29 research outputs found

    Structuring Collaboration Scripts: Optimizing online group work on classroom dilemmas in teacher education

    Get PDF
    The optimal structure in collaboration scripts for serious games has appeared to be a key success factor. In this study we compare a ‘high- structured’ and ‘low-structured’ version of a mastership game where teachers-in-training discuss solutions on classroom dilemmas. We collected data on the differences in learning effects and student appreciation. The most interesting result shows that reports delivered by students that played the low-structured version received significantly higher teacher grades when compared to the high-structured version

    Evaluation of traditional instruction versus a self-learning computer module in teaching veterinary students how to pass a nasogastric tube in the horse.

    No full text
    This double-blind, comparative, monocentric study was undertaken with a sample population of 52 third-year students in the DVM program were randomly assigned to two groups: traditional instruction (N = 25) or self-learning computer modulue (SLCM) instruction (N = 27). Traditional instruction consisted of an instructor and live demonstration; SCLM students were given a CD-ROM each. Both sessions lasted one hour. The students were then united in one session to practice passing the NG tube. Their performance was videotaped and evaluated by two evaluators. Students were then given a multiple-choice knowledge quiz. One week later, a second demonstration of the same procedure by the two methods was administered, and students were allowed to choose either method of instruction. A Likert-scale questionnaire about their comfort, their confidence, and the appropriateness of the teaching method was given after the second demonstration. Data were analyzed by non-parametric tests. A focus-group study was conducted to determine students’ perception of each teaching method. Nine participants in the experiment volunteered for these focus-group sessions. The sessions were audiotaped and transcribed. Students in the SLCM group performed significantly better on the test of knowledge than traditionally instructed students. The questionnaire found significant perceived benefits to computer-based instruction, including a preference for the computer-based module, better learning, and greater preparedness. In hands-on skill, time to pass the NG tube on the successful attempt was significantly shorter in the SLCM group than in the traditionally instructed group. The data from focus-group sessions suggest that while participants expressed satisfaction with both modes of instruction, the SLCM group reported somewhat higher levels of confidence in their skills prior to performing the procedure. Whereas the traditional group reported a strong preference for continued live demonstrations of the procedure, the SLCM group stated that the computer-assisted module alone provided them with effective instruction. Computer-assisted learning is an acceptable and effective method of training students to pass an NG tube with potential welfare, proficiency, and knowledge advantages

    Appearance and functionality of electronic books lessons from the visual book and the hyper-textbook projects

    No full text
    We present the results and the lessons learned from two separate and independent studies into the design, development, and evaluation of electronic books for information access: the Visual Book and the Hyper-TextBook. The Visual Book explored the importance of the visual component of the book metaphor in the production of "good" electronic books for referencing. The Hyper-TextBook concentrated on the importance of models and techniques for the automatic production of functional electronic versions of textbooks. Both studies started from similar considerations on what kinds of paper books are suitable for translation into electronic form but di.er on the prominence given to book appearance and functionalities. The results of these two research projects are critically presented in this paper, with the aim of helping designers and implementers to better integrate appearance and functional aspects of books into a more general methodology for the automatic production of electronic books for information access
    corecore