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Video Game Literacy Research
For several decades, video games have been cast aside as detractors of student learning in the classroom. According to the research done by Mifsud,
Vella, and Camilleri (2013), there is yet still an abundance of research that needs to be conducted, in order to determine the usefulness of video game
application in schools. This research synthesis collects data on several different viewpoints and uses of video games in regards to complementing
student engagement and learning. The research of James Gee (2005), hypothesized that good video games use good learning principles, of which there
are a several. These learning principles include identity, interaction, production, risk–taking, challenge and consolidation, and system thinking. The
specific descriptions of each principle will be dissected throughout this synthesis.
Video Game Literacy
Literacy in the classroom setting is often paired only with reading and writing; script literacy. Video games are not commonly associated as a beneficial
strategy, in ... Show more content on Helpwriting.net ...
As stated earlier, there are several good learning principles that video games teach, which in turn complements learning. Video games allow students to
explore roles and environments that would be otherwise impossible in a real–world setting. This principle is identity. Students learn a new domain by
first experiencing/playing a new identity (Gee, 2005). In this identity, whether it is one created by students or a pre–created one that they take on,
students observe value and work in the world, the way that their new identity does. In these games, students have the freedom to make alterations to the
environments that they are in. Also, there are exposures to different time periods and extraordinary events. Reflection based on this data, reveals
significant usage opportunities in subjects like social studies; timelines, time periods,
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Process Of Learning A Topic Software
Introduction:
Software processes are the main software engineering topics that are difficult to be learned by regular lectures and in–class assignments. In this paper
the author Jöran Pieper from University of Applied Science, Stralsund, Germany is trying to solve the problem of difficulty in learning the topic
software process in software engineering. According the author the process of learning a topic (Software Process) is currently done by same procedures
everywhere like lectures, class assignments, home assignments, class projects etc. Class projects are nothing but the complement of lectures and there
implementation and thus the projects also don't help in understanding the topic properly. According to the author reenactment and advanced
game–based learning are considered to can possibly augment the learning encounters past addresses and class undertakings, help to form knowledge
into the need of programming methodologies and to broaden the point of view of programming designing understudies in a virtual and productive
way. The topics which we have studied on class and which can be used and related in this paper are Quality, Requirement, Agile Process, Processes
and Design. The game that is to be designed for teaching purposes should have a certain quality, and then only we can use that game for teaching
purpose. While designing the game the first step is to know about the requirement of the game and the requirement help the programmer to design the
game based on the
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The Importance Of Teaching Calculus
Introduction to the Paper
"My teacher cannot teach math. Why do I need to learn algebra?" These are the common quotes we often hear from high school students. The student
believes what current taught in high school not relevant for their everyday life activities is. They're some validity to their beliefs, but they should not
close their minds to math, especially algebra. Algebra is the gateway to higher math like calculus. Why should anyone study mathematics? Calculus
prepares students for higher–level sciences, like physics, chemistry, genetics and engineering courses. Calculus is an important and a gateway course to
prepare students for higher–level science, engineering and math courses (STEM). Calculus is difficult because all the concepts are abstract and learning
these concepts in the traditional ways is always boring to most students. The traditional method of teaching is teacher–orientated presenting the theories
in a lecture style manner and reinforcing the concepts by doing homework word problems. It is my understanding that majority of students who have
problems with calculus lacks the basic knowledge of algebraic simplifications (factoring) of functions followed by visualization of the process.
A newer approach to teaching calculus is revisiting the concepts of functions using PBL. PBL is an acronym for Problem–Based Learning or Project
Based Learning. For this paper, PBL will be referred to as Project–Based Learning and not Problem–Based Learning.
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Incorporation Of Digital Game Based Learning For Our...
Thank you for your consideration to allow the incorporation of Digital Game Based Learning for our students here at XXXXX middle school. With
careful planning, delivering, and administration of digital games, we may not only augment the development of student citizenship, yet also the culture
of the school and surrounding community. It is with hope that my suggestions will lead to a fulfilling learning experience for students.
The game I am proposing for our school's curricular development is the Learning Games Network's Quandary; a game that has received some
notoriety in recent years. The game is set in a fictional world 32 light years away and the gamer's avatar is a leader of a growing space colony named
Braxos. The task of the leader is to make decisions dealing with sustainability within conflicts among the colony's inhabitants. However, the avatar
consults the student gamer as the delegate from Earth to assist in listening to the thoughts, opinions, and practical facts of the colonists in order to
make informed decisions about certain scenarios on behalf of the survival of the colony. These scenarios include dealing with predators native to the
ecosystem that threaten local food resources, issues with water supplies, and even favoritism through clothing that highlight concerns about social class
and identity. In essence, the preceding description of how to delegate is the true beauty of the Quandary learning experience. It causes student gamers
to critically think
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Evaluation Of The Game On Kids Learning Company
Discussion Game On! Learning company finds the internet a wealth for communication that can aid training of the employees to prepare them in their
preferred industry. Austin's passion for games opened a vast opportunity to augment the skills of the people in a creative way. He delivered his vision
that games can be an antidote to unmotivated employees. An American retail chain said that the training program drove them to think more
strategically (Walgreens, 2013). One employee from a telecommunications company shared that the game helped him to have a better retention of
skills in a fun and addictive way (Centurylink, n.d.). These testimonials can be supported by Game Theory and Communication. It suggests that
incorporating games into interactions may develop the competitiveness of a player. It can enforce a person to have a successful goal index and to
obtain victory over other rivals of the same field or industry. Some also iterate that winning a competition may surpass and excel the success margin of
an individual performance, and it can also improve one's self–esteem. It also states that the game theoretical model for communication envelopes better
cooperation of people for cumulative development, especially in a team (Allott, 2006). The feedback from the customers demonstrates that game–based
learning has a great opportunity to be an effective instructional tool in a professional work environment. Marketing and promotion are the key tools to
introduce the Game On!
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Community Analysis Sample
Findings/Analysis The Test Your Might (TYM) community is a true affinity space. It is a roust community devoted to fighting games, specifically
the game of Mortal Kombat. There is a deep level of commitment and participation on the site from it's members. I was skeptical as I entered into this
small study and my choice to focus on a gaming community. I was not sure there would be important implications for education that could arise from
a forum dedicated to a fighting game like Mortal Kombat, yet I could not have been more wrong. Several themes have emerged as this research
process has unfolded. Learning is Social and Social Norms Emerge – What struck me during my first week of observation was how robust the site is.
There is a very sophisticated... Show more content on Helpwriting.net ...
Technology gives us many affordances in today's world. One of them is access to high–quality, diagnostic curricular tools. We have access to tools that
can assess students on their own academic levels and move then on appropriately with content. Many of these tools are created like gaming
environments that we know are very appealing and motivating to our students. Many schools are using these tools to create a hybrid–learning
environment. The idea of hybrid learning is using the technology tools as another teacher in the room and to engage with the content delivered by the
technology in different ways than what is delivered by the teacher in the classroom. (Staker & Horn, 2012 p. 3) The teacher is then free to differentiate
learning for small group more targeted instruction based on their personal learning trajectory. Students are given constant and corrective feedback, just
like in gaming, about their
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The Impact Of Digital Games On Learning
Introduction In the field of instructional design, instructional designers use new media and technology in order to study the effectiveness of learning
and teaching. There are many types of media such as digital devices, computers, radio, TV, and Internet. Each type has its own challenges and
possibilities to the instructional designers; and each influences the theories and practices in the field. The origin of the instructional systems technology
is in the visual instruction movement which appears in the beginning of the twentieth century. IST defined in terms of instructional media. Scholars
consider digital games based learning are the latest mass of media for learning process; it has visibly increased in the last decade. According... Show
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This study will advance our understanding by reporting a systematic review of recent research in the last 10 years. Furthermore, it will focus on
previous studies that addressing students ' achievement, engagement, motivation, and attitudes towards learning. Digital games and engagement are
defined and their features are described. Digital games based learning considered in terms of their purposes and functions, followed by an analysis of
student engagement, and its impact on learning outcomes. The review ends by addressing gaps in the literature and proposing beneficial areas for
research in future. The target audience of this literature review is K– 12 students. K–12 students in the digital age have grown up with video games,
computers, portable media players, and mobile phones; they are enthusiastic adopters of new technologies. Prensky (2001) describe this generation as
a cognitive style differs from previous generations in its preference for speed, exploration, multiple tasks, socialism, immediacy, graphics over text, and
connection with others. Previous studies in USA reveal that 65% played a video, computer, or online game occasionally or regularly (Jones, 2003).
Background
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Continuous Professional Development Case Study
The nature of what was newly learned varied according to professional roles and from specialty to specialty. It ranged through such categories as
knowledge, psychomotor skills, managerial skills, leadership skills, technological skills, implementation, appraiser of literature, screening of research
proposals and mediation. The other dimension to learning was variously described as "affirmation", as "reaffirmation", as "confirming my own
practice", as "having my thoughts confirmed by somebody else", and "something that [...] confirms any uncertainties I may have had about my own
level of knowledge, [and] so reassures me that I know what I'm doing". The questionnaire results supported the interview findings. They indicated the
extent to which the ... Show more content on Helpwriting.net ...
Performance is a visible entity: it can be seen and that in itself leads to an enabling of mechanisms for measurement and standardisation to be put in
place. However, the formation of judgements and the making of decisions are much less visible and thus resistant to quantitative systems of
measurement and standardization. In the words of Fish and de Cossart (2007), performance is more "visible" whereas judgement and decision making
are "invisibles", being different and more reflective (and, in the words of another interviewee (see page 57ff in this chapter), compatible with a more
qualitative assessment procedure. We will return to this point
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The Tagging App : An Definition
The Tagging app will be identified as an absolute must have for all ages that have access to a smartphone or other related items. As we live in an
age that is unlike any other previously experienced. Consumers are continually on the go, this of course is not limited to just adults. Consumers
young and old are busy with life. These lives are filled with careers, family functions, and many other related adventures. With this, individuals often
times overlook essential items such as wallets, keys, briefcases, cellphones and many other items. Consumers lose these items on a daily basis, thus
requiring them to spend time searching for these items. In our fast paced society, consumers barely have enough time to complete many of their daily
tasks and looking for these items may cause unneeded stress. These stressing factors will be solved by the use of "The Tagging App" ("27 Genius New
Products You Had No Idea Existed",2016). Many options for this item include, "loudly ring a lost items from and app and find it by sound", "see
where you had it last on a map", among many other endless options ("27 Genius New Products You Had No Idea Existed", 2016). Additionally, this
item may save consumers money by locating their $700 dollar iPhone or $300 dollar set of car keys. The initial investment of $25 dollars for the
ability to find these elements is unquestionable ("27 Genius New Products You Had No Idea Existed", 2016). "The Tagging App", will be marketed in
Massillon, Ohio. This is
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Inquiry On The Humanities Classroom Essay
Inquiry Learning in the Humanities Classroom
1.0What is Inquiry Learning in Humanities and Social Sciences?
Humanities and Social sciences is one of the most important subjects in the Australian Curriculum because it leads students into learning about people
and how people interact with each other and the environment. It is foundational to sustainable practices and civic responsibility.
As parents, you may remember Geography; History; Business and Economics; and Civics and Citizenship as being about absorbing facts that schools
thought important for you to learn. Or you might remember doing projects that seemed like time–fillers in the scheme of what was important at school
(What is Inquiry Based Learning, 2004). You will also be aware of how fast the world is changing and the impact of technology on the growth of
information that surrounds us. You may have experienced redundancy, elections or a global recession and understand that knowing facts is not very
useful for navigating difficult times. Facts alone do not educate students in what is needed to think critically and creatively about a situation, to find
opportunities in hardship or to learn and relearn in the new knowledge economy (Warlick, 2013). Inquiry learning is a way of addressing the teaching
of skills and dispositions that will be essential for your children to thrive as active and informed citizens of the future (Reynolds, 2014; ACARA, 2016).
The inquiry process includes children and teachers both
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Social Constructivism Essay
Constructivism is a type of method that has changed and continues to change with time. It has been stated that due to the fact of the ever–changing
definition many have called the definition empty. According to Kretchmar (2017), "So many different definitions currently exist some scholars believe
constructivism has been emptied of meaning altogether." Sofie M. M. Loyens and David Gijbels (2008), defines constructivism as "the way in which
people try to make sense of situations or, in other words, how people create meaning" (p. 351). There are two specific kinds of constructivism, cognitive
constructivism, and social constructivism. Many people feel like as a teacher it is your job to only teach the text or the material. The constructivist ...
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Dewey also believed that ideas are important being that they lead the way for creativity, hence, providing students with a way to find solutions by
combining ideas so that they produce a way of action to get started towards the solution (Carvin, 2006). Dewey feels like students would benefit more
from real–world experience, something he called "directed living (Jones, 2008). Dewey felt that through "directed living" would come freedom. He
equalized freedom with growth. The next theorist was Jean Piaget. Piaget focused more on cognitive constructivism and social constructivism. He based
his theory off of enhancing student's logical and conceptual growth. Piaget referred to this as "cognitive structure" (Jones, 2008). Piaget emphasized
schema and how teachers influence the students. "Piaget's theory includes assimilation and accommodation, which are processes children go through
as a search for balance or "equilibration" (Wadsworth, 2004)". He wanted teachers to be an aid, not some walking textbook. Piaget's theory was to
make students critical thinker. The last theorist was Lev Vygotsky. Vygotsky believed "teachers served as mediators who coached and encouraged
students to formulate their own level of understanding" (Carvin, 2006). He believes more so in the social aspect of constructivism.
When it comes to bringing constructivism into the classroom it can be useful since it applies to several types of teaching practices. Many teachers use
the constructivist
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The Definitions Of Gamification And Game Based Learning Essay
The definitions of gamification and game–based learning are both used under the umbrella term of "E–Learning", however, there are differences
between the two. The term 'gamification' was first coined by Nick Pelling in 2002 (Marczewski, 2012) and is the idea of bringing game design
elements, mechanics, aesthetics and frameworks to non–game situations such as education, in order to motivate or encourage a particular behaviour by
increasing user engagement (Deterding et al., 2011). On the other hand, game–based learning refers to using games in order to meet learning outcomes
(Isaacs, 2015). According to a report on the current state of online gaming by Spilgames, more than 1.2 billion people play games worldwide
(Takahashi, 2013) and by incorporating the persuasive elements of games through gamification into the mundane tasks of everyday life where
repetition may be prevalent, such as education; motivation and interest may be aroused.
One example of gamification in the real world was the piano staircase campaign in Stockholm, Sweden. A staircase next to an escalator was
replaced with each step as a musical note on a piano. By the end of the campaign, it was found that 66% more people used the stairs as opposed to
the escalators. Gamification effectively makes dull tasks fun and can help encourage particular behaviour (Bates, 2009). Gamification can also be seen
in a variety of businesses, such as Starbucks, whereby reward systems have been set in place and customers can
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Video Games: More Beneficial Than We Thought Essay
In today's world one thing you don't hear everyday is learning is fun. For some it can be, but many children aren't that excited to learn. What if there
was a way to make learning fun for kids? Well there is, its called gamification. Gamifiction is the process of using game thinking and game mechanics
to engage audiences according to Gabe Zichermann an educational gaming expert. Though its been said that video games cause laziness and violence
in kids, we now know that video games can be a significant learning tool in early child development. Research has shown that video games help
children with multitasking skills and can also increase fluid intelligence, which is the intelligence we use to solve problems (Zichermann). Video games
may be ... Show more content on Helpwriting.net ...
In the video How Games Make Kids Smarter Gabe Zichermann classifies today's youth as Generation G. He said that for Generation G, video
games are their primary form of entertainment. Video games also promote multitasking skills because the games are so detailed and complex.
Zichermann uses WOW as an example, which stands for World Of Warcraft and that game requires the gamer to text chat, operate their character
while managing short and long term objectives. Children playing video games are acquiring multitasking skills as well as problem solving skills. He
then discusses that human intelligence is increasing over time, which is called the Flynn Effect. Over the years we are becoming more and more
intelligent, which could explain why kids are so good at video games (Zichermann). In the article "Digital Game–Based Learning: It's Not Just The
Digital Natives Who Are Getting Restless" by Richard Van Eck he states "Games are effective not because of what they are, but because of what
they embody and what learners are doing as they play a game"(4). That ties into what Zichermann discusses in his video How Games Make Kids
Smarter because he explains the five different ways one can increase their fluid intelligence, which is the intelligence we use to problem solve. His list
included, seek novelty, challenge yourself,
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Use Of Digital Games On Education
The use of digital games in education poses many challenges to today 's educators interested in adopting new approaches and instructional tools into
their repertoire. The multidisciplinary design demands, including joining entertainment and education and the lack of common design language and
practices make consistent adoption intimidating and inconsistent (Shi, Shih, 2015), (Killi et al., 2012). The time and energy needed to investigate the
adoption of new teaching tools is in scarce supply with today's educators. In order to facilitate a less stressful and more streamlined adoption of digital
game based learning (DGBL) this study proposes to suggest an analytical tool that can be used by an educator attempting to begin their exploration of
DGBL in the classroom. The tool will function much like a rubric, offering a rating system for digital games based on established game design
elements and levels of cognition from Bloom's Taxonomy. By combining established game design elements and Bloom's Taxonomy in the analysis tool,
this study also attempts to build a connection between mainstream teaching theories (ie, Bloom's Taxonomy) and less established DGBL design theories.
The use of DGBL bears some similarities to games that have been designed purely for entertainment purposes. However, the design demands differ
between the two genre of games. Designers of DGBL must consider the environment in which the educational games will be played. Many of today 's
educational
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Firebird Mission Statement
Taking Flight: A Treatise on the Benefit of Being a Firebird "Falls Lake Academy seeks to create a challenging learning environment while striving to
meet the academic, social, and emotional needs of our 21st–century learners to prepare them for citizenship, leadership, and success in a rapidly
changing world. Our school promotes a safe, orderly, caring and supportive community. Each student's self–esteem is fostered by positive relationships
with students and staff. We strive to have our parents, teachers, and community members actively involved in our student's learning."
(fallslakeacademy.com2017) This mission statement, which acts as the foundation upon which Falls Lake Academy was created, elucidates the
principles of a school designed for the next generation of scholars, to provide a unique and thoroughly immersive educational experience. FLA was
created through the support and involvement of parents and the community, instilling their labor and values into a place where the students can learn
and grow in more than just academics. Being a Firebird is an honored privilege because students receiving a unique educational opportunity because of
the requirement of community service, the focus on PBL's and FLA is not a one–size–fits–all school shown in the concentration of being a college
preparatory school. (Bond 2017)
Falls Lake Academy, similarly to a functional government, was founded by people, namely citizens actively involved in serving the community, for the
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The Importance Of Video Games In Education
Education has and always been all about learning through textbooks and in–person lectures from school rather than using technologies to teach. For
example, most schools located in the rural areas are still using the traditional way of teaching to deliver the materials to the students. In fact, most of
the public high schools in the urban are not even aware of the existence of high–end technologies out there like the virtual reality, 3–Dimensional
simulators, or even touchscreen devices. Students are taught and trained to use their basic skills to figure out a solution to a problem. However, if
technologies included video games were parts of the teaching process and "teacher will have students create games to teach other students," then
"students are immersed in an environment they are accustomed to," and "this establishes a potentially new form of performance assessment" (Annetta).
Indeed, with this combination between education and video games, teachers are more likely to have their students highly participate in their works
rather than have their students trying to finish their assignments because they were forced to do them. For example, students in middle school are more
likely to have their attention on video games about the outer space from NASA's website: spaceplace.nasa.gov, or to have themselves directly
experience the 4–dimensional simulation of the pilot system of an aircraft rather than read the materials straight out from books. Another example of
how video
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The Pros And Cons Of Video And Online Language Learning
In the 1980's, game makers first created the reputed edutainment games which integrated video and online computer games with educational purposes
(Heick, 2012). However, there was still skepticism against video games, as it was believed that the games would affect players in a detrimental way. In
the early 1990's, the business of the gaming industry was prospering, but all of a sudden the market changed. Companies in such industry began to
concentrate on manufacturing entertainment games as a replacement of edutainment games due to the fact that these companies found out the possible
potential of making money in the category (Whelchel, 2007). Video and online computer gaming, in the full conviction, has become a popular activity
since the last decade and the... Show more content on Helpwriting.net ...
There have been many studies done on the subject of computer games integrated in language learning, for instance, CALL, which stands for
Computer–assisted language learning, is the method of teaching language through different computer–based materials which are purpose–made for that
area. Video and online computer games or other materials which are retrieved on the Internet, such as videos and audio files, can be seen as
implements in English learning (Davies, 2010). These materials are created for English learning in school. Such games are pedagogical and contain
research–based exercises, so they are possibly conceived as 'purpose–made'. In addition, few inquiries have been done on how video games can affect
players in learning English and how it would be possible to obtain better strategies of learning through playing video and online computer games. As a
result of that, players would possibly develop their skill of making quick decisions and social connections of preparation for their learning in the long
term (Geico,
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Problem-Based Strategies
3. Teaching Strategies (1.5)
3.1 Activity Based Strategies: Problem–Based Learning (PBL)
Originally PBL was used in medical school and in some business curricula for majors. But now it is being used in a wide range of disciplines and with
students at various educational levels. According to Pawson et al 2006, PBL is essentially a collaborative, constructivist, and contextualized learning
and teaching approach that uses real–life problems to initiate, motivate and focus on construction of new knowledge. PBL is the well–constructed
instructional approach and using open–ended or real–life problems by groups of students to work through content to a solution. Its acts as a strategy of
studies based on the interaction between students and the teacher, which is characterized by a systematic independent cognitive activity, such as
acquiring new knowledge and mastering new modes of activity by tackling ... Show more content on Helpwriting.net ...
Since PBL is largely informal, evaluating the process on the basis of any structured or objective standard is complicated, as the organizational
managers cannot easily determine how much participants took away from their training. They have to observe them more closely over a longer period
of time to determine whether the organizational resources were put to good use in sponsoring participants to workplace–based learning training
sessions. PBL differs from traditional instruction in a variety of ways, and therefore student knowledge and achievement may be better measured with
alternate assessment methods. These methods include written examinations (like modified essay questions), practical examinations, concept maps,
peer assessment, self assessment, facilitators/tutor assessment, oral examinations (like triple–jump exams and oral presentations), and written
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Teaching Session On Problem Based Learning
I appreciated the opportunity to deliver a teaching session on Problem–Based Learning (PBL) for my classmates. As can be seen in Tables 1 and 2,
reviews were overwhelmingly positive, with 94% of respondents indicating strong agreement or agreement, and the remaining 6% neutral. As it
turned out, the act of giving the presentation was just as informative as the feedback, and provided for moments of realization on my part in the
midst of activity. As can sometimes happen, even a well thought out idea may not quite work out as you anticipate, either due to a miscalculation in
design or failure to engage students. I wanted to begin with a PBL activity as a way to introduce the idea, structure, and use of PBL prior to actually
defining the method. In the end this strategy was largely successful, with students sharing, as can be seen in Table 3 outlining comments, "The activity
was good" and "I loved the activity up front and that we were doing PBL before we knew it!"
That said, one student did offer the "first convo was a little shaky; mostly because we were all tired." For my part, in the midst of the activity I could
see some hesitation in students' eyes. It was not complete confusion, but the look of people cast into the unknown. This, I realized in the moment,
should probably be anticipated each time you try something new in class, or that this may simply be how PBL plays out when new to students. I
improvised and began to offer information as needed, but if I had this
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CHDV 443 journal article analyses critique paper
The Effects of Digital Game–Based Learning
On Cognitive Development
Monique Labansat
California State University, Los Angeles
Ke, F. (2008). Alternative goal structures for computer game–based learning. International Journal of Computer–Supported Collaborative Learning,
3(4), 429–445.
Research purpose and hypotheses questions The purpose of this study was to examine the effects of DGBL (digital game–based learning) of 5th graders,
on a level that related to their cognitive and affective learning outcomes. The main goal was to get a complete understanding and comparison of
student's Mathematical achievement, metacognitive awareness, and positive attitude towards math learning.Generally, this study hypothesized that the
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In the competitive game–based learning situation, students sat in their own seats, at their own desks and played games against the computer (not other
students). In the end of the two gaming sessions, each of the students "own" score were compared against other students in the class.
In the individualistic game–based learning situation, students were again asked to sit at their own desks and played the game individually against the
computer. But this time no scores were compared against other students. Meaning, no individual gaming ranks were announced at the end. They would
solely measure and compare their own learning improvement skills based upon the gaming score record and the number of game levels they completed
within each gaming session. (Ke, F., 2008)
A Controlled/no–gaming learning situation was also included in the study. The students' also completed two 40 minute math sessions per week for a
total of 4 weeks. The math exercise session was done individually. But this time around laptops were not included. Student were instructed individually
using paper and pencil to take on math exercises that revolved around math concepts and skills. At the end, the teachers gave feedback to all students.
Feedback that reflected on whether they got correct or incorrect items answers on the exercise sheets.
At no time during the math exercise session was there encouraged cooperative learning or
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Annotated Bibliography On Learning With Educational Video...
Learning with Educational Video Games
Tierra Ricks
English Composition II
Prof. Annemarie Hamlin
March 14, 2016
Educational video games have been a hot topic in the past few years. Educational games prepare children to be more proficient with their work while
being entertained. Educational video games promote good memory skills, provides motivation, and improves motor skills for children that are school
aged in the United States. They can educate children in a healthy environment that provides excellent communication, so they can enhance their learning
. It can enhance problem– solving while playing strategy games or puzzles. It also challenges the brain that connects memory and decision making.
Educational video games are essential for the ... Show more content on Helpwriting.net ...
(2014). Video Games: Play that can do serious good. American Journal of Play, Volume 7. pp. 50
–72. Evans, M., Norton, A., Chang, M.,
Deater–Deckard, K., & Bald, O. (2013). Youth and Video games. Exploring effects on learning and engagement. Zeitschrift fur Psychologie, Volume
221(2). pp. 98–106. Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–2604/a000135 Hamlen, K. (2013). Understanding
children's choices and cognition in video game play: A synthesis of three studies. Zeitschrift fur Psychologie, Volume 221 (2), pp.107
–114. Retrieved
from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–2604/a000136 Hutchison, D. (2007). Video Games and the Pedagogy of Place. Social
Studies, Volume 98(Issue 1).p 35–40.6p. Retrieved from http://heldref.metapress.com/openurl.asp?genre=article&id=doi:10.3200/TSSS.98.1.35–40
Mellecker, R., Witherspoon, L. & Watterson, T. (2013). Active Learning: Educational Experiences Enhanced Through technology
– drive active game
play. Journal of Educational Research, Volume 106, pp 352–359. 8p. Retrieved from DOI
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Reflective Essay On Professionalism
Professionalism can be defined as "the conduct, aims, or qualities that characterize or mark a profession or a professional person."(Merriam–webster)
My interpretation of this definition is that professionalism is a standard that we must hold ourselves accountable to in order to provide the best
service. How do we get from a basic understanding of this definition, to practicing and applying professionalism? Major attributes that lead to
professionalism can include accountability, communication and reflective practice. Reflective practice in the healthcare system is when "practitioners
engage in a continuous cycle of self–observation and self evaluation in order to understand their own actions and the reactions they prompt in
themselves" (becoming a better university teacher...). In the day–to–day life, everyone performs a type of reflection whether it is by unconscious
thought or by habit. When it is unintentional it is hard to learn and grow from the knowledge that can potentially be gained. Therefore we need to find
a way to effectively incorporate reflective practice into our daily lives, especially as radiation therapy students.
There is a simple three–step framework for practical, structured reflection by Dr. Natius Oelofsen that really stood out to me. Reflective practice
should not be complicated or time consuming or else it will not be done efficiently or effectively. We need reflective practice to become habit during
our school years in order for it to be
... Get more on HelpWriting.net ...
Evaluation Of A Interview On The Students ' Answers
The writer presents the results of the study in this section. The result of interview then divided into 4 subheadings based on the students' answers. They
are learning through picture, enrich vocabulary, fun learning, and alternative way of learning. It can be seen in the table below. Learning Through
PictureEnrich VocabularyFunLearningAlternative Way of Learning
Participant 1в€
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љв€
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Participant 2в€
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Participant 3в€
љв€
љ
Participant 4в€
љв€
љ
Participant 5в€
љв€
љ
Participant 6в€
љ
Participant 7в€
љ
Participant 8в€
љв€
љ
Participant 9в€
љв€
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Participant 10в€
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Participant 11в€
љв€
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Participant 12в€
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љ 8652
The four categories of the students' answers of the table will be discussed further in the following subheadings.
Learning through Pictures
The writer found that according to some participants, pictures in the Criminal Case online game were useful for vocabulary learning activity. There
were 8 out of the total 12 participants in this study who said that the pictures were give assistance in terms of gaining understanding of new words.
Below are some excerpts from the interview.
Extract 1
"Instead of memorizing new vocabulary, it's better to play such game because by doing so, we automatically know the meaning and the object."
(Participant 10)
Extract 2
"When playing the game and find new words, we can automatically always remember the difficult words because we see the real picture, so we know
the words' meaning better."
(Participant 11)
Extract 3
"It was useful
... Get more on HelpWriting.net ...
The Problem Based Learning Theory
Problem based learning theory has developed rather recently compared to many pedagogical theories in education. This theory was initially used to
rigorously test the skills of medical students by allowing them to become more involved in their learning rather than using the passive lecture approach.
(Savin–Baden, Major, 2004). Other schools recognized that this method addressed some of the shortcomings of the traditional instructor led classroom
format and adopted similar problem based learning approaches to areas such as engineering, science, business, etc.
The PBL model consists of groups collaboratively working together to solve a problem. The learner is expected to be engaged their group discussions
and the instructor facilitates the process by asking open ended questions. (Botty, H., Shahrill, M., Jaidin, J., Li, H., & Chong, M., 2016). While the
instructor has a more hands off approach, they are responsible for creating a classroom environment in which the learners "receive systematic
instruction in conceptual, strategic, and reflective reasoning in the context of a discipline that will ultimately make them more successful in later
investigations" (Gallagher, 1997, p. 337).
There are several ways to integrate a PBL method into a training and development program. Adults are more problem than subject centered in learning
so the PBL method is a natural fit to the learning styles of the audience. Furthermore, PBL is preferred by adults because it is more engaging and
... Get more on HelpWriting.net ...
Questions On Science : Science Inquiry
Elementary Methods
Unit 5: Science Inquiry in the Classroom
Summary:
In today?s traditional science classroom, teachers are the givers of knowledge and present the required information in either a lecture or presentation
method. Students are expected to sit quietly, take notes and retain the information for the test at the end of the unit. When student do engage inscience
activities, they do not often connect the concept with the activity with causes a lack of student understanding and retention. This unit will explore ways
to create a inquiry–based science classroom that will allow students to engage, explore, explain, elaborate and evaluate scientific concepts.
Course Objective:
By the end of this unit, learners will be able to ... Show more content on Helpwriting.net ...
Lesson 1: Using Science Inquiry in the Classroom
Objectives:
By the end of this lesson, learners will be able to define science inquiry.
By the end of this lesson, learners will be able to compare and contrast the benefits and concerns of inquiry–based learning and traditional science
lessons.
By the end of this lesson, learners will be able to identify and describe each of the five essential components of an inquiry–based lesson.
Topic 1: What is Science Inquiry?
Inquiry is an instructional approach to learning that involves a process of students exploring the natural or material world. Inquiry–based learning leads
students to ask questions, make discoveries, and test those discoveries in search for a new understanding. The approach is much different than
traditional approach where teachers give the information about a concept and students are required to retain it. This practice transforms the teacher into
a learner with students, and students become teachers with us.
Inquiry teaching is allowing students? questions and curiosities to drive curriculum, not the other way around. Inquiry begins with gathering
information through applying the human senses ? seeing, hearing, touching, tasting, and smelling. Inquiry encourages children to question, conduct
research for genuine reasons, and make discoveries on their own. Inquiry teaching honors the previous
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Professionalism: An Example Of A Professional Role Model
The definition of professionalism is "the competence or skill expected of a professional". When I put this into my own words, I say that
professionalism is the ability and know–how to act in a professional setting. These professional settings could range from the interactions of employees
in an office to how to act at a company dinner party. Nevertheless, people should want to be perceived and to act in a professional manner in order to
gain respect and to move upwards in their careers. Looking introspectively, I see myself as a knowledgable, but inexperienced professional. That
is, I think I understand what it takes to be a well rounded and successful professional, but haven't had much opportunity to exercise this
professionalism. That being said, I still have much to learn about what it truly means to act as a professional. This is where a professional role
model comes into play, someone who I can look to to give me an example of how to act professionally. My professional role model would be my father
because of the respect he gives and ... Show more content on Helpwriting.net ...
Unfortunately, I haven't had the opportunity of a summer internship or co–op, so my industrial engineering experience has been limited to a classroom
setting. This is one of the many reasons why I am so excited for this capstone class. The chance to put to work all the knowledge I've gained over the
last few years for an actual company is exhilarating. Being able to communicate and work in a professional setting with fellow young engineers and
members of the industry is something that I believe will help me develop my leadership and professionalism tremendously. So my plan is to not only
do well in this class, but to also really pay attention and soak up as much knowledge and experience as possible in the short time available so that I
can leave the class not only with an A+ grade, but also with invaluable lessons
... Get more on HelpWriting.net ...
Improving Students Through Communication, Connection, And...
Reinforcing these ideas, Afifi and Alamri (2014) found in an online course the goal is to gain and keep the learner's attention. Furthermore, engaging
the learner by utilizing activities that capture their attention and build on their previous knowledge and interests will be beneficial to the students'
growth in the course. Additionally, these researchers found that facilitating student engagement and motivation, teachers are encouraged to provide
constant and consistent feedback which includes questions and activities which spark reflection. Research indicates the process of engaging students
through communication, connection, and collaboration is based on what works best for the population of students in the online course (Cavanaugh,
Repetto, Wayer and Spitler, 2013). Utilizing the levels of interactivity, teachers can understand how better to engage students in the online course. In a
study by Aqel (2013) on levels of interactivity in relation to levels of student motivation and engagement, four different levels of student interaction
were identified. Comparatively, these levels of student interactivity were found to provide educators with important information about the effectiveness
of an online program. Recognizing student levels of motivation and engagement, educators have found additional strategies to remedy the lower levels
of interactivity and over the years the use of video games as tools for learning has emerged (Eseryel, Law, Ifenthaler, Ge & Miller,
... Get more on HelpWriting.net ...
The Importance Of Creativity Within Classroom Instruction...
This article helped me to understand the importance of including creativity within classroom instruction and the author did an excellent job at
describing one way to do so. The author was all about using the inquiry based learning. The author explained this type of learning in a way that I
could see myself using it within my classroom. Although the author is an advocate for using inquiry learning within science classes I could see myself
using this type of learning within other areas of instruction as well. If I would use inquiry based learning within language arts or math it would still
encourage creativity because the students would still be taking responsibility for their own learning.
Additionally, this article explains in detail the history and use for standardized testing. The idea of these tests have hindered the use of creativity within
the classrooms a substantial amount. The author argues that this is a great problem within today's education because the teachers are no longer including
creative instruction but rather the teachers are teaching to the test to the students score high because teacher's jobs are at risk if students do not show
great growth within the achievement gap. This is why the author suggests teaching with an inquiry approach. By using an inquiry approach within the
classroom the teacher can still include preparation for the standardized tests but the students are still being creative with their findings and problem
solving more on their own. The
... Get more on HelpWriting.net ...
Analysis Of Uncharted 4
The game I would like to discuss in this report is called Uncharted 4 – A Thief's End. It is an adventure first person Role Play Game (RPG) played
through PlayStation or X–Box console. Published by Naughty Dog in 2016, this game won many awards and has recorded as the fastest selling video
game on the PlayStation 4 in 2016 (Wikipedia, 2017).
The game is a sequel from the Uncharted series that telling about the adventure of two brothers Sam and Nathan "Nate" Drake to search for
treasures, while at the same time he has to decide what he's willing to sacrifice to save his wife Elena and his best friends Drake and Sully. The game
goes in the form of story telling (narrative) and players have full freedom to decide their own plots with ... Show more content on Helpwriting.net ...
The idea of this 50 GB size game is very simple and straightforward. There is no customization needed since everything is provided by the system.
The game gives no limitation of time and how many a player can do errors, which gives me a frustrating yet fun experience because I have to go
through a set of trials and errors before I can succeed certain level.
The educational value of this game, in my opinion is on the way the game can relate a real–life problem solving characteristics into a realistic graphic.
Players are not presented with a superhero with unrealistic capabilities, but they will see a fictional human – like character that has limitation and
weaknesses. The sophisticated graphics technology and the easy to follow storyline are the strongest part of this game because it provides player with
an atmosphere where he can immerse himself into the situation. And since the game is a first person role–play game, there are no rules to memorize.
Player use his common knowledge to engage into the game.
This game has all the requirements of a motivating game. It has a clear instruction, goal, challenge, control and the pleasantly frustrating element
(Asgari & Kaufman, 2009). The immersion of this game happened when a player is challenged to solve the problem. As mentioned in the Flow theory
by Csikszentmihalyi (1992) in Whitton (2010), engagement in a
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Remy Kennel Club Research Paper
Thank you for your interest in hosting an Remy Kennel Club (RKC) sanctioned show. This packet includes all information, application to host an event
and the rules & regulations needed to become a show host. Please read carefully. Putting on the best event possible is one of the greatest challenges for
any individual/club/kennel. Establishing a show committee correctly enables the hosting club/kennel to meet this challenge. The show committee
should be large enough to give attention to all details, but small enough to accomplish tasks without one person having to do everything. The RKC
Representative's primary responsibility is to man the registration table. The RKC Representative is to have the senior judge in attendance seated behind
the rep from the time the event opens until registration closes for the second show. The senior judge is available to answer any questions a patron may
have. The RKC Representative is only to assist in filling out registration and permanent registration and issue temp licensing. The RKC Representative
is responsible for taking the temp numbers and money from the temp numbers home at the end of the day and turn those all into the RKC office within
10 days. The RKC Representative also transfers event registration documents onto win sheets for each judge and then hands over registration
documents to each judge.... Show more content on Helpwriting.net ...
Senior Judges Have FULL AUTHORITY at RKC Sanctioned Events, It is their responsibility to maintain a professional and orderly show to act as
quality control to maintain a level of excellence at all RKC
... Get more on HelpWriting.net ...
Nursing : The Importance Of Professionalism In Nursing
Nursing is an occupation in which professionalism (or lack thereof) can have a significant effect on not only patients and their health, but the nurse's
relationships with colleagues, patients' families and even their community. A nurse must exemplify professionalism, especially in an environment that
creates increased risk for loss of life or further injury. There are many aspects that are involved with professionalism in nursing, and many expectations
set up on the nurse.
Nurses develop professional skills through a process called "Professionalization." Ghadirian uses four factors to describe this; cognitive dimension,
attitudinal dimension and psychomotor dimension. They then further describe the cognitive dimension as the "professional knowledge" a nurse must
have (2014). Without knowledge of illness or the human body, a nurse can not practice professionally. Ghadirian then suggests that even with
extensive professional knowledge, a nurse can not be professional without the ideals and ethics of a nurse, or the ability to provide care (2014). A
nurse can not be professional without all the dimensions. A nurse must have the values of a nurse, knowledge of a nurse and the ability to provide care.
Behaviors associated with nursing professionalism go far beyond how nurses practice in a clinical setting. Alidina describes professionalism as "a
multidimensional concept that provides nurses with opportunities to grow personally and professionally (2013, p. 128). This shows that
professionalism has many different components. Alidina also uses "Miller's Wheel of Professionalism." This model uses a wheel to represent different
aspects of professionalism. The different behaviors that are represented are "adherence to code for nurses, community service orientation, Professional
Organization Participation, autonomy and self–regulation, Publication and Communication, development and use of theory and research, and
continuing education and competence (2013, p. 129–130). The first spoke, "adherence to code for nurses," represents the need for nurses to follow the
rules laid out for them. These could be scope of practice, rules associated with certain workplaces and following proper procedures. To be professional, a
... Get more on HelpWriting.net ...
Literature Review On Abacus
CHAPTER 2
LITERATURE REVIEW
2.1 Introduction
2.1.1 What is Abacus?
Greek words 'abax' or 'abakon' with the meaning table or tablet are the origin of the word 'Abacus' (Schools, 2007; Young, 2004). According to Young
(2004) abacus is a mathematical device or tool used by the people for performing addition, subtraction, multiplication and division.
Far before the invention of modern computers, abacus has been widely used especially by the Chinese people for the calculation purposes. The very
first abacus was invented around 500 B.C.(UCMAS, 2007). However the modern abacus that we know today was the one been used in China started
around 1300 A.D.(UCMAS, 2007).
According to Young (2004), there are three main forms of abacus that we are still... Show more content on Helpwriting.net ...
The main advantage of mobile educational game is that it enables the users to learn in non–classroom environment such as home and public areas (Kim
et al., n.d. ). Besides, mobile games are interactive because mobile games enabled players to interact with the games environment and thus make the
games more interesting and the players have the sense of engagement which will draw their attention (Miangah & Nezarat2, 2012). Besides, mobile
games help people to save money as they do no need to purchase an expensive console or computer in order to play the games (Paper, 2009).
Furthermore, mobile phone is convenient to bring around and thus increase the mobility (Shameem, 2012). Mobility as mentioned above is the main
reason why people play mobile games as compared to other digital gaming (Fritsch et al., n.d.).
2.4.3 Disadvantages
The main disadvantages of mobile educational games is the distraction factors. When children plays with the mobile phones, they will face the
distraction with the incoming calls or messages and also they will also tend to play with casual and entertainment based games as compared to
educational games when they play alone without the guidance of the parents (Fritsch et al., n.d.).
2.5 Current Applications
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Professionalism In Health And Social Care
Introduction
In this essay I will be discussing the nature of professionalism and how this can be contested. Next, I will be discussing relevant legislation and theory
between being a professional and professionalism. Furthermore, I will highlight and discuss personal development and its relation to being a childcare
worker. I will support this through theory and literature in relation to my personal experiences. Finally, I will discuss the importance of being a
reflective practitioner and how this relates to professionalism.
Nature of professionalism
Professionalism defines a range of attributes held by someone who is part of a profession; these may include knowledge and understanding, compassion
and personal commitment. In my role as a childcare ... Show more content on Helpwriting.net ...
By following these standards childcare workers are continually further developing knowledge and skills. Furthermore, it encourages continual
reflection on practice as it encourages childcare workers to reflect on their self as a practitioner and identify any gaps in their knowledge.
Benchmark 18 in the standards for childhood practice (SSSC, 2015) states that "Managers/lead practitioners engage in professional reflection for
continuing improvement" this encourages practitioners to be critical of their practice, support their own reflection and to include other users of the
setting to become involved in reflection. In my experience involving other users of the service such as parents, carers and children in reflection
may be beneficial as it allows you to take their thoughts, ideas and experiences on board as well as your own personal reflections. Brookfield (1995)
suggests that reflection has four lenses, one of these being the student's lens. Workers should involve the experiences of the users of the setting during
reflection to develop their knowledge and skills and gain confidence. As discussed previously it is important to reflect on practice as it encourages
childcare workers to reflect on their self as a practitioner and identify any gaps in their knowledge. This will ensure we are continually further
developing attributes of
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How Teachers Can Use Social Constructivist Based...
How Teachers Can Use Social Constructivist–Based Instructional Practices
To Improve Student Achievement
Yumi Kim ykim89@toromail.csudh.edu 310–200–7672
GED 501
Seminar in Learning and Development
California State University of Dominguez Hills
December 2014 Abstract Instructional practices based in social constructivism involve students constructing new knowledge utilizing social interaction
amongst themselves and with teachers. Learner–centered classrooms require significant planning and forethought by teachers to ensure that instruction
is well structured, but fluid enough to allow for student–led inquiry. This paper analyzes several studies and discussions put forth within the last five
years that discuss how instructional practices, like cooperative learning, inquiry–based learning and scaffolding, are ways teachers can use social
constructivist–based practices in the classroom. While most of the studies, which were mostly done within a single school in a small number of
classrooms, show that cooperative learning, inquiry–based learning and scaffolding is effective, more studies are needed to demonstrated a direct
correlation between these practices and student achievement on a broader scale.
How Teachers Can Use Social Constructivist–Based Instructional Practices
To Improve Student Achievement
Many teachers are aware of the research that shows student–centered instructional strategies, such as cooperative and inquiry–based learning,
... Get more on HelpWriting.net ...
My School Experience
To say I enjoyed our field trip to Epic Elementary would be an understatement. I learned so much in those two hours, and I have found myself
thinking about Epic a lot over the last week. Anytime I attend professional development, I try to take one idea away to try in my classroom. After
leaving Epic on Wednesday, I couldn't just pick oneidea. There were so many valuable take–aways from this experience.
I have been to Jeni's website multiple times this week. Wednesday when I got home I made a copy of her data tool and implemented it into my
classroom on Friday. I've always struggled to track daily progress in math. We use an exceeded, mastered, progressing, and needed support scale in
my district. I recoded the sheet the Jeni created in order to use that scale. It already makes me feel like I am keeping more accurate and up to date
data on my students, and I know exactly where each of my students is for each standard.
Jeni also talked shortly about Reflex Math. I researched that website, and I think it would be a great addition to my classroom. In my classroom,
during math when students are done with their assignment they have different options. I have struggled to find a good way to build fact fluency using
the computer, but I think reflex math will be one solution to that problem. I applied for a one–year free trial, so hopefully I get it! That is something
else I learned, as a teacher you can get a lot of free resources if you just ask.
Last year I received a couple of
... Get more on HelpWriting.net ...
UNIT 502
Karen Snook Unit 502 Promote professional development 1. Understand the principles of professional development 1.1 Explain the importance of
continually improving knowledge and practice. I feel it is important for me to continually improve my knowledge to make sure that I am aware of
all the current health and social care standards, legislation, and guidelines for good practice as well as me following my company's policies and
procedures. The Nursing Midwifery Council code of conduct states: 9. Share your skills, knowledge and experience for the benefit of people receiving
care and your colleagues. To achieve this, you must: 9.1 provide honest, accurate and constructive feedback to colleagues. www.nmc–ik.org I feel that
any new and up... Show more content on Helpwriting.net ...
The new law describes the types of activities which must be registered with CQC. Registration is a licence to operate CQC registers health and
adult social care providers to deliver the activities if they are meeting essential standards of quality and safety. There are 16 principle essential
standards of quality and safety. These are the standards everyone should be able to expect when they receive care. http://www.cqc.org.uk Care Act
2014: The Care Act replaces most current law regarding carers and people being cared for. It outlines the way in which local authorities should
carry out carer's assessments and needs assessments; how local authorities should determine who is eligible for support; the new obligations on
local authorities; and how local authorities should charge for both residential care and community care. The Care Act is mainly for adults in need
of care and support, and their adult carers. There are some provisions for the transition of children in need of care and support, parent carers of
children in need of care and support, and young carers. However the main provisions for these groups (before transition) are in the Children and
Families Act 2014 www.carersuk.org Mental Capacity Act: The Mental Capacity Act (MCA) is designed to protect and empower individuals who
may lack the mental capacity to make their own decisions about their care and treatment. It is a law that applies to individuals aged 16 and over.
Examples of people
... Get more on HelpWriting.net ...
What Is Gamification?
Gamification, over the last decade, has been a topic of increased interest in the education community. Many articles have been written about the
application of game–based learning mechanisms and strategies as they apply to K–12 education, and higher education alike, but empirical studies on
the application of these strategies makes up a much smaller set of existing research. The articles Digital Game–Based learning: Impact of Instructions
and Feedback on Motivation and Learning Effectiveness and Designing Game–Like Activities to Engage Adult Learners in HigherEducation focus on
the application of game–based learning principles and examine their effectiveness on deep learning, motivation, engagement and building community.
In the study by ... Show more content on Helpwriting.net ...
(2016), the authors were able to use a crowd–funding style gamification system to test their hypotheses that gamification could be used effectively with
adult learners and that it would increase motivation to complete non–graded course assignments. Mora et al. (2016) used the SPARC (Sense, Purpose,
Autonomy, Relatedness and Competence) framework in planning their gamified curriculum, and used this framework as the basis for a questionnaire
to students at the end of the course to test the success of their curriculum. The authors used a crowd–funding style mechanism and milestones to track
student participation as a group in online, non–graded activities. Students who participated were offered rewards at each milestone, though these
rewards did not have an impact on overall course grades. Mora et al. (2016) deemed much of their experiment with gamification a success based on the
60 of 94 students who participated in the optional gamified curriculum, and the student reported success of the framework through the end
questionnaire. Because a large portion of the students in the participant group were non–traditional students, the authors were able to confirm their
hypothesis that gamification could be effectively used with adult learners. The articles by Erhel and Jamet (2013) and Mora et al. (2016) were similar
in the broadest sense––each was trying to fill a void in research
... Get more on HelpWriting.net ...
The New Psychology Of Success By Carol Dweck
After just reading the first few chapters of Mindset: The New Psychology of Success by Carol Dweck, I knew that I wanted to minimally share the
concepts of growth and fixed mindsets with my students. After reading, the chapter about teachers, parents and coaches 00000, I realized that sharing
the mindsets with my students would not be enough. I want mindsets to become part of the campus culture at San Pasqual Academy.
Bad Ideas
Over the past few weeks, I have become increasingly aware of the popularity of mindsets among educators. Mindset is a popular hashtag, mindset
infographics and articles are commonly tweeted, and many users even list the mindset in their Twitter profiles. I have even received direct Twitter
messages from a user stating that she is "on a mission to spread the growth mindset." So, I was not surprised to discover that will minimal search
effort, I was able to find an abundance of mindset resources. ))) diigo 000
While collecting resources, I stumbled upon the upcoming conference Academic Mindsets :
Promoting Positive Attitudes, Persistence and Performance hosted by Learning and the Brain. However, once I saw the registration price of $499, I
scratched it off my list. My district supports professional development, but that seems a little pricey. Additionally, the conference is not until February
2016 and I want to bring mindsets to my school this fall. I also discovered many fee–based resources that support Mindsets, including Mindset Works'
... Get more on HelpWriting.net ...
NVQ 3 Unit 302
Unit 302 Task A Guidance You are going to be a mentor for a new social care worker as part of their induction process. Part of your role is to help
them prepare for the review after their probation period. Ai Create a guide for the new social care worker about how to reflect on their practice.
The guide must include the headings listed with an explanation of each. a) What is reflective practice? Ans. Reflective practice is a way of learning
from own experience to improve the way we work. The way things are done may not always be the only way to do them... Reflecting to see this helps
identify gaps and areas that can be improved. A guide for new social worker Description what happened? Feelings what... Show more content on
Helpwriting.net ...
Some of the areas of a care worker may be appreciated by the staff or even service user– which better a care worker can continue in their practice. Task
B Personal development plan (PDP) Bi Design a template for a personal development plan (PDP) that you could use to improve your learning,
development and professional practice. For each heading in the template, provide a brief summary describing what should be included. A Personal
Development Plan Name: MD Azharul Islam Workplace: Azalea House Supervisor: Jan West Long
–term goals (1–5 years): To be a Manager
Medium–term goals (6–12 months): To be a Senior support worker Short–term goals (next 6 months): To complete related courses What are my
development objectives? Priority What activities do I need to undertake to achieve my objectives? What support/resources do I need to achieve my
objectives Target date for achieving my objectives Actual date of achieving my objectives I want to complete my Adult Social care and Diploma 3
High * 6 hours study time each week and organise course study plan. *Complete two unit at every 3 weeks , and arranging regular assessment of
competence. Course is on going with Rathbone supported by Joanne Foster June 2015 I want to be Senior Support worker High * Apply for new jobs
* Identify document related work at work place and help with them *
... Get more on HelpWriting.net ...

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Video Game Literacy Research

  • 1. Video Game Literacy Research For several decades, video games have been cast aside as detractors of student learning in the classroom. According to the research done by Mifsud, Vella, and Camilleri (2013), there is yet still an abundance of research that needs to be conducted, in order to determine the usefulness of video game application in schools. This research synthesis collects data on several different viewpoints and uses of video games in regards to complementing student engagement and learning. The research of James Gee (2005), hypothesized that good video games use good learning principles, of which there are a several. These learning principles include identity, interaction, production, risk–taking, challenge and consolidation, and system thinking. The specific descriptions of each principle will be dissected throughout this synthesis. Video Game Literacy Literacy in the classroom setting is often paired only with reading and writing; script literacy. Video games are not commonly associated as a beneficial strategy, in ... Show more content on Helpwriting.net ... As stated earlier, there are several good learning principles that video games teach, which in turn complements learning. Video games allow students to explore roles and environments that would be otherwise impossible in a real–world setting. This principle is identity. Students learn a new domain by first experiencing/playing a new identity (Gee, 2005). In this identity, whether it is one created by students or a pre–created one that they take on, students observe value and work in the world, the way that their new identity does. In these games, students have the freedom to make alterations to the environments that they are in. Also, there are exposures to different time periods and extraordinary events. Reflection based on this data, reveals significant usage opportunities in subjects like social studies; timelines, time periods, ... Get more on HelpWriting.net ...
  • 2. Process Of Learning A Topic Software Introduction: Software processes are the main software engineering topics that are difficult to be learned by regular lectures and in–class assignments. In this paper the author JГ¶ran Pieper from University of Applied Science, Stralsund, Germany is trying to solve the problem of difficulty in learning the topic software process in software engineering. According the author the process of learning a topic (Software Process) is currently done by same procedures everywhere like lectures, class assignments, home assignments, class projects etc. Class projects are nothing but the complement of lectures and there implementation and thus the projects also don't help in understanding the topic properly. According to the author reenactment and advanced game–based learning are considered to can possibly augment the learning encounters past addresses and class undertakings, help to form knowledge into the need of programming methodologies and to broaden the point of view of programming designing understudies in a virtual and productive way. The topics which we have studied on class and which can be used and related in this paper are Quality, Requirement, Agile Process, Processes and Design. The game that is to be designed for teaching purposes should have a certain quality, and then only we can use that game for teaching purpose. While designing the game the first step is to know about the requirement of the game and the requirement help the programmer to design the game based on the ... Get more on HelpWriting.net ...
  • 3. The Importance Of Teaching Calculus Introduction to the Paper "My teacher cannot teach math. Why do I need to learn algebra?" These are the common quotes we often hear from high school students. The student believes what current taught in high school not relevant for their everyday life activities is. They're some validity to their beliefs, but they should not close their minds to math, especially algebra. Algebra is the gateway to higher math like calculus. Why should anyone study mathematics? Calculus prepares students for higher–level sciences, like physics, chemistry, genetics and engineering courses. Calculus is an important and a gateway course to prepare students for higher–level science, engineering and math courses (STEM). Calculus is difficult because all the concepts are abstract and learning these concepts in the traditional ways is always boring to most students. The traditional method of teaching is teacher–orientated presenting the theories in a lecture style manner and reinforcing the concepts by doing homework word problems. It is my understanding that majority of students who have problems with calculus lacks the basic knowledge of algebraic simplifications (factoring) of functions followed by visualization of the process. A newer approach to teaching calculus is revisiting the concepts of functions using PBL. PBL is an acronym for Problem–Based Learning or Project Based Learning. For this paper, PBL will be referred to as Project–Based Learning and not Problem–Based Learning. ... Get more on HelpWriting.net ...
  • 4. Incorporation Of Digital Game Based Learning For Our... Thank you for your consideration to allow the incorporation of Digital Game Based Learning for our students here at XXXXX middle school. With careful planning, delivering, and administration of digital games, we may not only augment the development of student citizenship, yet also the culture of the school and surrounding community. It is with hope that my suggestions will lead to a fulfilling learning experience for students. The game I am proposing for our school's curricular development is the Learning Games Network's Quandary; a game that has received some notoriety in recent years. The game is set in a fictional world 32 light years away and the gamer's avatar is a leader of a growing space colony named Braxos. The task of the leader is to make decisions dealing with sustainability within conflicts among the colony's inhabitants. However, the avatar consults the student gamer as the delegate from Earth to assist in listening to the thoughts, opinions, and practical facts of the colonists in order to make informed decisions about certain scenarios on behalf of the survival of the colony. These scenarios include dealing with predators native to the ecosystem that threaten local food resources, issues with water supplies, and even favoritism through clothing that highlight concerns about social class and identity. In essence, the preceding description of how to delegate is the true beauty of the Quandary learning experience. It causes student gamers to critically think ... Get more on HelpWriting.net ...
  • 5. Evaluation Of The Game On Kids Learning Company Discussion Game On! Learning company finds the internet a wealth for communication that can aid training of the employees to prepare them in their preferred industry. Austin's passion for games opened a vast opportunity to augment the skills of the people in a creative way. He delivered his vision that games can be an antidote to unmotivated employees. An American retail chain said that the training program drove them to think more strategically (Walgreens, 2013). One employee from a telecommunications company shared that the game helped him to have a better retention of skills in a fun and addictive way (Centurylink, n.d.). These testimonials can be supported by Game Theory and Communication. It suggests that incorporating games into interactions may develop the competitiveness of a player. It can enforce a person to have a successful goal index and to obtain victory over other rivals of the same field or industry. Some also iterate that winning a competition may surpass and excel the success margin of an individual performance, and it can also improve one's self–esteem. It also states that the game theoretical model for communication envelopes better cooperation of people for cumulative development, especially in a team (Allott, 2006). The feedback from the customers demonstrates that game–based learning has a great opportunity to be an effective instructional tool in a professional work environment. Marketing and promotion are the key tools to introduce the Game On! ... Get more on HelpWriting.net ...
  • 6. Community Analysis Sample Findings/Analysis The Test Your Might (TYM) community is a true affinity space. It is a roust community devoted to fighting games, specifically the game of Mortal Kombat. There is a deep level of commitment and participation on the site from it's members. I was skeptical as I entered into this small study and my choice to focus on a gaming community. I was not sure there would be important implications for education that could arise from a forum dedicated to a fighting game like Mortal Kombat, yet I could not have been more wrong. Several themes have emerged as this research process has unfolded. Learning is Social and Social Norms Emerge – What struck me during my first week of observation was how robust the site is. There is a very sophisticated... Show more content on Helpwriting.net ... Technology gives us many affordances in today's world. One of them is access to high–quality, diagnostic curricular tools. We have access to tools that can assess students on their own academic levels and move then on appropriately with content. Many of these tools are created like gaming environments that we know are very appealing and motivating to our students. Many schools are using these tools to create a hybrid–learning environment. The idea of hybrid learning is using the technology tools as another teacher in the room and to engage with the content delivered by the technology in different ways than what is delivered by the teacher in the classroom. (Staker & Horn, 2012 p. 3) The teacher is then free to differentiate learning for small group more targeted instruction based on their personal learning trajectory. Students are given constant and corrective feedback, just like in gaming, about their ... Get more on HelpWriting.net ...
  • 7. The Impact Of Digital Games On Learning Introduction In the field of instructional design, instructional designers use new media and technology in order to study the effectiveness of learning and teaching. There are many types of media such as digital devices, computers, radio, TV, and Internet. Each type has its own challenges and possibilities to the instructional designers; and each influences the theories and practices in the field. The origin of the instructional systems technology is in the visual instruction movement which appears in the beginning of the twentieth century. IST defined in terms of instructional media. Scholars consider digital games based learning are the latest mass of media for learning process; it has visibly increased in the last decade. According... Show more content on Helpwriting.net ... This study will advance our understanding by reporting a systematic review of recent research in the last 10 years. Furthermore, it will focus on previous studies that addressing students ' achievement, engagement, motivation, and attitudes towards learning. Digital games and engagement are defined and their features are described. Digital games based learning considered in terms of their purposes and functions, followed by an analysis of student engagement, and its impact on learning outcomes. The review ends by addressing gaps in the literature and proposing beneficial areas for research in future. The target audience of this literature review is K– 12 students. K–12 students in the digital age have grown up with video games, computers, portable media players, and mobile phones; they are enthusiastic adopters of new technologies. Prensky (2001) describe this generation as a cognitive style differs from previous generations in its preference for speed, exploration, multiple tasks, socialism, immediacy, graphics over text, and connection with others. Previous studies in USA reveal that 65% played a video, computer, or online game occasionally or regularly (Jones, 2003). Background ... Get more on HelpWriting.net ...
  • 8. Continuous Professional Development Case Study The nature of what was newly learned varied according to professional roles and from specialty to specialty. It ranged through such categories as knowledge, psychomotor skills, managerial skills, leadership skills, technological skills, implementation, appraiser of literature, screening of research proposals and mediation. The other dimension to learning was variously described as "affirmation", as "reaffirmation", as "confirming my own practice", as "having my thoughts confirmed by somebody else", and "something that [...] confirms any uncertainties I may have had about my own level of knowledge, [and] so reassures me that I know what I'm doing". The questionnaire results supported the interview findings. They indicated the extent to which the ... Show more content on Helpwriting.net ... Performance is a visible entity: it can be seen and that in itself leads to an enabling of mechanisms for measurement and standardisation to be put in place. However, the formation of judgements and the making of decisions are much less visible and thus resistant to quantitative systems of measurement and standardization. In the words of Fish and de Cossart (2007), performance is more "visible" whereas judgement and decision making are "invisibles", being different and more reflective (and, in the words of another interviewee (see page 57ff in this chapter), compatible with a more qualitative assessment procedure. We will return to this point ... Get more on HelpWriting.net ...
  • 9. The Tagging App : An Definition The Tagging app will be identified as an absolute must have for all ages that have access to a smartphone or other related items. As we live in an age that is unlike any other previously experienced. Consumers are continually on the go, this of course is not limited to just adults. Consumers young and old are busy with life. These lives are filled with careers, family functions, and many other related adventures. With this, individuals often times overlook essential items such as wallets, keys, briefcases, cellphones and many other items. Consumers lose these items on a daily basis, thus requiring them to spend time searching for these items. In our fast paced society, consumers barely have enough time to complete many of their daily tasks and looking for these items may cause unneeded stress. These stressing factors will be solved by the use of "The Tagging App" ("27 Genius New Products You Had No Idea Existed",2016). Many options for this item include, "loudly ring a lost items from and app and find it by sound", "see where you had it last on a map", among many other endless options ("27 Genius New Products You Had No Idea Existed", 2016). Additionally, this item may save consumers money by locating their $700 dollar iPhone or $300 dollar set of car keys. The initial investment of $25 dollars for the ability to find these elements is unquestionable ("27 Genius New Products You Had No Idea Existed", 2016). "The Tagging App", will be marketed in Massillon, Ohio. This is ... Get more on HelpWriting.net ...
  • 10. Inquiry On The Humanities Classroom Essay Inquiry Learning in the Humanities Classroom 1.0What is Inquiry Learning in Humanities and Social Sciences? Humanities and Social sciences is one of the most important subjects in the Australian Curriculum because it leads students into learning about people and how people interact with each other and the environment. It is foundational to sustainable practices and civic responsibility. As parents, you may remember Geography; History; Business and Economics; and Civics and Citizenship as being about absorbing facts that schools thought important for you to learn. Or you might remember doing projects that seemed like time–fillers in the scheme of what was important at school (What is Inquiry Based Learning, 2004). You will also be aware of how fast the world is changing and the impact of technology on the growth of information that surrounds us. You may have experienced redundancy, elections or a global recession and understand that knowing facts is not very useful for navigating difficult times. Facts alone do not educate students in what is needed to think critically and creatively about a situation, to find opportunities in hardship or to learn and relearn in the new knowledge economy (Warlick, 2013). Inquiry learning is a way of addressing the teaching of skills and dispositions that will be essential for your children to thrive as active and informed citizens of the future (Reynolds, 2014; ACARA, 2016). The inquiry process includes children and teachers both ... Get more on HelpWriting.net ...
  • 11. Social Constructivism Essay Constructivism is a type of method that has changed and continues to change with time. It has been stated that due to the fact of the ever–changing definition many have called the definition empty. According to Kretchmar (2017), "So many different definitions currently exist some scholars believe constructivism has been emptied of meaning altogether." Sofie M. M. Loyens and David Gijbels (2008), defines constructivism as "the way in which people try to make sense of situations or, in other words, how people create meaning" (p. 351). There are two specific kinds of constructivism, cognitive constructivism, and social constructivism. Many people feel like as a teacher it is your job to only teach the text or the material. The constructivist ... Show more content on Helpwriting.net ... Dewey also believed that ideas are important being that they lead the way for creativity, hence, providing students with a way to find solutions by combining ideas so that they produce a way of action to get started towards the solution (Carvin, 2006). Dewey feels like students would benefit more from real–world experience, something he called "directed living (Jones, 2008). Dewey felt that through "directed living" would come freedom. He equalized freedom with growth. The next theorist was Jean Piaget. Piaget focused more on cognitive constructivism and social constructivism. He based his theory off of enhancing student's logical and conceptual growth. Piaget referred to this as "cognitive structure" (Jones, 2008). Piaget emphasized schema and how teachers influence the students. "Piaget's theory includes assimilation and accommodation, which are processes children go through as a search for balance or "equilibration" (Wadsworth, 2004)". He wanted teachers to be an aid, not some walking textbook. Piaget's theory was to make students critical thinker. The last theorist was Lev Vygotsky. Vygotsky believed "teachers served as mediators who coached and encouraged students to formulate their own level of understanding" (Carvin, 2006). He believes more so in the social aspect of constructivism. When it comes to bringing constructivism into the classroom it can be useful since it applies to several types of teaching practices. Many teachers use the constructivist ... Get more on HelpWriting.net ...
  • 12. The Definitions Of Gamification And Game Based Learning Essay The definitions of gamification and game–based learning are both used under the umbrella term of "E–Learning", however, there are differences between the two. The term 'gamification' was first coined by Nick Pelling in 2002 (Marczewski, 2012) and is the idea of bringing game design elements, mechanics, aesthetics and frameworks to non–game situations such as education, in order to motivate or encourage a particular behaviour by increasing user engagement (Deterding et al., 2011). On the other hand, game–based learning refers to using games in order to meet learning outcomes (Isaacs, 2015). According to a report on the current state of online gaming by Spilgames, more than 1.2 billion people play games worldwide (Takahashi, 2013) and by incorporating the persuasive elements of games through gamification into the mundane tasks of everyday life where repetition may be prevalent, such as education; motivation and interest may be aroused. One example of gamification in the real world was the piano staircase campaign in Stockholm, Sweden. A staircase next to an escalator was replaced with each step as a musical note on a piano. By the end of the campaign, it was found that 66% more people used the stairs as opposed to the escalators. Gamification effectively makes dull tasks fun and can help encourage particular behaviour (Bates, 2009). Gamification can also be seen in a variety of businesses, such as Starbucks, whereby reward systems have been set in place and customers can ... Get more on HelpWriting.net ...
  • 13. Video Games: More Beneficial Than We Thought Essay In today's world one thing you don't hear everyday is learning is fun. For some it can be, but many children aren't that excited to learn. What if there was a way to make learning fun for kids? Well there is, its called gamification. Gamifiction is the process of using game thinking and game mechanics to engage audiences according to Gabe Zichermann an educational gaming expert. Though its been said that video games cause laziness and violence in kids, we now know that video games can be a significant learning tool in early child development. Research has shown that video games help children with multitasking skills and can also increase fluid intelligence, which is the intelligence we use to solve problems (Zichermann). Video games may be ... Show more content on Helpwriting.net ... In the video How Games Make Kids Smarter Gabe Zichermann classifies today's youth as Generation G. He said that for Generation G, video games are their primary form of entertainment. Video games also promote multitasking skills because the games are so detailed and complex. Zichermann uses WOW as an example, which stands for World Of Warcraft and that game requires the gamer to text chat, operate their character while managing short and long term objectives. Children playing video games are acquiring multitasking skills as well as problem solving skills. He then discusses that human intelligence is increasing over time, which is called the Flynn Effect. Over the years we are becoming more and more intelligent, which could explain why kids are so good at video games (Zichermann). In the article "Digital Game–Based Learning: It's Not Just The Digital Natives Who Are Getting Restless" by Richard Van Eck he states "Games are effective not because of what they are, but because of what they embody and what learners are doing as they play a game"(4). That ties into what Zichermann discusses in his video How Games Make Kids Smarter because he explains the five different ways one can increase their fluid intelligence, which is the intelligence we use to problem solve. His list included, seek novelty, challenge yourself, ... Get more on HelpWriting.net ...
  • 14. Use Of Digital Games On Education The use of digital games in education poses many challenges to today 's educators interested in adopting new approaches and instructional tools into their repertoire. The multidisciplinary design demands, including joining entertainment and education and the lack of common design language and practices make consistent adoption intimidating and inconsistent (Shi, Shih, 2015), (Killi et al., 2012). The time and energy needed to investigate the adoption of new teaching tools is in scarce supply with today's educators. In order to facilitate a less stressful and more streamlined adoption of digital game based learning (DGBL) this study proposes to suggest an analytical tool that can be used by an educator attempting to begin their exploration of DGBL in the classroom. The tool will function much like a rubric, offering a rating system for digital games based on established game design elements and levels of cognition from Bloom's Taxonomy. By combining established game design elements and Bloom's Taxonomy in the analysis tool, this study also attempts to build a connection between mainstream teaching theories (ie, Bloom's Taxonomy) and less established DGBL design theories. The use of DGBL bears some similarities to games that have been designed purely for entertainment purposes. However, the design demands differ between the two genre of games. Designers of DGBL must consider the environment in which the educational games will be played. Many of today 's educational ... Get more on HelpWriting.net ...
  • 15. Firebird Mission Statement Taking Flight: A Treatise on the Benefit of Being a Firebird "Falls Lake Academy seeks to create a challenging learning environment while striving to meet the academic, social, and emotional needs of our 21st–century learners to prepare them for citizenship, leadership, and success in a rapidly changing world. Our school promotes a safe, orderly, caring and supportive community. Each student's self–esteem is fostered by positive relationships with students and staff. We strive to have our parents, teachers, and community members actively involved in our student's learning." (fallslakeacademy.com2017) This mission statement, which acts as the foundation upon which Falls Lake Academy was created, elucidates the principles of a school designed for the next generation of scholars, to provide a unique and thoroughly immersive educational experience. FLA was created through the support and involvement of parents and the community, instilling their labor and values into a place where the students can learn and grow in more than just academics. Being a Firebird is an honored privilege because students receiving a unique educational opportunity because of the requirement of community service, the focus on PBL's and FLA is not a one–size–fits–all school shown in the concentration of being a college preparatory school. (Bond 2017) Falls Lake Academy, similarly to a functional government, was founded by people, namely citizens actively involved in serving the community, for the ... Get more on HelpWriting.net ...
  • 16. The Importance Of Video Games In Education Education has and always been all about learning through textbooks and in–person lectures from school rather than using technologies to teach. For example, most schools located in the rural areas are still using the traditional way of teaching to deliver the materials to the students. In fact, most of the public high schools in the urban are not even aware of the existence of high–end technologies out there like the virtual reality, 3–Dimensional simulators, or even touchscreen devices. Students are taught and trained to use their basic skills to figure out a solution to a problem. However, if technologies included video games were parts of the teaching process and "teacher will have students create games to teach other students," then "students are immersed in an environment they are accustomed to," and "this establishes a potentially new form of performance assessment" (Annetta). Indeed, with this combination between education and video games, teachers are more likely to have their students highly participate in their works rather than have their students trying to finish their assignments because they were forced to do them. For example, students in middle school are more likely to have their attention on video games about the outer space from NASA's website: spaceplace.nasa.gov, or to have themselves directly experience the 4–dimensional simulation of the pilot system of an aircraft rather than read the materials straight out from books. Another example of how video ... Get more on HelpWriting.net ...
  • 17. The Pros And Cons Of Video And Online Language Learning In the 1980's, game makers first created the reputed edutainment games which integrated video and online computer games with educational purposes (Heick, 2012). However, there was still skepticism against video games, as it was believed that the games would affect players in a detrimental way. In the early 1990's, the business of the gaming industry was prospering, but all of a sudden the market changed. Companies in such industry began to concentrate on manufacturing entertainment games as a replacement of edutainment games due to the fact that these companies found out the possible potential of making money in the category (Whelchel, 2007). Video and online computer gaming, in the full conviction, has become a popular activity since the last decade and the... Show more content on Helpwriting.net ... There have been many studies done on the subject of computer games integrated in language learning, for instance, CALL, which stands for Computer–assisted language learning, is the method of teaching language through different computer–based materials which are purpose–made for that area. Video and online computer games or other materials which are retrieved on the Internet, such as videos and audio files, can be seen as implements in English learning (Davies, 2010). These materials are created for English learning in school. Such games are pedagogical and contain research–based exercises, so they are possibly conceived as 'purpose–made'. In addition, few inquiries have been done on how video games can affect players in learning English and how it would be possible to obtain better strategies of learning through playing video and online computer games. As a result of that, players would possibly develop their skill of making quick decisions and social connections of preparation for their learning in the long term (Geico, ... Get more on HelpWriting.net ...
  • 18. Problem-Based Strategies 3. Teaching Strategies (1.5) 3.1 Activity Based Strategies: Problem–Based Learning (PBL) Originally PBL was used in medical school and in some business curricula for majors. But now it is being used in a wide range of disciplines and with students at various educational levels. According to Pawson et al 2006, PBL is essentially a collaborative, constructivist, and contextualized learning and teaching approach that uses real–life problems to initiate, motivate and focus on construction of new knowledge. PBL is the well–constructed instructional approach and using open–ended or real–life problems by groups of students to work through content to a solution. Its acts as a strategy of studies based on the interaction between students and the teacher, which is characterized by a systematic independent cognitive activity, such as acquiring new knowledge and mastering new modes of activity by tackling ... Show more content on Helpwriting.net ... Since PBL is largely informal, evaluating the process on the basis of any structured or objective standard is complicated, as the organizational managers cannot easily determine how much participants took away from their training. They have to observe them more closely over a longer period of time to determine whether the organizational resources were put to good use in sponsoring participants to workplace–based learning training sessions. PBL differs from traditional instruction in a variety of ways, and therefore student knowledge and achievement may be better measured with alternate assessment methods. These methods include written examinations (like modified essay questions), practical examinations, concept maps, peer assessment, self assessment, facilitators/tutor assessment, oral examinations (like triple–jump exams and oral presentations), and written ... Get more on HelpWriting.net ...
  • 19. Teaching Session On Problem Based Learning I appreciated the opportunity to deliver a teaching session on Problem–Based Learning (PBL) for my classmates. As can be seen in Tables 1 and 2, reviews were overwhelmingly positive, with 94% of respondents indicating strong agreement or agreement, and the remaining 6% neutral. As it turned out, the act of giving the presentation was just as informative as the feedback, and provided for moments of realization on my part in the midst of activity. As can sometimes happen, even a well thought out idea may not quite work out as you anticipate, either due to a miscalculation in design or failure to engage students. I wanted to begin with a PBL activity as a way to introduce the idea, structure, and use of PBL prior to actually defining the method. In the end this strategy was largely successful, with students sharing, as can be seen in Table 3 outlining comments, "The activity was good" and "I loved the activity up front and that we were doing PBL before we knew it!" That said, one student did offer the "first convo was a little shaky; mostly because we were all tired." For my part, in the midst of the activity I could see some hesitation in students' eyes. It was not complete confusion, but the look of people cast into the unknown. This, I realized in the moment, should probably be anticipated each time you try something new in class, or that this may simply be how PBL plays out when new to students. I improvised and began to offer information as needed, but if I had this ... Get more on HelpWriting.net ...
  • 20. CHDV 443 journal article analyses critique paper The Effects of Digital Game–Based Learning On Cognitive Development Monique Labansat California State University, Los Angeles Ke, F. (2008). Alternative goal structures for computer game–based learning. International Journal of Computer–Supported Collaborative Learning, 3(4), 429–445. Research purpose and hypotheses questions The purpose of this study was to examine the effects of DGBL (digital game–based learning) of 5th graders, on a level that related to their cognitive and affective learning outcomes. The main goal was to get a complete understanding and comparison of student's Mathematical achievement, metacognitive awareness, and positive attitude towards math learning.Generally, this study hypothesized that the ... Show more content on Helpwriting.net ... In the competitive game–based learning situation, students sat in their own seats, at their own desks and played games against the computer (not other students). In the end of the two gaming sessions, each of the students "own" score were compared against other students in the class. In the individualistic game–based learning situation, students were again asked to sit at their own desks and played the game individually against the computer. But this time no scores were compared against other students. Meaning, no individual gaming ranks were announced at the end. They would solely measure and compare their own learning improvement skills based upon the gaming score record and the number of game levels they completed within each gaming session. (Ke, F., 2008) A Controlled/no–gaming learning situation was also included in the study. The students' also completed two 40 minute math sessions per week for a total of 4 weeks. The math exercise session was done individually. But this time around laptops were not included. Student were instructed individually using paper and pencil to take on math exercises that revolved around math concepts and skills. At the end, the teachers gave feedback to all students. Feedback that reflected on whether they got correct or incorrect items answers on the exercise sheets. At no time during the math exercise session was there encouraged cooperative learning or ... Get more on HelpWriting.net ...
  • 21. Annotated Bibliography On Learning With Educational Video... Learning with Educational Video Games Tierra Ricks English Composition II Prof. Annemarie Hamlin March 14, 2016 Educational video games have been a hot topic in the past few years. Educational games prepare children to be more proficient with their work while being entertained. Educational video games promote good memory skills, provides motivation, and improves motor skills for children that are school aged in the United States. They can educate children in a healthy environment that provides excellent communication, so they can enhance their learning . It can enhance problem– solving while playing strategy games or puzzles. It also challenges the brain that connects memory and decision making. Educational video games are essential for the ... Show more content on Helpwriting.net ... (2014). Video Games: Play that can do serious good. American Journal of Play, Volume 7. pp. 50 –72. Evans, M., Norton, A., Chang, M., Deater–Deckard, K., & Bald, O. (2013). Youth and Video games. Exploring effects on learning and engagement. Zeitschrift fur Psychologie, Volume 221(2). pp. 98–106. Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–2604/a000135 Hamlen, K. (2013). Understanding children's choices and cognition in video game play: A synthesis of three studies. Zeitschrift fur Psychologie, Volume 221 (2), pp.107 –114. Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–2604/a000136 Hutchison, D. (2007). Video Games and the Pedagogy of Place. Social Studies, Volume 98(Issue 1).p 35–40.6p. Retrieved from http://heldref.metapress.com/openurl.asp?genre=article&id=doi:10.3200/TSSS.98.1.35–40 Mellecker, R., Witherspoon, L. & Watterson, T. (2013). Active Learning: Educational Experiences Enhanced Through technology – drive active game play. Journal of Educational Research, Volume 106, pp 352–359. 8p. Retrieved from DOI ... Get more on HelpWriting.net ...
  • 22. Reflective Essay On Professionalism Professionalism can be defined as "the conduct, aims, or qualities that characterize or mark a profession or a professional person."(Merriam–webster) My interpretation of this definition is that professionalism is a standard that we must hold ourselves accountable to in order to provide the best service. How do we get from a basic understanding of this definition, to practicing and applying professionalism? Major attributes that lead to professionalism can include accountability, communication and reflective practice. Reflective practice in the healthcare system is when "practitioners engage in a continuous cycle of self–observation and self evaluation in order to understand their own actions and the reactions they prompt in themselves" (becoming a better university teacher...). In the day–to–day life, everyone performs a type of reflection whether it is by unconscious thought or by habit. When it is unintentional it is hard to learn and grow from the knowledge that can potentially be gained. Therefore we need to find a way to effectively incorporate reflective practice into our daily lives, especially as radiation therapy students. There is a simple three–step framework for practical, structured reflection by Dr. Natius Oelofsen that really stood out to me. Reflective practice should not be complicated or time consuming or else it will not be done efficiently or effectively. We need reflective practice to become habit during our school years in order for it to be ... Get more on HelpWriting.net ...
  • 23. Evaluation Of A Interview On The Students ' Answers The writer presents the results of the study in this section. The result of interview then divided into 4 subheadings based on the students' answers. They are learning through picture, enrich vocabulary, fun learning, and alternative way of learning. It can be seen in the table below. Learning Through PictureEnrich VocabularyFunLearningAlternative Way of Learning Participant 1в€ љв€ љв€ љ Participant 2в€ љ Participant 3в€ љв€ љ Participant 4в€ љв€ љ Participant 5в€ љв€ љ Participant 6в€ љ Participant 7в€ љ Participant 8в€ љв€ љ Participant 9в€ љв€ љ Participant 10в€ љ Participant 11в€ љв€ љ Participant 12в€ љв€ љ 8652 The four categories of the students' answers of the table will be discussed further in the following subheadings. Learning through Pictures The writer found that according to some participants, pictures in the Criminal Case online game were useful for vocabulary learning activity. There were 8 out of the total 12 participants in this study who said that the pictures were give assistance in terms of gaining understanding of new words. Below are some excerpts from the interview. Extract 1 "Instead of memorizing new vocabulary, it's better to play such game because by doing so, we automatically know the meaning and the object." (Participant 10) Extract 2 "When playing the game and find new words, we can automatically always remember the difficult words because we see the real picture, so we know the words' meaning better."
  • 24. (Participant 11) Extract 3 "It was useful ... Get more on HelpWriting.net ...
  • 25. The Problem Based Learning Theory Problem based learning theory has developed rather recently compared to many pedagogical theories in education. This theory was initially used to rigorously test the skills of medical students by allowing them to become more involved in their learning rather than using the passive lecture approach. (Savin–Baden, Major, 2004). Other schools recognized that this method addressed some of the shortcomings of the traditional instructor led classroom format and adopted similar problem based learning approaches to areas such as engineering, science, business, etc. The PBL model consists of groups collaboratively working together to solve a problem. The learner is expected to be engaged their group discussions and the instructor facilitates the process by asking open ended questions. (Botty, H., Shahrill, M., Jaidin, J., Li, H., & Chong, M., 2016). While the instructor has a more hands off approach, they are responsible for creating a classroom environment in which the learners "receive systematic instruction in conceptual, strategic, and reflective reasoning in the context of a discipline that will ultimately make them more successful in later investigations" (Gallagher, 1997, p. 337). There are several ways to integrate a PBL method into a training and development program. Adults are more problem than subject centered in learning so the PBL method is a natural fit to the learning styles of the audience. Furthermore, PBL is preferred by adults because it is more engaging and ... Get more on HelpWriting.net ...
  • 26. Questions On Science : Science Inquiry Elementary Methods Unit 5: Science Inquiry in the Classroom Summary: In today?s traditional science classroom, teachers are the givers of knowledge and present the required information in either a lecture or presentation method. Students are expected to sit quietly, take notes and retain the information for the test at the end of the unit. When student do engage inscience activities, they do not often connect the concept with the activity with causes a lack of student understanding and retention. This unit will explore ways to create a inquiry–based science classroom that will allow students to engage, explore, explain, elaborate and evaluate scientific concepts. Course Objective: By the end of this unit, learners will be able to ... Show more content on Helpwriting.net ... Lesson 1: Using Science Inquiry in the Classroom Objectives: By the end of this lesson, learners will be able to define science inquiry. By the end of this lesson, learners will be able to compare and contrast the benefits and concerns of inquiry–based learning and traditional science lessons. By the end of this lesson, learners will be able to identify and describe each of the five essential components of an inquiry–based lesson. Topic 1: What is Science Inquiry? Inquiry is an instructional approach to learning that involves a process of students exploring the natural or material world. Inquiry–based learning leads students to ask questions, make discoveries, and test those discoveries in search for a new understanding. The approach is much different than traditional approach where teachers give the information about a concept and students are required to retain it. This practice transforms the teacher into a learner with students, and students become teachers with us. Inquiry teaching is allowing students? questions and curiosities to drive curriculum, not the other way around. Inquiry begins with gathering information through applying the human senses ? seeing, hearing, touching, tasting, and smelling. Inquiry encourages children to question, conduct research for genuine reasons, and make discoveries on their own. Inquiry teaching honors the previous
  • 27. ... Get more on HelpWriting.net ...
  • 28. Professionalism: An Example Of A Professional Role Model The definition of professionalism is "the competence or skill expected of a professional". When I put this into my own words, I say that professionalism is the ability and know–how to act in a professional setting. These professional settings could range from the interactions of employees in an office to how to act at a company dinner party. Nevertheless, people should want to be perceived and to act in a professional manner in order to gain respect and to move upwards in their careers. Looking introspectively, I see myself as a knowledgable, but inexperienced professional. That is, I think I understand what it takes to be a well rounded and successful professional, but haven't had much opportunity to exercise this professionalism. That being said, I still have much to learn about what it truly means to act as a professional. This is where a professional role model comes into play, someone who I can look to to give me an example of how to act professionally. My professional role model would be my father because of the respect he gives and ... Show more content on Helpwriting.net ... Unfortunately, I haven't had the opportunity of a summer internship or co–op, so my industrial engineering experience has been limited to a classroom setting. This is one of the many reasons why I am so excited for this capstone class. The chance to put to work all the knowledge I've gained over the last few years for an actual company is exhilarating. Being able to communicate and work in a professional setting with fellow young engineers and members of the industry is something that I believe will help me develop my leadership and professionalism tremendously. So my plan is to not only do well in this class, but to also really pay attention and soak up as much knowledge and experience as possible in the short time available so that I can leave the class not only with an A+ grade, but also with invaluable lessons ... Get more on HelpWriting.net ...
  • 29. Improving Students Through Communication, Connection, And... Reinforcing these ideas, Afifi and Alamri (2014) found in an online course the goal is to gain and keep the learner's attention. Furthermore, engaging the learner by utilizing activities that capture their attention and build on their previous knowledge and interests will be beneficial to the students' growth in the course. Additionally, these researchers found that facilitating student engagement and motivation, teachers are encouraged to provide constant and consistent feedback which includes questions and activities which spark reflection. Research indicates the process of engaging students through communication, connection, and collaboration is based on what works best for the population of students in the online course (Cavanaugh, Repetto, Wayer and Spitler, 2013). Utilizing the levels of interactivity, teachers can understand how better to engage students in the online course. In a study by Aqel (2013) on levels of interactivity in relation to levels of student motivation and engagement, four different levels of student interaction were identified. Comparatively, these levels of student interactivity were found to provide educators with important information about the effectiveness of an online program. Recognizing student levels of motivation and engagement, educators have found additional strategies to remedy the lower levels of interactivity and over the years the use of video games as tools for learning has emerged (Eseryel, Law, Ifenthaler, Ge & Miller, ... Get more on HelpWriting.net ...
  • 30. The Importance Of Creativity Within Classroom Instruction... This article helped me to understand the importance of including creativity within classroom instruction and the author did an excellent job at describing one way to do so. The author was all about using the inquiry based learning. The author explained this type of learning in a way that I could see myself using it within my classroom. Although the author is an advocate for using inquiry learning within science classes I could see myself using this type of learning within other areas of instruction as well. If I would use inquiry based learning within language arts or math it would still encourage creativity because the students would still be taking responsibility for their own learning. Additionally, this article explains in detail the history and use for standardized testing. The idea of these tests have hindered the use of creativity within the classrooms a substantial amount. The author argues that this is a great problem within today's education because the teachers are no longer including creative instruction but rather the teachers are teaching to the test to the students score high because teacher's jobs are at risk if students do not show great growth within the achievement gap. This is why the author suggests teaching with an inquiry approach. By using an inquiry approach within the classroom the teacher can still include preparation for the standardized tests but the students are still being creative with their findings and problem solving more on their own. The ... Get more on HelpWriting.net ...
  • 31. Analysis Of Uncharted 4 The game I would like to discuss in this report is called Uncharted 4 – A Thief's End. It is an adventure first person Role Play Game (RPG) played through PlayStation or X–Box console. Published by Naughty Dog in 2016, this game won many awards and has recorded as the fastest selling video game on the PlayStation 4 in 2016 (Wikipedia, 2017). The game is a sequel from the Uncharted series that telling about the adventure of two brothers Sam and Nathan "Nate" Drake to search for treasures, while at the same time he has to decide what he's willing to sacrifice to save his wife Elena and his best friends Drake and Sully. The game goes in the form of story telling (narrative) and players have full freedom to decide their own plots with ... Show more content on Helpwriting.net ... The idea of this 50 GB size game is very simple and straightforward. There is no customization needed since everything is provided by the system. The game gives no limitation of time and how many a player can do errors, which gives me a frustrating yet fun experience because I have to go through a set of trials and errors before I can succeed certain level. The educational value of this game, in my opinion is on the way the game can relate a real–life problem solving characteristics into a realistic graphic. Players are not presented with a superhero with unrealistic capabilities, but they will see a fictional human – like character that has limitation and weaknesses. The sophisticated graphics technology and the easy to follow storyline are the strongest part of this game because it provides player with an atmosphere where he can immerse himself into the situation. And since the game is a first person role–play game, there are no rules to memorize. Player use his common knowledge to engage into the game. This game has all the requirements of a motivating game. It has a clear instruction, goal, challenge, control and the pleasantly frustrating element (Asgari & Kaufman, 2009). The immersion of this game happened when a player is challenged to solve the problem. As mentioned in the Flow theory by Csikszentmihalyi (1992) in Whitton (2010), engagement in a ... Get more on HelpWriting.net ...
  • 32. Remy Kennel Club Research Paper Thank you for your interest in hosting an Remy Kennel Club (RKC) sanctioned show. This packet includes all information, application to host an event and the rules & regulations needed to become a show host. Please read carefully. Putting on the best event possible is one of the greatest challenges for any individual/club/kennel. Establishing a show committee correctly enables the hosting club/kennel to meet this challenge. The show committee should be large enough to give attention to all details, but small enough to accomplish tasks without one person having to do everything. The RKC Representative's primary responsibility is to man the registration table. The RKC Representative is to have the senior judge in attendance seated behind the rep from the time the event opens until registration closes for the second show. The senior judge is available to answer any questions a patron may have. The RKC Representative is only to assist in filling out registration and permanent registration and issue temp licensing. The RKC Representative is responsible for taking the temp numbers and money from the temp numbers home at the end of the day and turn those all into the RKC office within 10 days. The RKC Representative also transfers event registration documents onto win sheets for each judge and then hands over registration documents to each judge.... Show more content on Helpwriting.net ... Senior Judges Have FULL AUTHORITY at RKC Sanctioned Events, It is their responsibility to maintain a professional and orderly show to act as quality control to maintain a level of excellence at all RKC ... Get more on HelpWriting.net ...
  • 33. Nursing : The Importance Of Professionalism In Nursing Nursing is an occupation in which professionalism (or lack thereof) can have a significant effect on not only patients and their health, but the nurse's relationships with colleagues, patients' families and even their community. A nurse must exemplify professionalism, especially in an environment that creates increased risk for loss of life or further injury. There are many aspects that are involved with professionalism in nursing, and many expectations set up on the nurse. Nurses develop professional skills through a process called "Professionalization." Ghadirian uses four factors to describe this; cognitive dimension, attitudinal dimension and psychomotor dimension. They then further describe the cognitive dimension as the "professional knowledge" a nurse must have (2014). Without knowledge of illness or the human body, a nurse can not practice professionally. Ghadirian then suggests that even with extensive professional knowledge, a nurse can not be professional without the ideals and ethics of a nurse, or the ability to provide care (2014). A nurse can not be professional without all the dimensions. A nurse must have the values of a nurse, knowledge of a nurse and the ability to provide care. Behaviors associated with nursing professionalism go far beyond how nurses practice in a clinical setting. Alidina describes professionalism as "a multidimensional concept that provides nurses with opportunities to grow personally and professionally (2013, p. 128). This shows that professionalism has many different components. Alidina also uses "Miller's Wheel of Professionalism." This model uses a wheel to represent different aspects of professionalism. The different behaviors that are represented are "adherence to code for nurses, community service orientation, Professional Organization Participation, autonomy and self–regulation, Publication and Communication, development and use of theory and research, and continuing education and competence (2013, p. 129–130). The first spoke, "adherence to code for nurses," represents the need for nurses to follow the rules laid out for them. These could be scope of practice, rules associated with certain workplaces and following proper procedures. To be professional, a ... Get more on HelpWriting.net ...
  • 34. Literature Review On Abacus CHAPTER 2 LITERATURE REVIEW 2.1 Introduction 2.1.1 What is Abacus? Greek words 'abax' or 'abakon' with the meaning table or tablet are the origin of the word 'Abacus' (Schools, 2007; Young, 2004). According to Young (2004) abacus is a mathematical device or tool used by the people for performing addition, subtraction, multiplication and division. Far before the invention of modern computers, abacus has been widely used especially by the Chinese people for the calculation purposes. The very first abacus was invented around 500 B.C.(UCMAS, 2007). However the modern abacus that we know today was the one been used in China started around 1300 A.D.(UCMAS, 2007). According to Young (2004), there are three main forms of abacus that we are still... Show more content on Helpwriting.net ... The main advantage of mobile educational game is that it enables the users to learn in non–classroom environment such as home and public areas (Kim et al., n.d. ). Besides, mobile games are interactive because mobile games enabled players to interact with the games environment and thus make the games more interesting and the players have the sense of engagement which will draw their attention (Miangah & Nezarat2, 2012). Besides, mobile games help people to save money as they do no need to purchase an expensive console or computer in order to play the games (Paper, 2009). Furthermore, mobile phone is convenient to bring around and thus increase the mobility (Shameem, 2012). Mobility as mentioned above is the main reason why people play mobile games as compared to other digital gaming (Fritsch et al., n.d.). 2.4.3 Disadvantages The main disadvantages of mobile educational games is the distraction factors. When children plays with the mobile phones, they will face the distraction with the incoming calls or messages and also they will also tend to play with casual and entertainment based games as compared to educational games when they play alone without the guidance of the parents (Fritsch et al., n.d.). 2.5 Current Applications
  • 35. ... Get more on HelpWriting.net ...
  • 36. Professionalism In Health And Social Care Introduction In this essay I will be discussing the nature of professionalism and how this can be contested. Next, I will be discussing relevant legislation and theory between being a professional and professionalism. Furthermore, I will highlight and discuss personal development and its relation to being a childcare worker. I will support this through theory and literature in relation to my personal experiences. Finally, I will discuss the importance of being a reflective practitioner and how this relates to professionalism. Nature of professionalism Professionalism defines a range of attributes held by someone who is part of a profession; these may include knowledge and understanding, compassion and personal commitment. In my role as a childcare ... Show more content on Helpwriting.net ... By following these standards childcare workers are continually further developing knowledge and skills. Furthermore, it encourages continual reflection on practice as it encourages childcare workers to reflect on their self as a practitioner and identify any gaps in their knowledge. Benchmark 18 in the standards for childhood practice (SSSC, 2015) states that "Managers/lead practitioners engage in professional reflection for continuing improvement" this encourages practitioners to be critical of their practice, support their own reflection and to include other users of the setting to become involved in reflection. In my experience involving other users of the service such as parents, carers and children in reflection may be beneficial as it allows you to take their thoughts, ideas and experiences on board as well as your own personal reflections. Brookfield (1995) suggests that reflection has four lenses, one of these being the student's lens. Workers should involve the experiences of the users of the setting during reflection to develop their knowledge and skills and gain confidence. As discussed previously it is important to reflect on practice as it encourages childcare workers to reflect on their self as a practitioner and identify any gaps in their knowledge. This will ensure we are continually further developing attributes of ... Get more on HelpWriting.net ...
  • 37. How Teachers Can Use Social Constructivist Based... How Teachers Can Use Social Constructivist–Based Instructional Practices To Improve Student Achievement Yumi Kim ykim89@toromail.csudh.edu 310–200–7672 GED 501 Seminar in Learning and Development California State University of Dominguez Hills December 2014 Abstract Instructional practices based in social constructivism involve students constructing new knowledge utilizing social interaction amongst themselves and with teachers. Learner–centered classrooms require significant planning and forethought by teachers to ensure that instruction is well structured, but fluid enough to allow for student–led inquiry. This paper analyzes several studies and discussions put forth within the last five years that discuss how instructional practices, like cooperative learning, inquiry–based learning and scaffolding, are ways teachers can use social constructivist–based practices in the classroom. While most of the studies, which were mostly done within a single school in a small number of classrooms, show that cooperative learning, inquiry–based learning and scaffolding is effective, more studies are needed to demonstrated a direct correlation between these practices and student achievement on a broader scale. How Teachers Can Use Social Constructivist–Based Instructional Practices To Improve Student Achievement Many teachers are aware of the research that shows student–centered instructional strategies, such as cooperative and inquiry–based learning, ... Get more on HelpWriting.net ...
  • 38. My School Experience To say I enjoyed our field trip to Epic Elementary would be an understatement. I learned so much in those two hours, and I have found myself thinking about Epic a lot over the last week. Anytime I attend professional development, I try to take one idea away to try in my classroom. After leaving Epic on Wednesday, I couldn't just pick oneidea. There were so many valuable take–aways from this experience. I have been to Jeni's website multiple times this week. Wednesday when I got home I made a copy of her data tool and implemented it into my classroom on Friday. I've always struggled to track daily progress in math. We use an exceeded, mastered, progressing, and needed support scale in my district. I recoded the sheet the Jeni created in order to use that scale. It already makes me feel like I am keeping more accurate and up to date data on my students, and I know exactly where each of my students is for each standard. Jeni also talked shortly about Reflex Math. I researched that website, and I think it would be a great addition to my classroom. In my classroom, during math when students are done with their assignment they have different options. I have struggled to find a good way to build fact fluency using the computer, but I think reflex math will be one solution to that problem. I applied for a one–year free trial, so hopefully I get it! That is something else I learned, as a teacher you can get a lot of free resources if you just ask. Last year I received a couple of ... Get more on HelpWriting.net ...
  • 39. UNIT 502 Karen Snook Unit 502 Promote professional development 1. Understand the principles of professional development 1.1 Explain the importance of continually improving knowledge and practice. I feel it is important for me to continually improve my knowledge to make sure that I am aware of all the current health and social care standards, legislation, and guidelines for good practice as well as me following my company's policies and procedures. The Nursing Midwifery Council code of conduct states: 9. Share your skills, knowledge and experience for the benefit of people receiving care and your colleagues. To achieve this, you must: 9.1 provide honest, accurate and constructive feedback to colleagues. www.nmc–ik.org I feel that any new and up... Show more content on Helpwriting.net ... The new law describes the types of activities which must be registered with CQC. Registration is a licence to operate CQC registers health and adult social care providers to deliver the activities if they are meeting essential standards of quality and safety. There are 16 principle essential standards of quality and safety. These are the standards everyone should be able to expect when they receive care. http://www.cqc.org.uk Care Act 2014: The Care Act replaces most current law regarding carers and people being cared for. It outlines the way in which local authorities should carry out carer's assessments and needs assessments; how local authorities should determine who is eligible for support; the new obligations on local authorities; and how local authorities should charge for both residential care and community care. The Care Act is mainly for adults in need of care and support, and their adult carers. There are some provisions for the transition of children in need of care and support, parent carers of children in need of care and support, and young carers. However the main provisions for these groups (before transition) are in the Children and Families Act 2014 www.carersuk.org Mental Capacity Act: The Mental Capacity Act (MCA) is designed to protect and empower individuals who may lack the mental capacity to make their own decisions about their care and treatment. It is a law that applies to individuals aged 16 and over. Examples of people ... Get more on HelpWriting.net ...
  • 40. What Is Gamification? Gamification, over the last decade, has been a topic of increased interest in the education community. Many articles have been written about the application of game–based learning mechanisms and strategies as they apply to K–12 education, and higher education alike, but empirical studies on the application of these strategies makes up a much smaller set of existing research. The articles Digital Game–Based learning: Impact of Instructions and Feedback on Motivation and Learning Effectiveness and Designing Game–Like Activities to Engage Adult Learners in HigherEducation focus on the application of game–based learning principles and examine their effectiveness on deep learning, motivation, engagement and building community. In the study by ... Show more content on Helpwriting.net ... (2016), the authors were able to use a crowd–funding style gamification system to test their hypotheses that gamification could be used effectively with adult learners and that it would increase motivation to complete non–graded course assignments. Mora et al. (2016) used the SPARC (Sense, Purpose, Autonomy, Relatedness and Competence) framework in planning their gamified curriculum, and used this framework as the basis for a questionnaire to students at the end of the course to test the success of their curriculum. The authors used a crowd–funding style mechanism and milestones to track student participation as a group in online, non–graded activities. Students who participated were offered rewards at each milestone, though these rewards did not have an impact on overall course grades. Mora et al. (2016) deemed much of their experiment with gamification a success based on the 60 of 94 students who participated in the optional gamified curriculum, and the student reported success of the framework through the end questionnaire. Because a large portion of the students in the participant group were non–traditional students, the authors were able to confirm their hypothesis that gamification could be effectively used with adult learners. The articles by Erhel and Jamet (2013) and Mora et al. (2016) were similar in the broadest sense––each was trying to fill a void in research ... Get more on HelpWriting.net ...
  • 41. The New Psychology Of Success By Carol Dweck After just reading the first few chapters of Mindset: The New Psychology of Success by Carol Dweck, I knew that I wanted to minimally share the concepts of growth and fixed mindsets with my students. After reading, the chapter about teachers, parents and coaches 00000, I realized that sharing the mindsets with my students would not be enough. I want mindsets to become part of the campus culture at San Pasqual Academy. Bad Ideas Over the past few weeks, I have become increasingly aware of the popularity of mindsets among educators. Mindset is a popular hashtag, mindset infographics and articles are commonly tweeted, and many users even list the mindset in their Twitter profiles. I have even received direct Twitter messages from a user stating that she is "on a mission to spread the growth mindset." So, I was not surprised to discover that will minimal search effort, I was able to find an abundance of mindset resources. ))) diigo 000 While collecting resources, I stumbled upon the upcoming conference Academic Mindsets : Promoting Positive Attitudes, Persistence and Performance hosted by Learning and the Brain. However, once I saw the registration price of $499, I scratched it off my list. My district supports professional development, but that seems a little pricey. Additionally, the conference is not until February 2016 and I want to bring mindsets to my school this fall. I also discovered many fee–based resources that support Mindsets, including Mindset Works' ... Get more on HelpWriting.net ...
  • 42. NVQ 3 Unit 302 Unit 302 Task A Guidance You are going to be a mentor for a new social care worker as part of their induction process. Part of your role is to help them prepare for the review after their probation period. Ai Create a guide for the new social care worker about how to reflect on their practice. The guide must include the headings listed with an explanation of each. a) What is reflective practice? Ans. Reflective practice is a way of learning from own experience to improve the way we work. The way things are done may not always be the only way to do them... Reflecting to see this helps identify gaps and areas that can be improved. A guide for new social worker Description what happened? Feelings what... Show more content on Helpwriting.net ... Some of the areas of a care worker may be appreciated by the staff or even service user– which better a care worker can continue in their practice. Task B Personal development plan (PDP) Bi Design a template for a personal development plan (PDP) that you could use to improve your learning, development and professional practice. For each heading in the template, provide a brief summary describing what should be included. A Personal Development Plan Name: MD Azharul Islam Workplace: Azalea House Supervisor: Jan West Long –term goals (1–5 years): To be a Manager Medium–term goals (6–12 months): To be a Senior support worker Short–term goals (next 6 months): To complete related courses What are my development objectives? Priority What activities do I need to undertake to achieve my objectives? What support/resources do I need to achieve my objectives Target date for achieving my objectives Actual date of achieving my objectives I want to complete my Adult Social care and Diploma 3 High * 6 hours study time each week and organise course study plan. *Complete two unit at every 3 weeks , and arranging regular assessment of competence. Course is on going with Rathbone supported by Joanne Foster June 2015 I want to be Senior Support worker High * Apply for new jobs * Identify document related work at work place and help with them * ... Get more on HelpWriting.net ...