250,805 research outputs found

    Evaluation of the game development process of a location-based mobile game

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    There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process

    Effect of interactive multimedia learning to learn skills of students sports volleyball

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    Introduction. Mastery of basic technical skills of volleyball is the basis of learning theory and practice volleyball at sports students. The rapid development of instructional media, both software, and hardware which will surely bring a shift in the role of educators as a messenger, than that used to principle-centered learning educators to student-centered learning. Likewise, the tendency of increasing student technology literacy. What was once a student-centered learning please educators, students now want them given the widest possible opportunity for independent study with a variety of media sources and learning? The objective of the work. This study aims to determine whether the basic technical skills learning model based interactive multimedia volleyball effectively improve the basic techniques of volleyball skill sports student. Research methods. Quantitative research with Quasi-Experiment. The design was pretest-posttest non-equivalent control group design. Subjects in the study were students of sports Research result, Based on data analysis of N-Gain score through independent test sample t-test is known sig (2-tailed) was 0.00

    Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach

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    This paper presents a new method of engaging older participants in the process of application and IT solutions development for older adults for emerging IT and tech startups. A new method called SPIRAL (Support for Participant Involvement in Rapid and Agile software development Labs) is proposed which adds both sustainability and flexibility to the development process with older adults. This method is based on the participatory approach and user empowerment of older adults with the aid of a bootstrapped Living Lab concept and it goes beyond well established user-centered and empathic design. SPIRAL provides strategies for direct involvement of older participants in the software development processes from the very early stage to support the agile approach with rapid prototyping, in particular in new and emerging startup environments with limited capabilities, including time, team and resources

    Seizing the Moment: Realizing the Promise of Student-Centered Learning

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    This brief outlines policy recommendations for supporting student-centered learning at the local, state, and federal level

    A Qualitative Study of Student-Centered Learning Practices in New England High Schools

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    In early 2015, the Nellie Mae Education Foundation (NMEF) contracted with the UMass Donahue Institute (UMDI) to conduct a qualitative study examining the implementation of student-centered learning (SCL) practices in select public high schools in New England. This study extends lines of inquiry explored through a prior (2014) project that UMDI conducted for NMEF. The 2014 study employed survey methodology to examine the prevalence of student-centered practices in public high schools across New England. The present study builds upon the investigation, using a variety of qualitative methods to further probe the richness and complexity of SCL approaches in use across the region. Specifically, this study was designed to address what student-centered practices "look like" in an array of contexts. The study also addresses the perceived impacts that SCL approaches have on students, staff, and schools. Additionally, it highlights the broad array of factors within and beyond school walls that reportedly foster and challenge the implementation of SCL practices. This study seeks to help NMEF understand the intricacies of SCL and provides strategic considerations for how Nellie Mae can promote the adoption and development of student-centered practices in the region.Nellie Mae organizes student-centered learning by four tenets: (1) learning is personalized; (2) learning is competency-based; (3) learning takes place anytime, anywhere; and (4) students take ownership.Specifically, the study addresses five research questions:What are the characteristics of student-centered practices in relation to the four SCL tenets? How are SCL approaches implemented?What are the salient contextual factors (e.g., systems, structures, policies, procedures) associated with the implementation of SCL practices? How do they support, impede, and otherwise shape the adoption, development, and implementation of SCL approaches?How are schools with moderate and high levels of SCL implementation organized to foster SCL practices? What mechanisms are in place to promote student-centered learning?What is the role of SCL approaches in schools and classrooms? In what ways, if at all, are they embedded in the goals and practices of schools and classrooms?What is the quality of SCL instructional practices in study schools? What relationships, if any, do administrators and educators perceive between these approaches and student learning

    A case study of the integration of ICT in teaching and learning in a smart school in Sabah

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    This research investigates teachers’ views of their use of ICT in teaching and learning (T&LICT). The objective of this research was to study in depth the thoughts, beliefs and opinions of the teachers’ attempt towards pedagogical improvement as part of the Smart School Project. Specifically this research examines and describes the teachers’ implementation of T&LICT in the classroom in terms of the instructional practice, the instructional roles and the instructional environment. A case study research methodology is employed. The case is Sekolah Menengah Bestari (a psuedonym), which is a Smart School in Sabah. Analysis of data from 52 survey questionnaires complemented the qualitative data from the 13 interviews and 3 observations, as well as document analysis. Findings indicated that hardware and software technology infrastructure were available to support the T&LICT implementation. Nevertheless, the teachers felt it was not enough to implement T&LICT effectively. It was estimated that about half of Sekolah Menengah Bestari staff, mainly Bestari and ETeMS teachers, implemented T&LICT. Findings indicated that teacher practices were little changed. IT was used mainly to support the existing teacher-directed and teacher-centered approach. The role of the teacher extended to that of facilitating without releasing control of lesson to the students

    Bridging the Gap

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    School districts across the country are increasingly seeking out digital tools to support the work of educators, in the hopes of improving students' academic achievement. With the rapid emergence of this new market, many districts have been challenged by the task of identifying and procuring educational technology (ed-tech) products that match the needs of their educators and students.The NYC Department of Education's "Innovate NYC Schools" division, supported by a U.S. DOE Investing in Innovation (i3) grant, aims to address this problem, in part by promoting "user-centered design," an approach that puts the needs and preferences of products' intended users (in this case, teachers, students, and parents) front and center in the development and procurement of new technology.Bridging the Gap describes the design and implementation of three Innovate NYC Schools initiatives grounded in user-centered design theory:School Choice Design Challenge (SCDC),an effort to develop apps that would help students explore and narrow down their choices of high school.#SharkTankEDU events, during which ed-tech developers present a product to a panel of educators who provide feedback on the tool.Short-Cycle Evaluation Challenges (SCEC), a classroom-based, semester-long pilot of ed-tech tools intended to inform product development, as well as the ultimate procurement decisions of school staff.The report focuses on four phases of work involved in bringing ed-tech companies and the users of their products together: defining a problem; selecting users and ed-tech companies; implementing pilot-based initiatives; and evaluating products. It describes strategies used and challenges faced, and offers practical lessons gleaned from the experiences of the individuals who designed and participated in these efforts.

    Agile values and their implementation in practice

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    Today agile approaches are often used for the development of digital products. Since their development in the 90s, Agile Methodologies, such as Scrum and Extreme Programming, have evolved. Team collaboration is strongly influenced by the values and principles of the Agile Manifesto. The values and principles described in the Agile Manifesto support the optimization of the development process. In this article, the current operation is analyzed in Agile Product Development Processes. Both, the cooperation in the project team and the understanding of the roles and tasks will be analyzed. The results are set in relation to the best practices of Agile Methodologies. A quantitative questionnaire related to best practices in Agile Product Development was developed. The study was carried out with 175 interdisciplinary participants from the IT industry. For the evaluation of the results, 93 participants were included who have expertise in the subject area Agile Methodologies. On one hand, it is shown that the collaborative development of product-related ideas brings benefits. On the other hand, it is investigated which effect a good understanding of the product has on decisions made during the implementation. Furthermore, the skillset of product managers, the use of pair programming, and the advantages of cross-functional teams are analyzed.Ministerio de Ciencia e Innovación TIN2013-46928-C3-3-

    Involving Software Engineering Students in Open Source Software Projects: Experiences from a Pilot Study

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    Anecdotal and research evidences show that the Free and Open Source Software (F/OSS) development model has produced a paradigm shift in the way we develop, support, and distribute software. This shift is not only redefining the software industry but also the way we teach and learn in our software engineering (SE) courses. But for many universities F/OSS is seen as an optional low cost technology to support the IT infrastructure and administrational duties. Few see F/OSS as an opportunity for students to learn the SE concepts and skills we teach. Furthermore, it is still an open question as to whether the F/OSS methodology can be effectively used to teach SE courses within the formally structured curriculwn in most universities. This paper discusses F/OSS projects as bazaars of learning that offer a meaningful learning context. The discussion is centered on a pilot study in which students were involved in software testing in F/OSS projects. We present the teaching and learning framework we used in the pilot study and report on our experiences, lessons learned, and some practical problems we encountered. Our grading and evaluation approach show that the students did relatively well as bug hunters and reporters. Results from two online surveys indicate that students are motivated in participating in software testing in the bazaar, and they are willing to participate in project activities long after their graduation. The study reveals one possible way SE educators can teach and integrate F/OSS into their formal curricular structure

    Design and introduction of a quality of life assessment and practice support system: perspectives from palliative care settings

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    Background: Quality of life (QOL) assessment instruments, including patient-reported outcome measures (PROMs) and patient-reported experience measures (PREMs), are increasingly promoted as a means of enabling clinicians to enhance person-centered care. However, integration of these instruments into palliative care clinical practice has been inconsistent. This study focused on the design of an electronic Quality of Life and Practice Support System (QPSS) prototype and its initial use in palliative inpatient and home care settings. Our objectives were to ascertain desired features of a QPSS prototype and the experiences of clinicians, patients, and family caregivers in regard to the initial introduction of a QPSS in palliative care, interpreting them in context. Methods: We applied an integrated knowledge translation approach in two stages by engaging a total of 71 clinicians, 18 patients, and 17 family caregivers in palliative inpatient and home care settings. Data for Stage I were collected via 12 focus groups with clinicians to ascertain desirable features of a QPSS. Stage II involved 5 focus groups and 24 interviews with clinicians and 35 interviews with patients or family caregivers during initial implementation of a QPSS. The focus groups and interviews were recorded, transcribed, and analyzed using the qualitative methodology of interpretive description. Results: Desirable features focused on hardware (lightweight, durable, and easy to disinfect), software (simple, user-friendly interface, multi-linguistic, integration with e-health systems), and choice of assessment instruments that would facilitate a holistic assessment. Although patient and family caregiver participants were predominantly enthusiastic, clinicians expressed a mixture of enthusiasm, receptivity, and concern regarding the use of a QPSS. The analyses revealed important contextual considerations, including: (a) logistical, technical, and aesthetic considerations regarding the QPSS as a technology, (b) diversity in knowledge, skills, and attitudes of clinicians, patients, and family caregivers regarding the integration of electronic QOL assessments in care, and (c) the need to understand organizational context and priorities in using QOL assessment data. Conclusion: The process of designing and integrating a QPSS in palliative care for patients with life-limiting conditions and their family caregivers is complex and requires extensive consultation with clinicians, administrators, patients, and family caregivers to inform successful implementation
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