59,249 research outputs found

    How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?

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    There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for uptake of games and simulations particularly in formal learning contexts. This paper aims to address this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation- based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice

    Becta review 2006. Evidence on the progress of ICT in education.

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    This is the review of the use and impact of ICT in the education system prior to the publication of the Government's e-Strategy for the education system, known as Harnessing Technology. The Review drew upon Becta's surveys of schools and FE colleges as well as other research to assess the impact of technology within the education system and the progress made in achieving Government policies in 2005-06

    Context at the Crossroads of Language Learning and Mobile Learning

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    Contextual learning is the next step in the development of pedagogy in relation to mobile and ubiquitous technologies. The question addressed in this paper is whether research on 'context' within second language learning, and in the language sciences more broadly, can inform the development of the notion of context in research on technology-enhanced learning and mobile learning. As researchers in mobile assisted language learning, we stand at the crossroads of these disciplines. In this paper, we indicate the main sources and research directions that inform our work; we share our observations and propose some tentative conclusions

    Validation of Serious Games Attributes Using the Technology Acceptance Model

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    The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning

    MILO: Models of innovation in learning online at Key Stage 3 and 14-19: Final report

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    The report presents and analyses eight case studies, which reflect a wide range of models of online learning, each of which has been developed for specific reasons, largely in relation to visions of how technology can transform learning, but also to solve practical problems such as re-engaging disaffected learners and coping with rising pupil numbers
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