12 research outputs found
The effect of uncertainty on learning in game-like environments
Cataloged from PDF version of article.Considering the role of games for educational purposes, there has an increase in interest among educators
in applying strategies used in popular games to create more engaging learning environments.
Learning is more fun and appealing in digital educational games and, as a result, it may become more
effective. However, few research studies have been conducted to establish principles based on empirical
research for designing engaging and entertaining games so as to improve learning. One of the essential
characteristics of games that has been unexplored in the literature is the concept of uncertainty. This
study examines the effect of uncertainty on learning outcomes. In order to better understand this effect
on learning, a game-like learning tool was developed to teach a database concept in higher education
programs of software engineering. The tool is designed in two versions: one including uncertainty and
the other including no uncertainty. The experimental results of this study reveal that uncertainty enhances
learning. Uncertainty is found to be positively associated with motivation. As motivation increases,
participants tend to spend more time on answering the questions and to have higher accuracy in
these questions
Teaching usage of equipments in a remote laboratory
Remote laboratories are technologies that aim to increase the effectiveness of educational programs. European Remote Radio Laboratory (ERRL) is an e-learning project for students, teachers and technicians who will use very important devices of a radio frequency laboratory remotely. As a solution we have developed an e-learning system which aims to support the ERRL learners while studying on how to use equipments in the system. The system is developed according to the electronic performance support system (EPSS) approach. An EPSS is a computer-based, well-structured system which improves the performance of individuals. It is an electronic infrastructure that contains, stores and distributes personal (individual) or corporate knowledge to enable people to reach necessary levels of performance in the fastest possible time and with minimum teaching support of other people. This paper discusses how the content for such a system is developed and how this content is interactively used in the EPSS platform. The technical details of the developed EPSS are also discussed in this study. We believe that this paper will help instructional system designers for designing different alternatives to improve learners' performance
Science competitions using technology: a study of the behavior of the participating schools in the CNC in Portugal
Neste trabalho investiga-se a dinâmica de escolas do 3º ciclo do Ensino Básico em Portugal, na preparação e participação em uma competição desenvolvida em ambiente computacional sobre conteúdos curriculares de Matemática, Português, Físico-Química e Geologia. Foi realizada uma análise fatorial exploratória de dados empíricos relativos às 143 escolas participantes nas competições realizadas em 2015, analisando-se as suas caraterísticas de atuação. Foram identificados quatro fatores latentes descrevendo o comportamento das escolas: Treino quantitativo, Treino qualitativo, Prestação e Utilizadores, constatando-se que: (i) a participação na competição de Matemática é predominante; (ii) escolas participantes em duas ou três competições apresentam diferentes dinâmicas de preparação; (iii) escolas que participam apenas em Matemática e Físico-Química parecem adotar estratégias pedagógicas mais articuladas e eficientes. Reconhece-se que, embora as escolas participantes desenvolvam trabalhos de preparação, existe uma tendência para as escolas apresentarem estratégias distintas de atuação consoante a combinação de grupos disciplinares presentes nas competições oficiais.In this work we investigate the dynamics of 143 schools of the 3rd cycle of Basic Education in
Portugal, regarding the preparation and participation in online science competitions on curricular contents
of Mathematics, Portuguese, Physics and Chemistry and Geology. An exploratory factorial analysis of
empirical data concerning the competitions in 2015 was carried out, to analyze the characteristics inherent
to schools’ performance. Four latent factors describing the schools’ behavior were identified: Quantitative
Training, Qualitative Training, Proficiency and Users, which allowed us to verify that: (i) participation in
mathematics competition is predominant; (ii) schools participating in two or three competitions present
different preparation dynamics; (iii) schools involved only in Mathematics and Physics and Chemistry
competitions seem to adopt a more articulated and efficient pedagogical strategy. Although all schools
develop a preparatory work before competitions, the strategies used seem to be related to the combination
of distinct disciplinary groups participating in the competitions.Trabalho subsidiado por fundos portugueses através do Centro de Investigação e
Desenvolvimento em Matemática e Aplicações (CIDMA) da Universidade de Aveiro, e da
Fundação para a Ciência e a Tecnologia (FCT), dentro do projeto UID/MAT/04106/2013.publishe
Co-regulated learning in computer programming: students co-reflection about learning strategies adopted during an assignment
Higher education students exhibit difficulties in learning computer programming, particularly transitioning from initial programming to advanced programming, so it’s necessary to develop effective teaching strategies.
We developed the SimProgramming approach to help students overcome learning difficulties transitioning from entry-level to advanced computer programming, by developing appropriate learning strategies. The students perform a specific set of tasks in a learning environment that simulates business operations, developing a problem-based learning assignment. One of those tasks is filling biweekly individual self-reflection and co-reflection forms.
This approach was implemented at the University of Trás-os-Montes e Alto Douro (Portugal), in a 4th semester course of two bachelor programmes: Informatics Engineering and ICT. The students provided 37 biweekly forms, on which we conducted thematic analysis to identify their strategies for co-regulation of learning during the assignment.
Students are adopting different strategies in each phase of the approach. Early phases are devoted to organization, planning, and transformation of information, and later phases focus on applying theoretical knowledge and hands-on programming.
We recommend including this type of pedagogical task (biwekly self-reflection and co-reflection forms) in educational practices, in view of their contribution to improving self- and co-regulation learning strategies.Pedrosa, D. wishes to thank the Fundação para a Ciência e Tecnologia (FCT), Portugal, for Ph.D. Grant SFRH/BD/87815/2012. This work is financially supported by National Funds through FCT – Fundação para a Ciência e a Tecnologia, I.P., under the project UID/CED/00194/2013. We would like to thank all the students and teachers who collaborated on this research.info:eu-repo/semantics/publishedVersio