2,192 research outputs found

    A Review and Analysis of Process at the Nexus of Instructional and Software Design

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    This dissertation includes a literature review and a single case analysis at the nexus of instructional design and technology and software development. The purpose of this study is to explore the depth and breadth of educational software design and development processes, and educational software reuse, with the intent of uncovering barriers to software development, software re-use and software replication in educational contexts. First, a thorough review of the academic literature was conducted on a representative sampling of educational technology studies. An examination of a 15-year time period within four representative journals identified 72 studies that addressed educational software to some extent. An additional sampling of the initial results identified 50 of those studies that discussed software the development process. These were further analyzed for evidence of software re-use and replication. Review results found a lack of reusable and/or replication-focused reports of instructional software development in educational technology journals, but found some reporting of educational technology reuse and replication from articles outside of educational technology. Based on the analysis, possible reasons for this occurrence are discussed. The author then proposes how a model for conducting and presenting instructional software design and development research based on the constructs of design-based research and cultural-historical activity theory might help mitigate this gap. Finally, the author presents a qualitative analysis of the software development process within a large, design-based educational technology project using cultural-historical activity theory (CHAT) as a lens. Using CHAT, the author seeks to uncover contradictions between the working worlds of instructional design and technology and software development with the intent of demonstrating how to mitigate tensions between these systems, and ultimately to increase the likelihood of reusable/replicable educational technologies. Findings reveal myriad tensions and social contradictions centered around the translation of instructional goals and requirements into software design and development tasks. Based on these results, the researcher proposes an educational software development framework called the iterative and integrative instructional software design framework that may help alleviate these tensions and thus make educational software design and development more productive, transparent, and replicable

    Gamification and Implications for Second Language Education: A Meta Analysis

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    Gamification is a fairly new concept that involves using game elements in non-game contexts. It has been shown that gamification can increase motivation and learning, but there have been conflicting results, with some studies reporting opposite findings. Because of these motivational results and benefits that have been reported, many researchers have attempted to use gamification in educational settings. Again, these studies have shown mixed results. However, as a large number of studies have shown benefits from using gamification in educational settings, it is important to know exactly what aspects of gamification are beneficial so that it can be properly used in second language education. The present study is a meta analysis of gamification of education research that set forth to determine what aspects of gamification are important in educational settings, and how this information can be used to successfully use gamification in second language education. Overall, it was found that gamification typically had a positive effect. Additionally, several moderator variables were of importance, including the length of instruction, inclusion of competitive aspects, and usage of time on task elements

    Development of a Social Gamified Platform for e-Learning

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    The way in which nowadays education is evolving, makes it possible to associate it with MOOCs courses and gamification techniques to improve learning outcomes of students. To this end, this paper shows the development of an educational e-learning platform built upon the Elgg social framework, where a set of gamification elements were added: Points, achievements, leaderboards and rewards. For the future, effectiveness validations will be carried out with students as well as further developments with other types of gamification elements

    Trendswatch 2013: Back to the Future

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    TrendsWatch 2013 highlights six trends that CFM's staff and advisors believe are highly significant to museums and their communities, based on our scanning and analysis over the past year. For each trend, we provide a brief summary, list examples of how the trend is playing out in the world, comment on the trend's significance to society and to museums specifically, and suggest ways that museums might respond. We also provide links to additional readings. TrendsWatch provides valuable background and context for your museum's planning and implementation
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