3,654 research outputs found

    The Effects of Gamifying Optional Lessons on Motivation

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    Adding video-game elements to non-video-game interfaces (“gamification”) has become a common engagement strategy over the past several years in the domain of education. While prior studies have found that adding game elements to mandatory educational materials can increase students’ motivation to complete the materials, there has yet to be a study to investigate if game elements can make users more likely to engage with optional educational materials. In this study, we investigate whether users of a gamified educational interface are more motivated than users of a non-gamified interface to voluntarily complete educational materials. We found users of a gamified interface to spend more time using the system, as well as reporting higher intentions to return to the system, supporting gamification as a method for encouraging independent learning

    Engineering professional skills development: imagined lives and real solutions

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    This paper explores how providing real-life narratives can effectively internationalise a curriculum and lead to an enhanced, more engaged student experience. Many first-year Australian university students are being required to confront stories of lives beyond their immediate cultural experience. The annual Engineers without Borders (EWB) Challenge involves them in the authentic task of creating low-cost solutions to a range of actual third-world needs. The national winners then implement their projects in partnership with recipients on site: what was story, previously an exercise in imagination, becomes real. Conceptualising through story is an effective pedagogical pathway to developing student skills so that they can conceptualise real problems in needy communities and create practical solutions

    Chapter Strumenti VPL per la scomposizione geometrico-semantica di figure piane complesse

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    The 43rd UID conference, held in Genova, takes up the theme of ‘Dialogues’ as practice and debate on many fundamental topics in our social life, especially in these complex and not yet resolved times. The city of Genova offers the opportunity to ponder on the value of comparison and on the possibilities for the community, naturally focused on the aspects that concern us, as professors, researchers, disseminators of knowledge, or on all the possibile meanings of the discipline of representation and its dialogue with ‘others’, which we have broadly catalogued in three macro areas: History, Semiotics, Science / Technology. Therefore, “dialogue” as a profitable exchange based on a common language, without which it is impossible to comprehend and understand one another; and the graphic sign that connotes the conference is the precise transcription of this concept: the title ‘translated’ into signs, derived from the visual alphabet designed for the visual identity of the UID since 2017. There are many topics which refer to three macro sessions: - Witnessing (signs and history) - Communicating (signs and semiotics) - Experimenting (signs and sciences) Thanks to the different points of view, an exceptional resource of our disciplinary area, we want to try to outline the prevailing theoretical-operational synergies, the collaborative lines of an instrumental nature, the recent updates of the repertoires of images that attest and nourish the relations among representation, history, semiotics, sciences

    Viewing puzzles as two-faced: theoretical and practical implications for Puzzle-based Learning

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    The Puzzle-based Learning approach has been applied to several fields of knowledge. In education research papers, the instructional usage of puzzles is considered to improve learners’ motivation and engagement and help them to develop critical skills but difficulties concerning learners’ interaction with puzzles have also been pointed out. Our paper investigates the dynamics of the concept of a puzzle and its interface to provide a better understanding of its form and functions, and help learners interact with puzzles. We consider Puzzle-based Learning tenets as well as their educational impacts on both critical thinking and learner engagement and provide an original proposal concerning the understanding of puzzles. Our proposal centered on the dynamics of puzzles bears conceptual and educational facets. Conceptually, puzzle dynamics is viewed as composed of two elements: a mechanism, the Puzzle Trigger, and a process, the Puzzle-Solving. From an educational point of view, the rationale for integrating Puzzle Triggers in Puzzle-based Learning is meant to help learners interact with puzzles and consequently become motivated and engaged in the Puzzle-Solving process. This way, learners’ critical thinking skills are reinforced and focused on finding solutions to challenges. We illustrate the implementation of Puzzle Triggers and Puzzle-Solving by considering two instructional activities in a Software Development undergraduate course of an online learning Informatics Engineering Program.info:eu-repo/semantics/publishedVersio

    OPUS: an Alternate Reality Game to learn SQL at university

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    The project aims to test the effectiveness of applying the principles of experiential learning within a university course. In particular, the objective of the paper is to investigate the educational effectiveness of the Alternate Reality Games (ARGs) and of their characterizing elements: the immersive storytelling, which blends reality and fiction, and the collaborative approach, which activates collective intelligence dynamics. The project combines the concepts of a Database course with the transmedial interaction techniques of a Transmedia course. The idea was to stimulate the interest of Databases course’s students in this subject and help them learn and consolidate SQL. The result was the creation of a playful experience that is classified as Alternate Reality Game, a realistic and highly immersive interactive storytelling, set in a likely fictional universe where the basic rule is “This is not a game”. The ARG was designed to complement the laboratory practice in the context of a Databases university course. In this way, students can practice, review and consolidate the skills acquired during the course. Furthermore, the playful component is accompanied by on-demand educational content, which players have the opportunity to request when they experience difficulties in solving puzzles that require querying the database

    Educational Games in Higher Education

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    Technological innovations change the learning environments and transform the traditional methods. Educational computer game is one of the most popular emerging educational technologies. In this chapter, documentation method is used to analyze studies about educational games in higher education, in light of a deep literature review. A case study design based on the qualitative research paradigm is employed for organizing the literature review data around categories. An educational game is designed about learning computer hardware, named Computer Hardware Game (CHG). CHG is a game aiming convenience and permanence of learning with providing a close-up view of the computer hardware in three dimensions. The CHG was used in the computer hardware course of the Department of Computer Technologies at Suleyman Demirel University

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    Quantum games and interactive tools for quantum technologies outreach and education

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    We provide an extensive overview of a wide range of quantum games and interactive tools that have been employed by the quantum community in recent years. We present selected tools as described by their developers, including "Hello Quantum, Hello Qiskit, Particle in a Box, Psi and Delta, QPlayLearn, Virtual Lab by Quantum Flytrap, Quantum Odyssey, ScienceAtHome, and the Virtual Quantum Optics Laboratory." In addition, we present events for quantum game development: hackathons, game jams, and semester projects. Furthermore, we discuss the Quantum Technologies Education for Everyone (QUTE4E) pilot project, which illustrates an effective integration of these interactive tools with quantum outreach and education activities. Finally, we aim at providing guidelines for incorporating quantum games and interactive tools in pedagogic materials to make quantum technologies more accessible for a wider population. (C) The Authors. Published by SPIE under a Creative Commons Attribution 4.0 International License.Peer reviewe
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