This document summarizes a case study on an augmented reality location-based game called Parasite Race designed to teach conceptual biological models of parasitism. Researchers tested the game with 14 primary and secondary school teachers. While some teachers succeeded in understanding the game represented a model of parasitism, others struggled. The researchers found the game was more effective for learning when combined with guided activities before and after gameplay. However, teachers felt students may benefit more from programming their own games to learn concepts.
Learning Analytics for the Evaluation of Competencies and Behaviors in Seriou...MIT
To fully leverage data-driven approaches for measuring learning in complex and interactive game environments, the field needs to develop methods to coherently integrate learning analytics (LA) throughout the design, development, and evaluation processes to
overcome the downfalls of a purely data approach. In this presentation, we introduce a process that weaves three distinctive disciplines together--assessment science, game design, and learning analytics--for the purpose of creating digital games for educational assessment.
A Controlled Experiment to Evaluate the Effects of Mindfulness in Software En...ISA Group
Is good practicing mindfulness for software engineers?
To present a controlled experiment carried out for
evaluating the effects of mindfulness in:
• quality
• performance
of conceptual models developed by our students
Learning Analytics for the Evaluation of Competencies and Behaviors in Seriou...MIT
To fully leverage data-driven approaches for measuring learning in complex and interactive game environments, the field needs to develop methods to coherently integrate learning analytics (LA) throughout the design, development, and evaluation processes to
overcome the downfalls of a purely data approach. In this presentation, we introduce a process that weaves three distinctive disciplines together--assessment science, game design, and learning analytics--for the purpose of creating digital games for educational assessment.
A Controlled Experiment to Evaluate the Effects of Mindfulness in Software En...ISA Group
Is good practicing mindfulness for software engineers?
To present a controlled experiment carried out for
evaluating the effects of mindfulness in:
• quality
• performance
of conceptual models developed by our students
An Intelligent Microworld as an Alternative Way to Learn Algebraic ThinkingCITE
4 March 2010 (Thursday) | 11:00 - 12:30 | http://citers2010.cite.hku.hk/abstract/4 | Prof. Richard NOSS, Professor of Mathematics Education & Co-director and Director of TLRP-TEL Research Programme, London Knowledge Lab
Presentation on EEG cognitive adaptive training in VR. Given by Mark Billinghurst at the IEEE VR conference in Osaka, Japan. The talk was given on March 25th, 2019
IPTL was a pilot project by the Makini School Computer Club where the learner, under the guidance of the teacher used computer games and other multimedia to have interest in the subject they least enjoy, master it and apply it in real life situations.Find other great lessons like this one on the Partners in Learning Network (Africa): http://africa.partnersinlearningnetwork.com
Integrating the Use of Maple with the Collaborative Use of Wireless Tablet PCs. Workshop on the Impact of Pen-Based Technology on Education (poster session), Purdue University, October 16, 2008.
Candace Thille: The Science of Learning, Big Data, Technology, and Transfor...Alexandra M. Pickett
Will technology change the way we teach and learn? Join Professor Thille for an engaging discussion on technology and the science of learning. She’ll share what we’ve learned from open online courses and what this means for higher education.
Personalizing the K-8 Math Experience: Increase Student Engagement and Achiev...DreamBox Learning
Learn how DreamBox Learning supports educators and students, inspiring deep mathematical thinking in all K-8 students by pairing learner motivation and adaptive technology with rigorous, standards aligned curriculum. The result is a learning environment that students love, coupled with data that supports teachers and administrators.
DreamBox offers an instructional design that empowers kids to really think about what they are learning. This design delivers personalization by allowing each student to forge a unique pathway to truly understand math. Math curriculum that pairs conceptual understanding with fluency connects students with complex ideas in ways that paper and pencil never could. It brings math alive for kids through powerful, purposeful engagement. In a college and career focused society, students are continuously applying and utilizing skills attained to demonstrate mathematical mastery and DreamBox builds this foundation.
AB9 Media House of Marketing, Advertising and BrandingAbhinav Gupta
The below points describe us well:
Client Servicing
Media Buying, Media Planning
ATL and BTL activities
Marketing Consultants
Ambient Advertising
Digital Marketing
Website building and hosting
Marketing and Sales consultants
Innovative Printing and execution
PAN India presence
Rock Candy | Back In Black Gold & Diamond CollectionMathew C.P Hayward
Rock Candy\'s "Back in Black" Collection was launched in 2008 and showcased new Gold & Diamond, Sterling Silver & Apparel categories in the Collection.
Rock Candy\'s "Back in Black" Collection was launched in 2008 and showcased new Gold & Diamond, Sterling Silver & Apparel categories in the Collection.
An Intelligent Microworld as an Alternative Way to Learn Algebraic ThinkingCITE
4 March 2010 (Thursday) | 11:00 - 12:30 | http://citers2010.cite.hku.hk/abstract/4 | Prof. Richard NOSS, Professor of Mathematics Education & Co-director and Director of TLRP-TEL Research Programme, London Knowledge Lab
Presentation on EEG cognitive adaptive training in VR. Given by Mark Billinghurst at the IEEE VR conference in Osaka, Japan. The talk was given on March 25th, 2019
IPTL was a pilot project by the Makini School Computer Club where the learner, under the guidance of the teacher used computer games and other multimedia to have interest in the subject they least enjoy, master it and apply it in real life situations.Find other great lessons like this one on the Partners in Learning Network (Africa): http://africa.partnersinlearningnetwork.com
Integrating the Use of Maple with the Collaborative Use of Wireless Tablet PCs. Workshop on the Impact of Pen-Based Technology on Education (poster session), Purdue University, October 16, 2008.
Candace Thille: The Science of Learning, Big Data, Technology, and Transfor...Alexandra M. Pickett
Will technology change the way we teach and learn? Join Professor Thille for an engaging discussion on technology and the science of learning. She’ll share what we’ve learned from open online courses and what this means for higher education.
Personalizing the K-8 Math Experience: Increase Student Engagement and Achiev...DreamBox Learning
Learn how DreamBox Learning supports educators and students, inspiring deep mathematical thinking in all K-8 students by pairing learner motivation and adaptive technology with rigorous, standards aligned curriculum. The result is a learning environment that students love, coupled with data that supports teachers and administrators.
DreamBox offers an instructional design that empowers kids to really think about what they are learning. This design delivers personalization by allowing each student to forge a unique pathway to truly understand math. Math curriculum that pairs conceptual understanding with fluency connects students with complex ideas in ways that paper and pencil never could. It brings math alive for kids through powerful, purposeful engagement. In a college and career focused society, students are continuously applying and utilizing skills attained to demonstrate mathematical mastery and DreamBox builds this foundation.
AB9 Media House of Marketing, Advertising and BrandingAbhinav Gupta
The below points describe us well:
Client Servicing
Media Buying, Media Planning
ATL and BTL activities
Marketing Consultants
Ambient Advertising
Digital Marketing
Website building and hosting
Marketing and Sales consultants
Innovative Printing and execution
PAN India presence
Rock Candy | Back In Black Gold & Diamond CollectionMathew C.P Hayward
Rock Candy\'s "Back in Black" Collection was launched in 2008 and showcased new Gold & Diamond, Sterling Silver & Apparel categories in the Collection.
Rock Candy\'s "Back in Black" Collection was launched in 2008 and showcased new Gold & Diamond, Sterling Silver & Apparel categories in the Collection.
AERA2013-Refining the use of homemade PowerPoint Games in a secondary science...sikojp
AERA2013 poster
Siko, J.P., & Barbour, M.K. (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. Poster session at the American Educational Research Association Annual Meeting, San Francisco, CA.
AERA 2013 - Refining the use of Homemade PowerPoint Games in a Secondary Scie...Michael Barbour
Siko, J. P., & Barbour, M. K., (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. A poster presented at the annual meeting of the American Educational Research Association, San Francisco, CA.
Seminar University of Loughborough: Using technology to support mathematics e...Christian Bokhove
I WILL ADD THE REFERENCES IN DUE TIME
Christian received his PhD in 2011 at Utrecht University and is lecturer at the University of Southampton. In this talk Christian will present a wide spectrum of research initiatives that all involve the use of technology to support mathematics education itself and research into mathematics education. It will cover (i) design principles for algebra software, with an emphasis on automated feedback, (ii) the evolution from fragmented technology to coherent digital books, (iii) the use of technology to measure and develop Mental Rotation Skills, and (iv) the use of computer science techniques to study the development of mathematics education policy.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
Quest2Teach is a series of game-infused 3D virtual learning curricula created for teacher education. These immersive experiences provide authentic and individualized practice for teachers, designed to help them make the leap from theory to practice. In Quest2Teach, pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and professional network.
In these immersive worlds, learners create their professional avatar, play out roles, solve authentic problems, fail safely, and see the impact of their individual decisions and trajectories, while gaining experience and fluency in these theories-in-action.
The first of its kind in teacher education, Q2T was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media. Contact anna.arici@asu.edu for guest accounts and more information.
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Los sistemas educacionales actuales aun se centran fuertemente en la evaluación de contenidos a pesar de que vivimos en la era de la información y mediante métodos tradicionales como evaluaciones estandarizadas que estresan a los estudiantes. Los juegos serios representan oportunidades educacionales de gran impacto al representar entornos más realistas, que capturan gran cantidad de datos sobre el proceso que siguen los estudiantes y que son más disfrutables y relajados que los exámenes. Estos datos, combinados con técnicas de analítica de aprendizaje, representan gran potencial para construir modelos que permitan la evaluación de competencias claves para la sociedad del siglo 21 a través de juegos serios, estas evaluaciones se implementan de forma indirecta en lo que se conoce como Stealth Assessment (evaluación fantasma), para evitar interrumpir el flujo de juego. En este charla veremos una metodología que se basa en tres etapas – Diseño, Implementación y Evaluación – para la implementación de sistemas de evaluación a través de juegos.
TEEM'16 - Track 1 Computational thinking in pre-university education
Authors: Ana María Pinto-Llorente, Sonia Casillas-Martín, Marcos Cabezas-González and Francisco José García-Peñalvo.
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A case study of augmented reality location-based game for learning conceptual biological models
1. A case study of augmented
reality location-based game for
learning conceptual biological
models
Tuomas Aivelo, University of Helsinki
@aivelo
ERIDOB, 8.9.2016,
Karlstad, Sweden
3. IntroductionDesingandmethodsResultsanddiscussionConclusions
• Researchers create models to study these
natural phenomena
• Many biological concepts (e.g., ”gene”,
”competition”) are processes between objects
• Games are explicitly programmed as models
Problem: Students have regularly problems to
grasp and understand conceptual models
5. IntroductionDesingandmethodsResultsanddiscussionConclusions
Augmented Reality gaming
• Augmented reality (AR): the supplementation of real-
world environment by any computer-generated output
Milgram & Kishino, 1994
• Widely used in informal education (zoos, museums) or
in outdoor education
• Learning situation is concrete and conceptual
knowledge can be correlated to actual location
Hagustin / Wikimedia CommonsJean-Pierre Dalbéra / Wikimedia Commons
13. IntroductionDesingandmethodsResultsanddiscussionConclusions
Progressions in the game
• Five players finished game in 45 minutes – these players
exhibited understanding of metalevel in interviews
• Initially, all players did non-beneficial choices, but the
succesful players quickly adapted their gameplay
(Succesful players 33%, unsuccesful 28%, W13 = 23, p = 0.943)
• Succesful players had more total actions
(Msuccessful = 7.25, SDsuccessful= 2.33, Munsuccessful = 4.2, SDunsuccessful = 1.21, W13 = 7, p = 0.030)
15. IntroductionDesingandmethodsResultsanddiscussionConclusions
Understanding game as a model
• Reflection on refining the model induced
better understanding of the model
• Players seemed to understand the game as
something they just needed to go and do
• Understanding meta-level of game is not
enough to understand biological concept
16. IntroductionDesingandmethodsResultsanddiscussionConclusions
Possibilities to take up games in schools
• Using games for teaching models requires well-
planned activities before and after gaming
• Teachers did not feel competent to program games,
but thought some of their students could do that
• Possibilities for programming to facilitate conceptual
concept learning? (George et al., 2012, Kafai, 2006)
17. References
• Breuer, J., & Bente, G. (2010). Why so serious ? On the Relation of Serious
Games and Learning. Eludamos. Journal for Computer Game Culture, 4, 7–24.
• George, S., Lavoué, É., & Monterrat, B. (2012). An environment to support
collaborative learning by modding. In Proceedings of the 8th European
Conference on Technology Enhanced Learning (pp. 111–124). Paphos, Cyprus.
• Kafai, Y. B. (2006). Playing and making games for learning: instructionist and
constructionist perspectives for game studies. Games and Culture, 1, 36–40.
• Milgram, O., & Kishino, A. F. (1994). Taxonomy of Mixed Reality Visual Displays.
IEICE Transactions on Information and Systems, E77-D, 1321–1329.