically test and the object of this study are educational game and students' mathematical problem solving ability. The data were obtained through a validation process by validators, practicalities by students, and effectivity by students' mathematical problem solving ability test in the form of post-test. Data collection instruments are in the forms of validation sheets, practicalities questionnaire sheets and post-test for mathematical problem solving ability. The data were analyzed with descriptive analysis techniques. The educational game development results have been tested with validity degree of 84.1% (very valid), practicality degree of 85.42% (very practical) and effectivity degree of 80% (effective). From these results, it was identified that the educational game that developed was very valid, very practical and effective to facilitate students' mathematical problem solving abilit

    2022-2023 Program and Abstracts: Celebration of Student Scholarship

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    The 2022-2023 Program and Abstracts for the Celebration of Student Scholarship at Morehead State University held on April 19, 2023. A Showcase of Student Research, Scholarship, Creative Work, and Performance Arts.https://scholarworks.moreheadstate.edu/celebration_posters_2023/1046/thumbnail.jp

    Education in Undergraduate Construction Management Degrees - Is it "Construction" or "Management" that is in bold type?

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    The proposition of this study is that the content of education in construction management degree programs has changed over time. Content has moved away from construction technology and has moved more towards generic areas of management. Here, issues arise such as prescriptive versus principle-base teaching and the degree to which experiential learning can be provided. This study explores quantifiable data to test the above proposition over an extended period of time for a selected University in Australia. The study looks at course handbook data for the construction management degree including the likes of assigned subject credit points and contact hours. From the analysis, debate and related sources of supporting information are used to extrapolate themes demonstrating the resultant changes in graduate profile arising from the analysis. Comment is also provided on the impact of such changes including the differentiation of university graduates in the past and present. The industry perspective is also canvassed in terms of how changes have affected their expectations relating to employment of University qualified graduates

    State Funded Research Annual Report FY08

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    The University of Maine System is required to submit in January of each year an annual report on the utilization of state research appropriations for operations and state research capital bonds. The report is to cover the most recently completed fiscal year

    Strata Managers and Educational Mishaps

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    In Australia, educational qualifications are a prescribed requirement for licensing within various occupations and professions, and each state and territory has varying degrees of educational aims and objectives. This research paper examines the minimum standards of education and knowledge, which are imposed as a pre-requisite for the licensing of a Strata Manager. The paper traces the historical progression which occurred during the last century to the current decade, and includes an assessment of societies changing needs of the role within the profession. In this regard, it is argued that the educational requirements during the mid 1990s to the early 2000s best served the needs of the consumer in comparison to these last 10 years. The discussion is complemented with data from New South Wales, mapping the educational knowledge fields and comparing this information to the duties and responsibilities of a Strata Manager
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