Author: Richard Tutanes
Publisher: GRIN Verlag
ISBN: 3668612072
Category : Education
Languages : en
Pages : 52
Book Description
Diploma Thesis from the year 2016 in the subject Didactics - Common Didactics, Educational Objectives, Methods, , course: Master of Arts in Education major in Mathematics, language: English, abstract: This study aimed at assessing game-based instruction in improving mathematics performance in problem-solving and the development of problem-solving skills. Results show that in the two groups, the level of students’ learning using the game-based problem-solving in teaching appeared to have a fair performance compared to that of the conventional method. This implied that using the game-based problem-solving in teaching mathematics is more effective than employing the conventional method. Thus, the use of game-based problem-solving in teaching mathematics can improve the performance of the students in Mathematics.
Game-Based Problem Solving Skills and Mathematics Performance
Author: Richard Tutanes
Publisher: GRIN Verlag
ISBN: 3668612072
Category : Education
Languages : en
Pages : 52
Book Description
Diploma Thesis from the year 2016 in the subject Didactics - Common Didactics, Educational Objectives, Methods, , course: Master of Arts in Education major in Mathematics, language: English, abstract: This study aimed at assessing game-based instruction in improving mathematics performance in problem-solving and the development of problem-solving skills. Results show that in the two groups, the level of students’ learning using the game-based problem-solving in teaching appeared to have a fair performance compared to that of the conventional method. This implied that using the game-based problem-solving in teaching mathematics is more effective than employing the conventional method. Thus, the use of game-based problem-solving in teaching mathematics can improve the performance of the students in Mathematics.
Publisher: GRIN Verlag
ISBN: 3668612072
Category : Education
Languages : en
Pages : 52
Book Description
Diploma Thesis from the year 2016 in the subject Didactics - Common Didactics, Educational Objectives, Methods, , course: Master of Arts in Education major in Mathematics, language: English, abstract: This study aimed at assessing game-based instruction in improving mathematics performance in problem-solving and the development of problem-solving skills. Results show that in the two groups, the level of students’ learning using the game-based problem-solving in teaching appeared to have a fair performance compared to that of the conventional method. This implied that using the game-based problem-solving in teaching mathematics is more effective than employing the conventional method. Thus, the use of game-based problem-solving in teaching mathematics can improve the performance of the students in Mathematics.
Multimedia for Learning
Author: Stephen M. Alessi
Publisher: Allyn & Bacon
ISBN:
Category : Business & Economics
Languages : en
Pages : 596
Book Description
Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help. Ending a Program. II. METHODOLOGIES. Tutorials. Questions and Responses. Judgement of Responses. Feedback about Responses. Remediation. Organization and Sequence of Program Segments. Learner Control in Tutorials. Hypermedia. Structure of Hypermedia. Hypermedia Formats. The Hypermedia Database. Navigation and Orientation. Support for Learning and Learning Strategies. Drills. Basic Drill Procedure. The Introduction of a Drill. Item Characteristics. Item Selection and Queuing Procedures. Feedback. Item Grouping Procedures. Motivating the Learner. Data Storage and Program Termination. Advantages of Multimedia Drills. Simulations. Types of Simulations. Advantages of Simulations. Factors in Simulations. Simulation Design and Development. Educational Games. Examples of Educational Games. General Factors in Games. Factors in the Introduction of a Game. Factors in the Body of the Game. Factors in the Conclusion of a Game. Pitfalls Associated with Creating and Using Games. Tools and Open-Ended Learning Environments. Construction Sets. Electronic Performance Support Systems. Microworlds. Learning Tools. Expert System Shells. Modeling and Simulation Tools. Multimedia Construction Tools. Open-Ended Learning Environments. Tests. Computerized Test Construction. Computerized Test Administration. Factors in Tests. Other Testing Approaches in the Computer Environment. Security. Web-Based Learning. What Is the "Web" in Web-Based Learning? Uses of the Web for Learning. Factors in Web-Based Learning. Concerns with Web-Based Learning. Advantages of Web-Based Learning. The Future of Web-Based Learning. III. DESIGN & DEVELOPMENT. Overview of a Model for Design and Development. Standards. Ongoing Evaluation. Project Management. Phase 1. Planning. Phase 2. Design. Phase 3. Development. Establishing Expectations. The Evaluation Form. Planning. Define the Scope of the Content. Identity Characteristics of Learners and Other Users. Establish Constraints. Cost the Project. Produce a Planning Document. Produce a Style Manual. Determine and Collect Resources. Conduct Initial Brainstorming. Define the Look and Feel of the Project. Obtain Client Sign-Off. Design. The Purpose of Design. The Audiences for Design Documents. Develop Initial Content Ideas. Task and Concept Analyses. Preliminary Program Description. Detailing and Communicating the Design. Prototypes. Flowcharts. Storyboards. Scripts. The Importance of Ongoing Evaluation. Client Sign Off. Development. Project Management. Prepare the Text Components. Write the Program Code. Create the Graphics. Produce Video. Record the Audio. Assemble the Pieces. Prepare Support Materials. Alpha Testing. Making Revisions. Beta Testing. Final Revisions. Obtaining Client Sign-Off. Validating the Program.
Publisher: Allyn & Bacon
ISBN:
Category : Business & Economics
Languages : en
Pages : 596
Book Description
Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help. Ending a Program. II. METHODOLOGIES. Tutorials. Questions and Responses. Judgement of Responses. Feedback about Responses. Remediation. Organization and Sequence of Program Segments. Learner Control in Tutorials. Hypermedia. Structure of Hypermedia. Hypermedia Formats. The Hypermedia Database. Navigation and Orientation. Support for Learning and Learning Strategies. Drills. Basic Drill Procedure. The Introduction of a Drill. Item Characteristics. Item Selection and Queuing Procedures. Feedback. Item Grouping Procedures. Motivating the Learner. Data Storage and Program Termination. Advantages of Multimedia Drills. Simulations. Types of Simulations. Advantages of Simulations. Factors in Simulations. Simulation Design and Development. Educational Games. Examples of Educational Games. General Factors in Games. Factors in the Introduction of a Game. Factors in the Body of the Game. Factors in the Conclusion of a Game. Pitfalls Associated with Creating and Using Games. Tools and Open-Ended Learning Environments. Construction Sets. Electronic Performance Support Systems. Microworlds. Learning Tools. Expert System Shells. Modeling and Simulation Tools. Multimedia Construction Tools. Open-Ended Learning Environments. Tests. Computerized Test Construction. Computerized Test Administration. Factors in Tests. Other Testing Approaches in the Computer Environment. Security. Web-Based Learning. What Is the "Web" in Web-Based Learning? Uses of the Web for Learning. Factors in Web-Based Learning. Concerns with Web-Based Learning. Advantages of Web-Based Learning. The Future of Web-Based Learning. III. DESIGN & DEVELOPMENT. Overview of a Model for Design and Development. Standards. Ongoing Evaluation. Project Management. Phase 1. Planning. Phase 2. Design. Phase 3. Development. Establishing Expectations. The Evaluation Form. Planning. Define the Scope of the Content. Identity Characteristics of Learners and Other Users. Establish Constraints. Cost the Project. Produce a Planning Document. Produce a Style Manual. Determine and Collect Resources. Conduct Initial Brainstorming. Define the Look and Feel of the Project. Obtain Client Sign-Off. Design. The Purpose of Design. The Audiences for Design Documents. Develop Initial Content Ideas. Task and Concept Analyses. Preliminary Program Description. Detailing and Communicating the Design. Prototypes. Flowcharts. Storyboards. Scripts. The Importance of Ongoing Evaluation. Client Sign Off. Development. Project Management. Prepare the Text Components. Write the Program Code. Create the Graphics. Produce Video. Record the Audio. Assemble the Pieces. Prepare Support Materials. Alpha Testing. Making Revisions. Beta Testing. Final Revisions. Obtaining Client Sign-Off. Validating the Program.
Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds
Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1466640197
Category : Education
Languages : en
Pages : 361
Book Description
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
Publisher: IGI Global
ISBN: 1466640197
Category : Education
Languages : en
Pages : 361
Book Description
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
Digital Game-Based Learning
Author: Marc Prensky
Publisher: Paragon House
ISBN: 9781557788634
Category : Education
Languages : en
Pages : 464
Book Description
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Publisher: Paragon House
ISBN: 9781557788634
Category : Education
Languages : en
Pages : 464
Book Description
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.
Interdisciplinary Design of Game-based Learning Platforms
Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 161
Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 161
Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
ECGBL 2021 15th European Conference on Game-Based Learning
Author: Panagiotis Fotaris
Publisher: Academic Conferences Limited
ISBN: 1914587138
Category : Computers
Languages : en
Pages :
Book Description
Publisher: Academic Conferences Limited
ISBN: 1914587138
Category : Computers
Languages : en
Pages :
Book Description
Stealth Assessment
Author: Valerie Jean Shute
Publisher: MIT Press
ISBN: 0262518813
Category : Education
Languages : en
Pages : 102
Book Description
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
Publisher: MIT Press
ISBN: 0262518813
Category : Education
Languages : en
Pages : 102
Book Description
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
ECGBL 2022 16th European Conference on Game-Based Learning
Author: Conceição Costa
Publisher: Academic Conferences and publishing limited
ISBN: 1914587529
Category : Education
Languages : en
Pages : 842
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1914587529
Category : Education
Languages : en
Pages : 842
Book Description
Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education
Author: Kennedy-Clark, Shannon
Publisher: IGI Global
ISBN: 1466644710
Category : Education
Languages : en
Pages : 357
Book Description
The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.
Publisher: IGI Global
ISBN: 1466644710
Category : Education
Languages : en
Pages : 357
Book Description
The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.
Making Sense of Word Problems
Author: Eric de Corte
Publisher: CRC Press
ISBN: 9789026516283
Category : Education
Languages : en
Pages : 232
Book Description
Word problems have been a staple of mathematics instruction for centuries, yet the rationale for their use has remained largely unexamined. A range of findings have shown how students consistently answer them in ways that fail to take account of the reality of the situations described. This monograph reports on studies carried out to investigate this "suspension of sense-making" in answering word problems. In Part One, a wide range of examples documenting the strength of the phenomenon is reviewed. Initial surprise at the findings was replaced by a conviction that the explanation lies in the culture of the mathematics classroom, specifically the rules implicitly governing the nature and interpretation of the word problem genre. This theoretical shift is reflected in Part Two. A detailed analysis of the way in which word problems are currently taught in typical mathematical classrooms is followed by reviews of design experiments illustrating how, by immersing students in a fundamentally changed learning environment, they can acquire what the authors consider to be more appropriate conceptions about, and strategies for doing, word problems. Part Three turns to a wider discussion of theoretical issues, a further analysis of the features of the educational system considered responsible for outcomes detrimental to many students' understanding and conception of mathematics, and suggestions for rethinking the role of word problems within the curriculum.
Publisher: CRC Press
ISBN: 9789026516283
Category : Education
Languages : en
Pages : 232
Book Description
Word problems have been a staple of mathematics instruction for centuries, yet the rationale for their use has remained largely unexamined. A range of findings have shown how students consistently answer them in ways that fail to take account of the reality of the situations described. This monograph reports on studies carried out to investigate this "suspension of sense-making" in answering word problems. In Part One, a wide range of examples documenting the strength of the phenomenon is reviewed. Initial surprise at the findings was replaced by a conviction that the explanation lies in the culture of the mathematics classroom, specifically the rules implicitly governing the nature and interpretation of the word problem genre. This theoretical shift is reflected in Part Two. A detailed analysis of the way in which word problems are currently taught in typical mathematical classrooms is followed by reviews of design experiments illustrating how, by immersing students in a fundamentally changed learning environment, they can acquire what the authors consider to be more appropriate conceptions about, and strategies for doing, word problems. Part Three turns to a wider discussion of theoretical issues, a further analysis of the features of the educational system considered responsible for outcomes detrimental to many students' understanding and conception of mathematics, and suggestions for rethinking the role of word problems within the curriculum.