15,630 research outputs found

    DOING POLICY IN THE LAB! OPTIONS FOR THE FUTURE USE OF MODEL-BASED POLICY ANALYSIS FOR COMPLEX DECISION-MAKING

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    For models to have an impact on policy-making, they need to be used. Exploring the relationships between policy models, model uptake and policy dynamics is the core of this article. What particular role can policy models play in the analysis and design of policies? Which factors facilitate (inhibit) the uptake of models by policy-makers? What are possible pathways to further develop modelling approaches to better meet the challenges facing agriculture today? In this paper, we address these issues from three different points of view, each of which should shed some light on the subject. The first point of view discusses models in the framework of complex adaptive systems and uncertainty. The second point of view looks at the dynamic interplay between policies and models using the example of modelling in agricultural economics. The third point of view addresses conditions for a successful application of models in policy analysis.modelling, complexity, participatory modelling, policy analysis, model use, Agricultural and Food Policy, Research Methods/ Statistical Methods,

    Educational Technology as Seen Through the Eyes of the Readers

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    In this paper, I present the evaluation of a novel knowledge domain visualization of educational technology. The interactive visualization is based on readership patterns in the online reference management system Mendeley. It comprises of 13 topic areas, spanning psychological, pedagogical, and methodological foundations, learning methods and technologies, and social and technological developments. The visualization was evaluated with (1) a qualitative comparison to knowledge domain visualizations based on citations, and (2) expert interviews. The results show that the co-readership visualization is a recent representation of pedagogical and psychological research in educational technology. Furthermore, the co-readership analysis covers more areas than comparable visualizations based on co-citation patterns. Areas related to computer science, however, are missing from the co-readership visualization and more research is needed to explore the interpretations of size and placement of research areas on the map.Comment: Forthcoming article in the International Journal of Technology Enhanced Learnin

    Reinventing discovery learning: a field-wide research program

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    Ā© 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 ā€œvideo games,ā€ and intercorporeal masterā€“student training practices. The authors of these papers consider the potential generativity of their design heuristics across domains and contexts

    Studying Games in School: a Framework for Media Education

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    This paper explores how media education principles can be extended to digital games, and whether the notion of ā€˜game literacyā€™ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

    Younger adolescentsā€™ perceptions of physical activity, exergaming, and virtual reality:qualitative intervention development study

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    Background. Novel strategies to promote physical activity (PA) in adolescence are required. The vEngage study aims to test whether a virtual reality (VR) exergaming intervention can engage younger adolescents (13-15 year old) with physical activity. Objective: This study aimed to gather adolescentsā€™ views of using VR to encourage PA and identify the key features they would like to see in a VR exergaming intervention via interviews. Methods: Participants were recruited through two schools in London, UK. Semi-structured interviews were conducted with adolescents about their views on PA and what might work to increase PA, technology, knowledge and experience of VR, and desired features in a VR exergaming intervention. Data were analysed using Framework Analysis. Results: 31 13-15 year olds (58% female, 62% from non-white ethnicities) participated in this interview study. The vast majority had no awareness of government PA recommendations, but felt they should be more thoroughly informed. All participants were positive about the use of VR in PA promotion. Rewards, increasing challenges and a social/multiplayer aspect were identified by participants as crucial aspects to include in a VR exercise game. Barriers were related to cost of high-end systems. Being able to exercise at home was very appealing. VR exergaming was viewed as a way to overcome multiple perceived social and cultural barriers to PA, particularly for girls. Conclusions: Key elements that should be incorporated into a VR for health intervention were identified and described. These also included the use of rewards, novelty and enjoyment in immersive game play, multi-player options, real-world elements, as well as continual updates and new challenge levels. The use of VR to promote PA in adolescents is promising, but some barriers were raised

    Talking about Talking about Cybersecurity Games

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    The recent explosion of cybersecurity games not only reflects a growing interest in the discipline broadly, but a recognition that these types of games can be entertaining as well as useful tools for outreach and education. However, cybersecurity game terminologyā€”those terms used to describe or communicate a gameā€™s format, goals, and intended audienceā€” can be confusing or, at worst, misleading. The result being a potential to disappoint some players, or worse, misrepresent the discipline and discourage the same populations we intend to attract. The year 2015 marked the second USENIX Summit on Gaming, Games, and Gamification in Security Education (3GSE), co-located again with the USENIX Security Symposium. At the event, we invited a community conversation about terminology for cybersecurity games. The conversation was the seed of a draft vocabulary report to be presented to the Cybersecurity Competition Federation for comment and possible adoption. In this article, we summarize some of the issues arising from that discussion.National Science Foundation, #1140561 and #1419318National Science Foundation, #1140561 and #141931

    Games for a new climate: experiencing the complexity of future risks

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    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to ā€œexplore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.ā€ Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders ā€“ including subsistence farmers, humanitarian workers, scientists, policymakers, and donors ā€“ to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr

    Participatory game prototyping ā€“ balancing domain content and playability in a serious game design for the energy transition

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    Game design mostly engages future players as users and testers, whereas in the field of serious game design, approaches involving players more substantially are slowly emerging. This paper documents the participatory prototyping process of Energy Safari, a serious game for the energy transition in the Province of Groningen, and reports on the differences of the contributions made to the game development by separate groups of stakeholders. Each group contributed the most to the game elements that are most relevant to their interests. Overall, this study points to the potential of participatory game prototyping as a method to develop serious games that are balanced both in terms of domain content and playability, are meaningful for future players, and well embedded in the local context

    Criminal intent or cognitive dissonance: how does student self plagiarism fit into academic integrity?

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    The discourse of plagiarism is speckled with punitive terms not out of place in a police officer's notes: detection, prevention, misconduct, rules, regulations, conventions, transgression, consequences, deter, trap, etc. This crime and punishment paradigm tends to be the norm in academic settings. The learning and teaching paradigm assumes that students are not filled with criminal intent, but rather are confused by the novel academic culture and its values. The discourse of learning and teaching includes: development, guidance, acknowledge, scholarly practice, communicate, familiarity, culture. Depending on the paradigm adopted, universities, teachers, and students will either focus on policies, punishments, and ways to cheat the system or on program design, assessments, and assimilating the values of academia. Self plagiarism is a pivotal issue that polarises these two paradigms. Viewed from a crime and punishment paradigm, self plagiarism is an intentional act of evading the required workload for a course by re-using previous work. Within a learning and teaching paradigm, self plagiarism is an oxymoron. We would like to explore the differences between these two paradigms by using self plagiarism as a focal point
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