31,841 research outputs found

    Simulation modelling: Educational development roles for learning technologists

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    Simulation modelling was in the mainstream of CAL development in the 1980s when the late David Squires introduced this author to the Dynamic Modelling System. Since those early days, it seems that simulation modelling has drifted into a learning technology backwater to become a member of Laurillard's underutilized, ‘adaptive and productive’ media. Referring to her Conversational Framework, Laurillard constructs a pedagogic case for modelling as a productive student activity but provides few references to current practice and available resources. This paper seeks to complement her account by highlighting the pioneering initiatives of the Computers in the Curriculum Project and more recent developments in systems modelling within geographic and business education. The latter include improvements to system dynamics modelling programs such as STELLA¼, the publication of introductory textbooks, and the emergence of online resources. The paper indicates several ways in which modelling activities may be approached and identifies some educational development roles for learning technologists. The paper concludes by advocating simulation modelling as an exemplary use of learning technologies ‐ one that realizes their creative‐transformative potential

    Road Maps: a guide to learning system dynamics

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    MIT System Dynamics Education Project developed Road Maps, a series of self-guides, modeling and selected literature to help students and teachers learn the principles of system dynamics. This site is part of that project, and provides listings of articles and othe webpages containing discussion of Road Maps publications. Road Maps are a series of self-guides that use modeling exercises and selected literature to provide a resource for learning about the principles and practices of system dynamics. Educational levels: High school, Middle school, Undergraduate lower division, Undergraduate upper division

    Reinventing discovery learning: a field-wide research program

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    © 2017, Springer Science+Business Media B.V., part of Springer Nature. Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based pedagogical philosophy, citing an inherent structural challenge of students constructing historically achieved conceptual structures from their ingenuous notions. This special issue presents six educational research projects that, while adhering to principles of discovery-based learning, are motivated by complementary philosophical stances and theoretical constructs. The editorial introduction frames the set of projects as collectively exemplifying the viability and breadth of discovery-based learning, even as these projects: (a) put to work a span of design heuristics, such as productive failure, surfacing implicit know-how, playing epistemic games, problem posing, or participatory simulation activities; (b) vary in their target content and skills, including building electric circuits, solving algebra problems, driving safely in traffic jams, and performing martial-arts maneuvers; and (c) employ different media, such as interactive computer-based modules for constructing models of scientific phenomena or mathematical problem situations, networked classroom collective “video games,” and intercorporeal master–student training practices. The authors of these papers consider the potential generativity of their design heuristics across domains and contexts

    Using virtual worlds for online role-play

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    The paper explores the use of virtual worlds to support online role-play as a collaborative activity. This paper describes some of the challenges involved in building online role-play environments in a virtual world and presents some of the ideas being explored by the project in the role-play applications being developed. Finally we explore how this can be used within the context of immersive education and 3D collaborative environments

    Classroom games in economics : a quantitative assessment of the 'beer game'

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    Using an experiment, I compare the use of the 'Beer Distribution' classroom game with the more traditional 'chalk and talk' approach to teach students about inventories and the macroeconomy. My empirical results confirm and extend our understanding of the relative strengths and weaknesses of the use of classroom games: the game tends to improve interest and motivation on average, though some students dislike their use; the game is effective at driving home its key messages, but it may wrongly lead students to disregard other important factors; the game is inferior where facts mastery or de nitional learning is required. Rather than an endorsement or a criticism of classroom games, the conclusion is cautionary advice on how to best make use of games within an overall course

    The global hydrology education resource

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    This article is a selective overview of a range of contemporary teaching resources currently available globally for university hydrology educators, with an emphasis on web-based resources. Major governmental and scientific organizations relevant to the promotion of hydrology teaching are briefly introduced. Selected online teaching materials are then overviewed, i.e. PowerPoint presentations, course materials, and multimedia. A range of websites offering free basic hydrology modelling software are mentioned, together with some data file sources which could be used for teaching. Websites offering a considerable range of general hydrology links are also noted, as are websites providing international and national data sets which might be incorporated into teaching exercises. Finally, some discussion is given on reference material for different modes of hydrology teaching, including laboratory and field exercises

    Putting theory oriented evaluation into practice

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    Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to Simgame, a board game created for secondary school level business education in six European Union countries

    Reformatting the hard drive of South African education for the knowledge economy

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    South African education system needs reformatting in order to produce employable graduates. By introducing educational gaming into the formal learning programmes, the nature and quality of learning can be enhanced to create the innovative professionals need for the new knowledge economy.Economic education, educational gaming, interactive game., Teaching/Communication/Extension/Profession, A2,

    Game-Based Teaching Methodology and Empathy in Ethics Education

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    This article describes the experience of a group of educators participating in a graduate course in ethics. Playing role playing games and the work accompanying that play were the predominate methodology employed in the course. An accompanying research study investigated the lived experiences of the course participants. Themes that emerged from interview data included student engagement, participants’ applications, empathy development, and reactions to professor modeling
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