Presentation of the paper by Mireia Usart, Margarida Romero and Esteve Almirall included in the SGDA 2011 Lisbon conference on Serious Games proceedings.
Developing Serious Games: from Face-to-Face to a Computer-based ModalityeLearning Papers
Author(s): Ariadna Padrós, Margarida ROMERO, Usart Mireia.
This paper introduces a methodology for the design of a collaborative Game Based Learning (GBL) model, used here in the context of a finance course in an onsite learning context. In this paper we discuss three releases of the Finance Assets Game (FAG), the teacher-led face-to-face model, the paper-based model, and the computer-based model.
CSCL Tools for Regulating Collaboration & TeamworkTieLab
Mariel Miller & Allyson Hadwin, University of Victoria
Presented at the 2013 conference for the Canadian Society for the Study of Education (CSSE)
Increasing emphasis on collaboration in academic and work contexts means learners are required to develop skills for regulating teamwork. The purpose of this study was to examine scripting and visualization tools for supporting regulation of shared task perceptions during a complex collaborative task. Prior to the task, groups engaged in individual and group planning using either (a) a scripting tool structuring regulation including task analysis, or (b) a scripting tool augmented with visualization of each member’s task perceptions. Findings indicated that, in both groups, shared task perceptions were generally accurate in relation to the instructor’s expectations. However, groups (a) struggled to construct consensus among diverse individual perceptions, (b) demonstrated little active and purposeful construction of shared task perceptions, and (c) encountered planning related challenges during collaboration. Groups showed small improvements across assignments, however, many difficulties re-occurred.
This document provides a summary report on Seoul Foreign Schools in Seoul, South Korea. It includes the following key details:
- Seoul Foreign Schools has 1500 students from 52 nationalities, mainly children of expatriates from the US, UK, Canada, Australia and Japan.
- The report evaluates the school across 7 dimensions of 21st century learning using survey data from teachers and administrators.
- Across the dimensions of vision, systems thinking, 21st century skills, and other areas, the report provides data on the school's performance and opportunities for growth.
This document provides an overview of the APA citation style, which is widely used in the social sciences. It discusses the general format for citing different sources like journals, books, and websites in both the text of a paper and in the reference list. Key aspects covered include using parenthetical citations in the text that provide brief author and date information, listing full citations for sources alphabetically on the references page, and providing examples of citing common source types like journal articles, books, and online resources.
El documento describe los materiales educativos y métodos de enseñanza para la educación a distancia en la UTPL. Promueve el desarrollo de habilidades de aprendizaje independiente a través de guías didácticas, evaluaciones y recursos complementarios. También destaca la importancia de crear un ambiente propicio para el estudio y mantener un ritmo de trabajo.
Este documento trata sobre varios temas relacionados con el mundo global y sus fronteras. Brevemente discute la cultura, la globalización, la integración económica, los tratados de libre comercio, los estudios de mercados internacionales, la ética de los negocios y el comercio internacional.
Developing Serious Games: from Face-to-Face to a Computer-based ModalityeLearning Papers
Author(s): Ariadna Padrós, Margarida ROMERO, Usart Mireia.
This paper introduces a methodology for the design of a collaborative Game Based Learning (GBL) model, used here in the context of a finance course in an onsite learning context. In this paper we discuss three releases of the Finance Assets Game (FAG), the teacher-led face-to-face model, the paper-based model, and the computer-based model.
CSCL Tools for Regulating Collaboration & TeamworkTieLab
Mariel Miller & Allyson Hadwin, University of Victoria
Presented at the 2013 conference for the Canadian Society for the Study of Education (CSSE)
Increasing emphasis on collaboration in academic and work contexts means learners are required to develop skills for regulating teamwork. The purpose of this study was to examine scripting and visualization tools for supporting regulation of shared task perceptions during a complex collaborative task. Prior to the task, groups engaged in individual and group planning using either (a) a scripting tool structuring regulation including task analysis, or (b) a scripting tool augmented with visualization of each member’s task perceptions. Findings indicated that, in both groups, shared task perceptions were generally accurate in relation to the instructor’s expectations. However, groups (a) struggled to construct consensus among diverse individual perceptions, (b) demonstrated little active and purposeful construction of shared task perceptions, and (c) encountered planning related challenges during collaboration. Groups showed small improvements across assignments, however, many difficulties re-occurred.
This document provides a summary report on Seoul Foreign Schools in Seoul, South Korea. It includes the following key details:
- Seoul Foreign Schools has 1500 students from 52 nationalities, mainly children of expatriates from the US, UK, Canada, Australia and Japan.
- The report evaluates the school across 7 dimensions of 21st century learning using survey data from teachers and administrators.
- Across the dimensions of vision, systems thinking, 21st century skills, and other areas, the report provides data on the school's performance and opportunities for growth.
This document provides an overview of the APA citation style, which is widely used in the social sciences. It discusses the general format for citing different sources like journals, books, and websites in both the text of a paper and in the reference list. Key aspects covered include using parenthetical citations in the text that provide brief author and date information, listing full citations for sources alphabetically on the references page, and providing examples of citing common source types like journal articles, books, and online resources.
El documento describe los materiales educativos y métodos de enseñanza para la educación a distancia en la UTPL. Promueve el desarrollo de habilidades de aprendizaje independiente a través de guías didácticas, evaluaciones y recursos complementarios. También destaca la importancia de crear un ambiente propicio para el estudio y mantener un ritmo de trabajo.
Este documento trata sobre varios temas relacionados con el mundo global y sus fronteras. Brevemente discute la cultura, la globalización, la integración económica, los tratados de libre comercio, los estudios de mercados internacionales, la ética de los negocios y el comercio internacional.
Este documento trata sobre la identidad digital. Explica que la identidad digital es el conjunto de características que representan a una persona en Internet y se construye a través de lo que publicamos en redes sociales, blogs y otros medios digitales. También describe elementos clave de la identidad digital como la visibilidad, reputación y privacidad de una persona online. Por último, detalla herramientas que pueden usarse para construir, medir y organizar la propia identidad digital.
Este documento explora la relación entre el narcotráfico y la tecnología. Explica cómo las organizaciones de narcotráfico invierten grandes cantidades de dinero en tecnología avanzada y profesionales calificados para eludir a las autoridades y llevar a cabo sus operaciones. También describe la tecnología, como aviones no tripulados y pistolas moleculares, que utilizan las autoridades para combatir el narcotráfico. El documento concluye que si bien la tecnología puede usarse para fines positivos u negativos
Este documento describe diferentes tipos de matrices y operaciones con ellas en Excel. Define matrices fila, columna, cuadrada, rectangular y traspuesta. Explica cómo calcular la suma, resta, multiplicación y división de matrices, así como elevar una matriz a una potencia usando la multiplicación repetida. También cubre cómo determinar si una matriz es regular o singular y cómo calcular la inversa de una matriz cuadrada.
O candidato aprovado em concurso público dentro doInforma Jurídico
O candidato aprovado em concurso público dentro do número de vagas previsto no edital e tendo expirado o prazo
de validade do certame possui direito subjetivo à nomeação e à posse no cargo almejado.
El documento presenta un resumen de la auditoría realizada al departamento de sistemas de la empresa Deportes de Colombia S.A. Se describe la estructura del departamento incluyendo su organización, cargos, funciones y responsabilidades. También se incluye un censo del hardware, software y aplicaciones utilizadas identificando sus características y objetivos. Finalmente, se detalla el tipo de procesamiento de algunas aplicaciones como Kaspersky y Office.
El documento discute la participación comunitaria y el control social en el sistema de salud en Colombia. Señala que la Constitución de 1991 estableció la obligación de promover la participación social, pero que su significado y alcance siguen siendo debatidos. También examina los esfuerzos del Estado colombiano por institucionalizar la participación comunitaria y el control social a través de varias iniciativas como la descentralización política, programas específicos y relaciones con el mercado. No obstante, existen desafíos como la dispersión del control social
1. The document discusses how collaborative game-based learning can be supported through knowledge group awareness. It proposes eliciting students' prior knowledge, knowledge constructed during tasks, and judgments of learning to increase awareness of group members' knowledge.
2. A serious game is described that elicits these three types of knowledge elicitation. Preliminary results show increased interactions but no significant effect on collaboration or performance. Further studies are planned.
3. The document recommends supporting collaborative processes through knowledge awareness widgets, creating intragroup collaboration against intergroup competition, and providing communication tools.
The document presents a critical review of a study that investigated the impact of instructions and feedback on motivation and learning effectiveness in digital game-based learning. The review finds that the original study lacked clarity in clearly defining its problem. While the need to study digital game-based learning is important, the review questions whether comparing it to conventional approaches can prove its benefits. The review also analyzes the study's conceptual framework and literature review, and finds some limitations in its design and comparisons. Overall, the review raises questions about how well the original study addressed its goals of examining the impacts of different instructions and feedback in digital game-based learning environments.
This document contains information about Sanjay Goel, including his contact information and a list of his published papers on engineering education. It discusses Bloom's taxonomy of learning objectives and its cognitive, affective, and psychomotor domains. It provides details about each level of Bloom's cognitive domain. It also addresses the need for higher-order learning experiences, integrative learning, and reflective learning to facilitate deep learning in students. National surveys on student engagement in the US are referenced, and ways to initiate and facilitate deep learning through academic challenge, active learning, student-faculty interaction, and enriching experiences are outlined. International journals on engineering education are also listed.
The document discusses an educational learning framework that can be used for context-rich simulations and games. It focuses on developing students' declarative, procedural, and strategic knowledge through knowledge-centered, learner-centered, and community-centered approaches. Key aspects of the framework include reflecting on experiences to improve practice, developing competencies through assessment, and applying knowledge through challenge-based learning activities within an interpretive community.
Seminario eMadrid sobre "Inteligencia natural y artificial en educación". C...eMadrid network
Seminario eMadrid sobre "Inteligencia natural y artificial en educación". Colaborar para aprender: ¿Esperar lo mejor pero prepararse para lo peor?. Frank Fischer. Universidad de Munich. 17/03/2017.
Basic questions in Collaborative Learning.
Some answers from the Psychology research,
and new questions for the study of Collaborative Learning in Serious Games.
Can we support collaborative learning through the use of Serious Games ?
This presentation shares the different types of assessment, formative and summative with ideas and tools to support the management and implementation of these assessments.
This document describes a study that used machine learning to analyze online knowledge sharing conversations between students collaboratively solving problems. The researchers used Hidden Markov Models to classify knowledge sharing episodes as either effective or ineffective based on features of the conversation. They were able to accurately classify episodes 93% of the time, significantly better than random chance. The study provides insights into how to better understand and assess how students share and assimilate new knowledge in collaborative learning groups.
My poster presentation at the Old Dominion University Graduate Research Appreciation Day 2014 based on my first graduate research project. Participants were given 2 scenarios about different training scenarios - one about traditional PowerPoint lecture training and the other about playing an interactive video game as part of training. Reactions to these scenarios were measured and analyzed. Attitudes towards video games and experience with video games were measured as moderators of the effect of training design on reactions.
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
Author: Paul Pivec.
Collaborative learning allows participants to exchange information as well as produce ideas, simplify problems, and resolve tasks. When using an e-learning platform in a collaborative environment, the teacher becomes an active partner, moderator and advisor in the educational process, as do the other learners.
The document discusses the importance of basing serious game design on established instructional theories in order to effectively meet educational goals. It states that simply adding educational content to games or using games in the classroom in an ad hoc manner risks the game failing to educate players, who may be entertained but not learn new skills or knowledge. The document advocates designing serious games based on instructional theories from educators like Robert Gagne and James Keller to help ensure the game is an effective educational tool.
The document discusses using a "third method" approach to identifying specific learning disabilities (SLD) that integrates data from response to intervention (RTI) with cognitive assessment, as tier II interventions alone may not meet the needs of all students with SLD. It argues that a comprehensive evaluation including cognitive assessment is necessary for tier II nonresponders to identify cognitive strengths and weaknesses, allow for differential diagnosis, and guide targeted intervention selection. The "third method" evaluates for discrepancies between cognitive strengths and academic or cognitive weaknesses based on cognitive constructs from the Cattell-Horn-Carroll theory.
Closing The 2-Sigma Gap Eight Strategies to Replicate One-to-One Tutoring in ...David Denton
The document discusses eight strategies for replicating the benefits of one-to-one tutoring in blended learning courses. The strategies include: 1) improving instructional materials by increasing quantity of instruction and providing cues/explanations, 2) enhancing peer interactions through cooperative learning and establishing a supportive class environment, 3) considering student differences with tutorial instruction and feedback, and 4) engaging higher mental processes like metacognitive training and setting goals. Each strategy is explained and examples are given for how instructors can implement the strategies in blended learning courses.
A Survey Of Final Project Courses In Game Programs Considerations For Teachi...Kim Daniels
This document summarizes the findings of a survey about capstone courses in game design programs. The survey received responses from 37 instructors of capstone courses worldwide. Key findings include:
1) Capstone courses aim to assess student learning and allow students to apply knowledge through game projects. They integrate fragmented knowledge and prepare students for the workplace.
2) Respondents identified assessing student learning, allowing failure and iteration, and completing a game project as the most important features of capstone courses.
3) Common goals for capstone courses are to teach project management skills, practice iterative design, and instill professional practices through activities like peer review.
4) The survey examined how capstone courses are structured
Engaging Students Through Game-Based LearningDerrick Picard
Presented at the College Personnel Association of Kentucky annual conference; this presentation was designed to introduce game-based learning to Student Affairs professionals. This was done by defining game-based learning, explaining its core concepts, and providing relevant examples. Session attendees were also given the opportunity to play a game designed by Brittini and I to educate students about financial literacy concepts.
This document summarizes a study that examined the effects of different achievement goals (mastery, performance-approach, performance-avoidance) on performance in an undergraduate student sample. 177 students participated in the study. Participants were primed with one of the three goal perspectives before reading a story. They later completed a free recall task and items recalled were analyzed based on goal prime. Results showed participants primed with mastery and performance-approach goals recalled more relevant items than those primed with performance-avoidance goals. The findings support the assumptions of Elliot and Church's trichotomous achievement goal framework.
Este documento trata sobre la identidad digital. Explica que la identidad digital es el conjunto de características que representan a una persona en Internet y se construye a través de lo que publicamos en redes sociales, blogs y otros medios digitales. También describe elementos clave de la identidad digital como la visibilidad, reputación y privacidad de una persona online. Por último, detalla herramientas que pueden usarse para construir, medir y organizar la propia identidad digital.
Este documento explora la relación entre el narcotráfico y la tecnología. Explica cómo las organizaciones de narcotráfico invierten grandes cantidades de dinero en tecnología avanzada y profesionales calificados para eludir a las autoridades y llevar a cabo sus operaciones. También describe la tecnología, como aviones no tripulados y pistolas moleculares, que utilizan las autoridades para combatir el narcotráfico. El documento concluye que si bien la tecnología puede usarse para fines positivos u negativos
Este documento describe diferentes tipos de matrices y operaciones con ellas en Excel. Define matrices fila, columna, cuadrada, rectangular y traspuesta. Explica cómo calcular la suma, resta, multiplicación y división de matrices, así como elevar una matriz a una potencia usando la multiplicación repetida. También cubre cómo determinar si una matriz es regular o singular y cómo calcular la inversa de una matriz cuadrada.
O candidato aprovado em concurso público dentro doInforma Jurídico
O candidato aprovado em concurso público dentro do número de vagas previsto no edital e tendo expirado o prazo
de validade do certame possui direito subjetivo à nomeação e à posse no cargo almejado.
El documento presenta un resumen de la auditoría realizada al departamento de sistemas de la empresa Deportes de Colombia S.A. Se describe la estructura del departamento incluyendo su organización, cargos, funciones y responsabilidades. También se incluye un censo del hardware, software y aplicaciones utilizadas identificando sus características y objetivos. Finalmente, se detalla el tipo de procesamiento de algunas aplicaciones como Kaspersky y Office.
El documento discute la participación comunitaria y el control social en el sistema de salud en Colombia. Señala que la Constitución de 1991 estableció la obligación de promover la participación social, pero que su significado y alcance siguen siendo debatidos. También examina los esfuerzos del Estado colombiano por institucionalizar la participación comunitaria y el control social a través de varias iniciativas como la descentralización política, programas específicos y relaciones con el mercado. No obstante, existen desafíos como la dispersión del control social
1. The document discusses how collaborative game-based learning can be supported through knowledge group awareness. It proposes eliciting students' prior knowledge, knowledge constructed during tasks, and judgments of learning to increase awareness of group members' knowledge.
2. A serious game is described that elicits these three types of knowledge elicitation. Preliminary results show increased interactions but no significant effect on collaboration or performance. Further studies are planned.
3. The document recommends supporting collaborative processes through knowledge awareness widgets, creating intragroup collaboration against intergroup competition, and providing communication tools.
The document presents a critical review of a study that investigated the impact of instructions and feedback on motivation and learning effectiveness in digital game-based learning. The review finds that the original study lacked clarity in clearly defining its problem. While the need to study digital game-based learning is important, the review questions whether comparing it to conventional approaches can prove its benefits. The review also analyzes the study's conceptual framework and literature review, and finds some limitations in its design and comparisons. Overall, the review raises questions about how well the original study addressed its goals of examining the impacts of different instructions and feedback in digital game-based learning environments.
This document contains information about Sanjay Goel, including his contact information and a list of his published papers on engineering education. It discusses Bloom's taxonomy of learning objectives and its cognitive, affective, and psychomotor domains. It provides details about each level of Bloom's cognitive domain. It also addresses the need for higher-order learning experiences, integrative learning, and reflective learning to facilitate deep learning in students. National surveys on student engagement in the US are referenced, and ways to initiate and facilitate deep learning through academic challenge, active learning, student-faculty interaction, and enriching experiences are outlined. International journals on engineering education are also listed.
The document discusses an educational learning framework that can be used for context-rich simulations and games. It focuses on developing students' declarative, procedural, and strategic knowledge through knowledge-centered, learner-centered, and community-centered approaches. Key aspects of the framework include reflecting on experiences to improve practice, developing competencies through assessment, and applying knowledge through challenge-based learning activities within an interpretive community.
Seminario eMadrid sobre "Inteligencia natural y artificial en educación". C...eMadrid network
Seminario eMadrid sobre "Inteligencia natural y artificial en educación". Colaborar para aprender: ¿Esperar lo mejor pero prepararse para lo peor?. Frank Fischer. Universidad de Munich. 17/03/2017.
Basic questions in Collaborative Learning.
Some answers from the Psychology research,
and new questions for the study of Collaborative Learning in Serious Games.
Can we support collaborative learning through the use of Serious Games ?
This presentation shares the different types of assessment, formative and summative with ideas and tools to support the management and implementation of these assessments.
This document describes a study that used machine learning to analyze online knowledge sharing conversations between students collaboratively solving problems. The researchers used Hidden Markov Models to classify knowledge sharing episodes as either effective or ineffective based on features of the conversation. They were able to accurately classify episodes 93% of the time, significantly better than random chance. The study provides insights into how to better understand and assess how students share and assimilate new knowledge in collaborative learning groups.
My poster presentation at the Old Dominion University Graduate Research Appreciation Day 2014 based on my first graduate research project. Participants were given 2 scenarios about different training scenarios - one about traditional PowerPoint lecture training and the other about playing an interactive video game as part of training. Reactions to these scenarios were measured and analyzed. Attitudes towards video games and experience with video games were measured as moderators of the effect of training design on reactions.
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
Author: Paul Pivec.
Collaborative learning allows participants to exchange information as well as produce ideas, simplify problems, and resolve tasks. When using an e-learning platform in a collaborative environment, the teacher becomes an active partner, moderator and advisor in the educational process, as do the other learners.
The document discusses the importance of basing serious game design on established instructional theories in order to effectively meet educational goals. It states that simply adding educational content to games or using games in the classroom in an ad hoc manner risks the game failing to educate players, who may be entertained but not learn new skills or knowledge. The document advocates designing serious games based on instructional theories from educators like Robert Gagne and James Keller to help ensure the game is an effective educational tool.
The document discusses using a "third method" approach to identifying specific learning disabilities (SLD) that integrates data from response to intervention (RTI) with cognitive assessment, as tier II interventions alone may not meet the needs of all students with SLD. It argues that a comprehensive evaluation including cognitive assessment is necessary for tier II nonresponders to identify cognitive strengths and weaknesses, allow for differential diagnosis, and guide targeted intervention selection. The "third method" evaluates for discrepancies between cognitive strengths and academic or cognitive weaknesses based on cognitive constructs from the Cattell-Horn-Carroll theory.
Closing The 2-Sigma Gap Eight Strategies to Replicate One-to-One Tutoring in ...David Denton
The document discusses eight strategies for replicating the benefits of one-to-one tutoring in blended learning courses. The strategies include: 1) improving instructional materials by increasing quantity of instruction and providing cues/explanations, 2) enhancing peer interactions through cooperative learning and establishing a supportive class environment, 3) considering student differences with tutorial instruction and feedback, and 4) engaging higher mental processes like metacognitive training and setting goals. Each strategy is explained and examples are given for how instructors can implement the strategies in blended learning courses.
A Survey Of Final Project Courses In Game Programs Considerations For Teachi...Kim Daniels
This document summarizes the findings of a survey about capstone courses in game design programs. The survey received responses from 37 instructors of capstone courses worldwide. Key findings include:
1) Capstone courses aim to assess student learning and allow students to apply knowledge through game projects. They integrate fragmented knowledge and prepare students for the workplace.
2) Respondents identified assessing student learning, allowing failure and iteration, and completing a game project as the most important features of capstone courses.
3) Common goals for capstone courses are to teach project management skills, practice iterative design, and instill professional practices through activities like peer review.
4) The survey examined how capstone courses are structured
Engaging Students Through Game-Based LearningDerrick Picard
Presented at the College Personnel Association of Kentucky annual conference; this presentation was designed to introduce game-based learning to Student Affairs professionals. This was done by defining game-based learning, explaining its core concepts, and providing relevant examples. Session attendees were also given the opportunity to play a game designed by Brittini and I to educate students about financial literacy concepts.
This document summarizes a study that examined the effects of different achievement goals (mastery, performance-approach, performance-avoidance) on performance in an undergraduate student sample. 177 students participated in the study. Participants were primed with one of the three goal perspectives before reading a story. They later completed a free recall task and items recalled were analyzed based on goal prime. Results showed participants primed with mastery and performance-approach goals recalled more relevant items than those primed with performance-avoidance goals. The findings support the assumptions of Elliot and Church's trichotomous achievement goal framework.
This study investigated the effects of a social constructivist learning approach using authentic tasks on the problem solving skills and metacognitive levels of teacher candidates. An experimental group of 89 teacher candidates learned through collaborative work on authentic tasks based on social constructivism, while a control group of 48 learned through a traditional approach. Pre- and post-tests were administered to measure changes in problem solving skills using the Problem Solving Scale and changes in metacognitive levels using the Metacognitive Awareness Scale. The results showed that the experimental group demonstrated significantly higher gains in both problem solving skills and metacognitive levels compared to the control group. Therefore, a social constructivist approach using authentic tasks was found to positively impact these important skills for
This document summarizes best practices and tools for teaching in multilingual classrooms. It discusses both general tools like considering learning environments and emotions, as well as specific tools such as note-taking, summarizing, questioning techniques, and cooperative learning. Both general and specific tools can become second nature for effective teachers. The document recommends choosing one unfamiliar tool to apply in teaching, such as using organizers, reinforcing effort, or providing feedback.
This document summarizes research on involving university students in co-designing learning scenarios. It describes three approaches to student participation - student engagement, student voice, and students as producers. While literature supports shared responsibility between teachers and students, concrete examples are limited. The document outlines a research project to develop, apply, assess, and document a co-design method with teachers and students. It reviews evidence on student participation and factors that influence co-design processes.
El documento describe un proyecto de investigación que involucra a estudiantes, profesores e investigadores en el co-diseño de escenarios de aprendizaje basados en principios de aprendizaje indagativo y tecnologías educativas. El proyecto busca entender cómo contribuye la voz del estudiante al proceso de co-diseño y qué beneficios obtienen los estudiantes de participar. Los resultados muestran que los procesos de co-diseño promueven la reflexión de los estudiantes sobre sus roles y el aprendizaje,
Este documento presenta los resultados de la primera fase del proyecto Design2Learn, cuyo objetivo es diseñar escenarios de aprendizaje basados en la indagación con apoyo tecnológico. En la primera fase, investigadores trabajaron con 6 profesores en talleres para introducir conceptos de co-diseño y diseñar escenarios de aprendizaje. Como ejemplo, se describe un escenario para una asignatura de ingeniería biomédica que involucra a los estudiantes analizando problemas en grupos y luego recombinándose en nuevos
LA PARTICIPACIÓN DE LOS ESTUDIANTES EN EL DISEÑO DE ESCENARIOS DE APRENDIZAJEmusart
Presentación oral sobre el rol del estudiante en el diseño de escenarios de aprendizaje, en el marco del CIDUI 2014, por parte de Ingrid Noguera, y en representación del proyecto de investigación Design2Learn.
Analyzing university students’ participation in the co-design of learning sce...musart
The document summarizes a research project that analyzes university students' participation in co-designing learning scenarios. The project aims to study developing more authentic and learner-focused scenarios through a collaborative design process between students and teachers. The research uses a design-based methodology involving multiple iterative design cycles. Preliminary results found that configuration of co-design groups, task structure, and balancing structure with emergence are important factors. Ensuring participant comfort with roles and confronting student-teacher perspectives also impacted the critical issues in the co-design process.
This document summarizes a research project that aims to study students' participation in co-designing learning scenarios with teachers. The researchers propose a model for analyzing co-design processes involving students and teachers. They will engage students and teachers in co-designing learning scenarios using workshops and iterative testing. Data collection will examine the roles, stages, and effects of co-design on perceptions of learning and teaching from multiple perspectives. The goal is to advance understanding of participatory learning design methods in higher education.
Este documento presenta los resultados de la primera fase de un proyecto que tiene como objetivo diseñar escenarios de aprendizaje basados en la indagación con apoyo tecnológico. En la primera fase, investigadores y profesores trabajaron juntos en talleres para introducir la metodología de co-diseño y para identificar elementos que determinan una buena práctica docente. Luego, diseñaron diferentes escenarios de aprendizaje, incluyendo uno para una asignatura de ingeniería biomédica donde los estudiantes investigarían
This document summarizes a research project that uses a design-based research methodology to study the co-design of learning scenarios in higher education. The project brings together teachers, students, and researchers from multiple universities to collaboratively design learning scenarios based on inquiry-based learning principles and supported by technology. Over the course of several phases, the participants will engage in iterative co-design cycles to develop learning scenarios for various contexts. They will use design tools and conceptual artifacts to facilitate the process and represent practices. The expected results include guidelines for implementing inquiry-based learning models, a description of the co-design method, innovative learning scenarios, and tools to support design processes and products.
The document outlines a research project that aims to develop a personal learning environment (PLE) tool to support self-directed lifelong learning. It describes the 6 phases of the project: 1) literature review on PLEs, 2) needs analysis via surveys and interviews, 3) pedagogical design of the framework, 4) functional design of the tool's features, 5) interface design, and 6) pilot testing. The goal is to create a flexible, customizable PLE that integrates information management, planning, knowledge building, social connection, and self-reflection features to encourage independent, social, and meaningful learning.
The document discusses time perspective and its relationship to learning in serious games and game-based learning environments. It defines time perspective as how individuals view the past, present and future. Previous research found that a balanced time perspective and stronger future time perspective can lead to higher academic achievement and motivation. The document aims to study how students' time perspectives influence collaborative learning processes and performance in serious games. It hypothesizes that students with similar time perspectives may perform better and learn more, and that games including time-related challenges could help students train their time competence.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Confidence Level Explicitation in collaborative SG
1. Impact of the explicit Feeling of Knowledge in the learners’ interaction and performance in collaborative Game Based Learning Mireia Usart , Margarida Romero & EsteveAlmirall ESADE Business School Direction of Educational Innovation and Academic Quality (DIPQA). Contact: mireia.usart@esade.edu
2. TABLE OF CONTENTS Introduction Collaborative Learning Collaborative Game Based Learning (GBL) Advantages and challenges in Collaborative GBL Knowledge Group Awareness Support in Collaborative GBL Description of Collaborative KGA tools Methodology General Research design Hypotheses Game design KGA tool design Panels design Game play Participants Results Discussion 2
5. 1. Introduction: collaborative learning Learning Collaborative Learning Collaborative GBL: Learning environment that involves individual and group interpretations of given information. Peers can play together in order to construct new patterns and generate new problems (Jacques, 1995). Game Based Learning Collaborative GBL Collaborative Learning: A method to facilitate a knowledge basis and facilitate argument construction. According to Kim and Baylor (2006), collaboration within peers brings out activity and can stimulate motivation. Computer Supported Learning Computer Supported GBL Computer Supported Collaborative GBL Computer Supported CollaborativeLearning 5
12. Putting learning into a context (Leemkuil, de Jong, de Hoog & Christoph, 2003).
13.
14. Lack of effectiveness and poor learning results if no instructional measures or support are added in order to guide the learning process (Leemkuil et al., 2003; Kirschner, Sweller & Clark, 2006).
15. Need of regulation for both individual and collectiveactions in this kind of environments (Azevedo, 2008). It is quite possible that arguing does not lead to more understanding of the issue: people stick to their own viewpoints, or peers do not present very strong arguments (Munneke et al., 2007).
26. 1. Introduction: KGA support in Collaborative GBL Does my teammate have previous knowledge on the task? Which were his individual answers to the collaborative task ? Is he sure of his performance in the game? Group Awareness Widgets (GAw)are tools or functionalities providing the learners with social information promoting group awareness (Kreijns & Kirschner, 2002; Jermann et al., 2001)For promoting KGA, these widgets require players’ Knowledge Elicitation (KE). We consider 3 types of KE (pre, per and post gaming): 1. Previousknowledge level 2. Knowledgeas performance in the game 3. Level of certainity or (confidence CL)
27. 1. Introduction: KGA support in Collaborative GBL Does my teammate have previous knowledge on the task? Which were his individual answers to the collaborative task ? How can players share this information in a collaborative game environment? Is he sure of his performance in the game? Group Awareness Widgets (GAw)are tools or functionalities providing the learners with social information promoting group awareness (Kreijns & Kirschner, 2002; Jermann et al., 2001)For promoting KGA, these widgets require players’ Knowledge Elicitation (KE). We consider 3 types of KE (pre, per and post gaming): 1. Previousknowledge level 2. Knowledgeas performance in the game 3. Level of certainity or confidence (CL)
28. 1. Introduction: Description of Collaborative KGA tools Metacognition Metacognitive processes Judgment of learning (JOL): the retrieval after the process of learning (Efklides, 2005). It can present a positive (JOL+) or negative tendency (JOL-). Learning Feeling Of Knowledge (FOK) is a metacognitive feeling of how people determine what they know about a question before actually answering it operates whenever memory is required (Reder & Ritter, 1992). Accuracy of retrieval Certainty Level (CL) : a metacognitive process that expresses how sure a person is about the correctness of his or her own performance, belief or knowledge state (Leclercq, D. & Poumay, M., 2008).
29. 1. Introduction: Description of Collaborative KGA tools I think I have learnt little this last hour because I was asleep Metacognition Metacognitive processes I know the name of my peer but I can’t recall it! Judgment of learning (JOL): the retrieval after the process of learning (Efklides, 2005). It can present a positive (JOL+) or negative tendency (JOL-). Learning I’m absolutely sure Lisbon is the Capital of Portugal. Feeling Of Knowledge (FOK) is a metacognitive feeling of how people determine what they know about a question before actually answering it operates whenever memory is required (Reder & Ritter, 1992). Accuracy of retrieval Certainty Level (CL) : a metacognitive process that expresses how sure a person is about the correctness of his or her own performance, belief or knowledge state (Leclercq, D. & Poumay, M., 2008).
33. 2. Methodology: hypotheses H1:IndividualCL expression leads to better performance (accuracy) H2a: Sharing the CL with the dyad peer leads to better confidence accuracy. H2b:Shared visualisation of CL leads to a better collaborative performance. H3: Shared visualisation of CL leads to more on-task comments between peers. H4: CL improvement within the diferent stages should be observed. 16
34. 2. Methodology: Context Grades in BBA and Law “Análisis y Planificación Financiera I” eF-Game: 1st draft
35. 2. Methodology: The traffic Light tool design We quantify metacognitive processes and therefore study the KGA and its relation with game performance in a collaborative game by: the Confidence or Certainty Level (CL) elicitation in a 3-colour scale, our KGAw.
41. 3. Results X X X H2b: Shared visualisation of CL leads to a better collaborative performance. H1: Individual CL expression leads to better performance (accuracy) H2a: Sharing the CL with the dyad peer leads to better confidence accuracy. V X H3: Shared visualisation of CL leads to more fon-task comments between peers. H4: CL improvement within the diferent stages should be observed. 24
43. 4. Discussion H1: failed probably due to the size of the sample and the homogeneity of the student’s financial previous level. H2a & b: CL Dyads performed slightly better, no significant differences were found, also due to size of the sample and because the face-to-face environment: control group could also infer also knowledge cues from partners. H3: dyads using KGAw were focused in on-task discussions (Brennan and Williams, 1992). Further research needed. H4: the little evolution of confidence elicitation through the game can be due to homogeneity and sample size. 26
50. 4. References Gutwin, C., Greenberg, S. (1995). Support for Group Awareness in Real Time Desktop Conferences. In: Proceedings of The Second New Zealand Computer Science Research Students’ Conference, University of Waikato, Hamilton, New Zealand. Gutwin, C., Roseman, M. & Greenberg, S. (1996). A Usability Study of Awareness Widgets in a Shared Workspace Groupware System. Herz, C.J. (2001). Gaming the system: What higher education can learn from multiplayer online worlds. The Internet and the University, Educause Forum on the Future of Higher Education http://www.educause.edu/ir/library/pdf/ffpiu019.pdf [retrieved 21/02/2011] Jacques, D. (1995). Games, simulations and case studies. A review. In D. Saunders (Ed.),The simulation and gaming yearbook. Vol. 3: Games and simulations for business. London: Kogan Page. Jermann P., Soller A. & Muehlenbrock, M. (2001). From mirroring to guiding: A review of the state of art technology for supporting collaborative learning. Proceedings of the First European Conference on Computer-Supported Collaborative Learning, Maastricht, The Netherlands, 324-331. Kim, Y., & Baylor, A. L. (2006). A Social-Cognitive Framework for Pedagogical Agents as Learning Companions. Educational Technology Research and Development, 54, 6, 569-596. Kirschner, P. A., Sweller, J., & Clark, R. E. (2006). Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching. Educational Psychologist, 41, 2, 75-86. 29
51. 4. References Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning: A report for NESTA Futurelab. Bristol: NESTA Futurelab. Kreijns, K., & Kirschner, P. A. (2002). Group awareness widgets for enhancing social interaction in computer-supported collaborative learning environments: design and implementation. Proceedings - Frontiers in Education Conference, 1. Leclercq, D. & Poumay, M. (2005). Three metacognitive indices for realism in self-assesment.LabSET, University of Liège. http://www.labset.net/media/prod/three_meta.pdf. [Retrieved 09/08/2011] Leemkuil, H., de Jong, T., de Hoog, R., and Christoph, N. (2003). KM Quest: A Collaborative Internet-Based Simulation Game. Simulation & Gaming, 34, 1, 89-111. Malouf, D. B. (1988). The effect of instructional computer games on continuing student motivation. The Journal of Special Education, 21, 4, 27-3 8. Munneke, L., Andriessen, J., Kanselaar, G., Kirschner, P. (2007): Supporting interactive argumentation: Influence of representational tools on discussing a wicked problem. Computers in Human Behavior 23, 3, 1072 Nickerson, R. (1999). How we know – and sometimes misjudge – what others know: Imputing one’s own knowledge to others. Psychological Bulletin, 125, 6, 737–759. Reder, L. M., Ritter, F. E. (1992). What Determines Initial Feeling of Knowing? Familiarity with question terms, not with the answer. Journal of experimental Psychology: Learning, Memory and Cognition, 18, 3, 435-451. Roberts, T.S., McInnerney, J.M. (2007): Seven Problems of Online Group Learning and Their Solutions. Educational Technology & Society 10, 4, 257–268
52. Thank you very much for your attention! Mireia Usart ESADE Direction of Educational Innovation and AcademicQuality (DIPQA) http://www.esade.edu Lisbon, 19/10/2011 31
Editor's Notes
We suppose that some collaborative learning premises can be implemented in collaborative GBL, therefore:
Challenges: list and highlight the LAST (Students collaborating in small groups need to monitor and adapt their metacognitive processes to possible changes in their motivational state, and therefore determine how much social support may be needed to perform the task.)As Munneke et al. say: there is therefore a need for enhancing metacognitive processes.
Activity: where are my game partners in the game, race…Action: what are they clicking, etc.
Activity: where are my game partners in the game, race…Action: what are they clicking, etc.
CL implications for learning :CL is a very powerful cue regarding the reliability of one’s knowledge (Allwood&Granhag, 1996). Low levels of confidence can bring students to hesitation or to uncritically adoption of more confident people’s viewpoints (Schraw & Sperling Dennison, 1994). High feeling of confidence makes people more decisivebut at the same time less critical of one’s decisions. (Koriat et al., 2002).Koriat (2000): FOK accompanies the memory search processes. FOK is sometimes related to the “tip of the tongue” idea. It can be positive or negative and has been studied for individual and other’s FOK. According to Schwartz (1994), if a student has a high FOK for an issue, then he may choose to spend more time trying to retrieve that item later than if the FOK is low. These processes can be achieved through the expressions of FOK and the shared visualization of the inter-subjective FOK information. The self-monitoring that occurs during learning has a guiding role in the self-paced acquisition of information. In particular, accuracy in METACOGNITIVE PROCESSES (FOK; JOL AND CJ) is critical for students, because if they are inaccurate, the allocation of subsequent study time will not be optimal and therefore, learning results may be worst.
CL implications for learning :CL is a very powerful cue regarding the reliability of one’s knowledge (Allwood&Granhag, 1996). Low levels of confidence can bring students to hesitation or to uncritically adoption of more confident people’s viewpoints (Schraw & Sperling Dennison, 1994). High feeling of confidence makes people more decisivebut at the same time less critical of one’s decisions. (Koriat et al., 2002).Koriat (2000): FOK accompanies the memory search processes. FOK is sometimes related to the “tip of the tongue” idea. It can be positive or negative and has been studied for individual and other’s FOK. According to Schwartz (1994), if a student has a high FOK for an issue, then he may choose to spend more time trying to retrieve that item later than if the FOK is low. These processes can be achieved through the expressions of FOK and the shared visualization of the inter-subjective FOK information. The self-monitoring that occurs during learning has a guiding role in the self-paced acquisition of information. In particular, accuracy in METACOGNITIVE PROCESSES (FOK; JOL AND CJ) is critical for students, because if they are inaccurate, the allocation of subsequent study time will not be optimal and therefore, learning results may be worst.
In a structured knowledge elicitation context, both players in a dyad share knowledge through a KGA widget. COMMENT VARIABLES: IV CJ and DV performances and accuracy
Spain, Barcelona
According to Schwartz (1994), if a student has a high FOK for an item, then he may choose to spend more time trying to retrieve that item later. Brennan and Williams (1995) used the term Feeling of Anothers' Knowing (FOAK) to refer to the KGA. In their paper, they introduce the idea that some conversational aspects of the interactions could help to develop the FOAK within a pair or group of persons. Despite the conversational aspects introduced by Brennan and colleagues (2008), we consider the explicitness that could be introduced in the support system of the game to promote the declaration of the individuals FOK and their intersubjective perception. These processes can be achieved through the expressions of FOK and the shared visualization of the inter-subjective FOK information.
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