25 research outputs found

    An adaptive model for digital game based learning

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    Digital Game-based Learning (DGBL) has the potential to be a more effective means of instruction than traditional methods. However meta-analyses of studies on the effectiveness of DGBL have yielded mixed results. One of the challenges faced in the design and development of effective and motivating DGBL is the integration of learning and gameplay. A game that is effective at learning transfer, yet is no fun to play, is not going to engage learners for very long. This served as the motivation to devise a systematic approach to the design, development and evaluation of effective and engaging DGBL. A comprehensive literature review examined: how games can be made engaging and how the mechanics of learning can be mapped to the mechanics of gameplay; how learning can be designed to be universal to all; how learning analytics can empower learners and educators; and how an agile approach to the development of instructional materials leads to continuous improvement. These and other considerations led to the development of the Adaptive Model for Digital Game Based Learning (AMDGBL). To test how successful the model would be in developing effective, motivating and universal DGBL, a Virtual Reality (VR) game that teaches graph theory was designed, built and evaluated using the AMDGBL. An accompanying platform featuring an Application Programming Interface (API) for storing learner interaction data and a web-based learning analytics dashboard (LAD) were developed. A mixed methods approach was taken for a study of learners (N=20) who playtested the game and viewed visualizations in the dashboard. Observational and think aloud notes were recorded as they played and gameplay data was stored via the API. The participants also filled out a questionnaire. The notes taken were thematically analysed, and the gameplay data and questionnaire responses were statistically analysed. Triangulation of data improved confidence in findings and yielded new insights. The learner study became a case study for a second, qualitative study of DGBL practitioners (N=12). The VR game was demonstrated and a series of visualizations presented to the participants. They then completed a questionnaire featuring open questions about: the need for the model; the benefits of VR; and the embedding of learning analytics, universal design for learning, iteration with formative evaluation, and triangulation at the heart of the model. The responses were thematically analysed. The results of both studies supported the following assertions: that the AMDGBL would allow for iterative improvement of a DGBL prototype; that employing the AMDGBL would lead to an effective DGBL solution; that the inclusion of UDL would lead to a more universally-designed game; that the LAD would help learners with executive functions; and that VR would foster learner autonomy

    Ethics in High-Quality Research

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    Undergraduate Course Catalog of the University of San Diego 2016-2017

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    447 pages. Includes information about academics, campus and the college, the 2016-2017 academic calendar, and school policies.https://digital.sandiego.edu/coursecatalogs-undergrad/1024/thumbnail.jp

    When to Trust Authoritative Testimony: Generation and Transmission of Knowledge in Saadya Gaon, Al-Ghazālī and Thomas Aquinas

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    People have become suspicious of authority, including epistemic authorities, i.e., knowledge experts, even on matters individuals are unqualified to adjudicate (e.g., climate change, vaccines, or the shape and age of the earth). This is problematic since most of our knowledge comes from trusting a speaker—whether scholars reading experts, students listening to teachers, children obeying their parents, or pedestrians inquiring of strangers—such that the knowledge transmitted is rarely personally verified. Despite the recent development of social epistemology and theories of testimony, this is not a new problem. Ancient and Medieval philosophers largely took it for granted that most human knowledge primarily comes from listening to a trustworthy speaker whose virtuous character serves to mitigate against the twin concerns of inaccuracy and dishonesty. Thus, unlike contemporary Social Epistemology, few testimonial theories were explicitly laid out despite the crucial role testimony plays throughout a wide range of topics and teachings. To date, the working theory of testimony underpinning the works of medieval philosophers are just now being codified. This is particularly relevant for the Abrahamic faiths since they originate with testimony from God himself. The goal of this dissertation is to explore how the generation and transmission of religious knowledge (i.e., testimonial theory) appears in an exemplary thinker from each faith: Saadya (Sa\u27adiah) Gaon of Judaism (882-942), al-Ghazālī of Islam (1058-1111), and Thomas Aquinas of Christianity (1225-1274). While not contemporaries, these exemplars are theological philosophers who are like-minded in their desire to maintain an orthodox faith while possessing philosophical approaches to truth. Thus, they maintained sophisticated epistemological theories of generation and transmission within their own religious contexts (e.g., revelation, scripture, and prophecy). Cataloguing these medieval testimonial theories reveals a historical incongruity with the current contemporary concept of testimony and its frameworks. Based on the testimonial theories of these three thinkers, I argue for a transhistorical concept of testimony that does not presume an evidentialist framework to account for pre-modern theories of testimony which predominantly rely on virtue theoretic frameworks. To test the proposed neutral framework, I offer a virtue epistemological account of testimony in which trust is not an intellectual virtue, but the intellectual aspect of the historic virtue of autonomy. I argue that intellectual autonomy and trust are inversely related in one\u27s interactions with authority (both practical and theoretical)
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