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1 – 10 of 12
Article
Publication date: 19 July 2021

Meredith Thompson, Cigdem Uz-Bilgin, M. Shane Tutwiler, Melat Anteneh, Josephine Camille Meija, Annie Wang, Philip Tan, Richard Eberhardt, Dan Roy, Judy Perry and Eric Klopfer

This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same…

Abstract

Purpose

This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD).

Design/methodology/approach

In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session.

Findings

Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game.

Originality/value

This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.

Details

Information and Learning Sciences, vol. 122 no. 7/8
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 1 February 2003

Eric Klopfer and Andrew Begel

StarLogo is a computer modeling tool that empowers students to understand the world through the design and creation of complex systems models. StarLogo enables students to program…

Abstract

StarLogo is a computer modeling tool that empowers students to understand the world through the design and creation of complex systems models. StarLogo enables students to program software creatures to interact with one another and their environment, and study the emergent patterns from these interactions. Building an easy‐to‐understand, yet powerful tool for students required a great deal of thought about the design of the programming language, environment, and its implementation. The salient features are StarLogo's great degree of transparency (the capability to see how a simulation is built), its support to let students create their own models (not just use models built by others), its efficient implementation (supporting simulations with thousands of independently executing creatures on desktop computers), and its flexible and simple user interface (which enables students to interact dynamically with their simulation during model testing and validation). The resulting platform provides a uniquely accessible tool that enables students to become full‐fledged practitioners of modeling. In addition, we describe the powerful insights and deep scientific understanding that students have developed through the use of StarLogo.

Details

Kybernetes, vol. 32 no. 1/2
Type: Research Article
ISSN: 0368-492X

Keywords

Content available
Article
Publication date: 1 February 2003

Andrew Adamatzky

1206

Abstract

Details

Kybernetes, vol. 32 no. 1/2
Type: Research Article
ISSN: 0368-492X

Article
Publication date: 11 September 2017

Mia Kalish

Educational mathematics game models tend to be simplistic because they are target-oriented. This paper aims to show how game models that facilitate discovery and analysis can be…

Abstract

Purpose

Educational mathematics game models tend to be simplistic because they are target-oriented. This paper aims to show how game models that facilitate discovery and analysis can be derived from successful implementations already existing in the popular culture.

Design/methodology/approach

Based loosely on Rivera’s Toward a visually-oriented school mathematics curriculum, the analysis combines perspectives from psychology, the graphic arts and object-oriented technology to illustrate the depth and breadth of mathematics in a popular commercial.

Findings

This paper offers an cross-disciplinary justification for expanding curricular resources beyond traditional alphanumeric metonymies. Illustrations show the mathematical concepts underlying the commercial structure as well as the multimodal, sensuous, semiotic aspects.

Research limitations/implications

This analytical approach is intended to precede development of game mechanics. It is focused on expanding the psychology of mathematics beyond the metonymic, canned problem approach and toward more dynamic examples.

Practical implications

Games based on real examples from popular culture can provide learners with an answer to the following question: When will I ever use this in real life?

Social implications

The philosophy here is that learners will be excited and challenged by engaging real-life mathematics. The issue has always been that people cannot imagine what they have never seen, and this approach gives them a way to see the math in action, answering Rivera’s question, “Can we make a game based on visualizing the mathematics” with a resounding “Yes!”

Originality/value

This paper offers a fresh approach to designing games for learning mathematics.

Article
Publication date: 1 July 2014

Christopher D. Moore, Cheryl Anne Beshke and Chara Haeussler Bohan

In this study, the authors evaluate the use of an election simulation game in the middle and high school social studies classroom. They consider how the game implementation…

1018

Abstract

In this study, the authors evaluate the use of an election simulation game in the middle and high school social studies classroom. They consider how the game implementation reflected the practical use of constructivist and constructionist pedagogical principles. A brief explanation of the literature on the use of technology in social studies classrooms is provided and a practical explanation of how teachers implemented the game is offered. The ability to connect practice to theory afforded teachers important grounding and support for the use of technology in the social studies classroom. Students benefitted from the process of engagement in a form of media that is natural to digital natives. Challenges, with respect to the practical use of gaming in the social studies classroom, also are explored.

Details

Social Studies Research and Practice, vol. 9 no. 2
Type: Research Article
ISSN: 1933-5415

Keywords

Article
Publication date: 2 February 2010

Paul Schumann

The purpose of this paper is to: give a brief history of the development of complexity science for people unfamiliar with the details of complexity science; describe the different

Abstract

Purpose

The purpose of this paper is to: give a brief history of the development of complexity science for people unfamiliar with the details of complexity science; describe the different types of complexity; discuss examples of the types of complexity, and introduce some ideas about how complexity could be introduced into education.

Design/methodology/approach

This paper summarizes other work in the field of complexity science, and organizes the results in a new way with the intent of making a difficult subject easier for the reader to understand.

Findings

Two different types of complexity are described – organized and unorganized. The focus of the paper is on organized complexity of which three categories are described – complicated, chaotic and critical. Examples, descriptions and characteristics of each category are given.

Practical implications

Suggestions are given as to how this transformational science could be integrated into education.

Originality/value

The paper summarizes other work in the field of complexity science, and organizes the results in a new way with the intent of making a difficult subject easier for the reader to understand.

Details

On the Horizon, vol. 18 no. 1
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 8 December 2020

Amanda Cooper, Stephen MacGregor and Samantha Shewchuk

This scoping review utilizes findings from 80 articles to build a research model to study research-practice-policy networks in K-12 education systems. The purpose of this study…

Abstract

Purpose

This scoping review utilizes findings from 80 articles to build a research model to study research-practice-policy networks in K-12 education systems. The purpose of this study was to generate a broad understanding of the variation in conceptualizations of research-practice-policy partnerships, rather than dominant conceptualizations.

Design/methodology/approach

Arskey and O'Malley's (2005) five stage scoping review process was utilized including: (1) a consultative process with partners to identify research questions, (2) identify relevant studies, (3) study selection based on double-blind peer review, (4) charting the data and (5) collating, summarizing and reporting the results in a research model identifying key dimensions and components of research-practice partnerships (RPPs).

Findings

Coburn et al. (2013) definition of RPPs arose as an anchoring definition within the emerging field. This article proposes a model for understanding the organization and work of RPPs arising from the review. At the core lies shared goals, coproduction and multistakeholder collaboration organized around three dimensions: (1) Systems and structures: funding, governance, strategic roles, policy environment, system alignment; (2) Collaborative processes: improvement planning and data use, communication, trusting relationships, brokering activities, capacity building; (3) Continuous Learning Cycles: social innovation, implementation, evaluation and adaptation.

Research limitations/implications

By using a common framework, data across RPPs and from different studies can be compared. Research foci might test links between elements such as capacity building and impacts, or test links between systems and structures and how those elements influence collaborative processes and the impact of the RPPs. Research could test the generalizability of the framework across contexts. Through the application and use of the research model, various elements might be refuted, confirmed or refined. More work is needed to use this framework to study RPPs, and to develop accompanying data collection methods and instruments for each dimension and element.

Practical implications

The practical applications of the framework are to be used by RPPs as a learning framework for strategic planning, iterative learning cycles and evaluation. Many of the elements of the framework could be used to check-in with partners on how things are going – such as exploring how communication is working and whether these structures move beyond merely updates and reporting toward joint problem-solving. The framework could also be used prior to setting up an RPP as an organizing approach to making decisions about how that RPP might best operate.

Originality/value

Despite increased attention on multistakeholder networks in education, the conceptual understanding is still limited. This article analyzed theoretical and empirical work to build a systematic model to study RPPs in education. This research model can be used to: identify RPP configurations, analyze the impact of RPPs, and to compare similarities and differences across configurations.

Details

Journal of Professional Capital and Community, vol. 6 no. 1
Type: Research Article
ISSN: 2056-9548

Keywords

Article
Publication date: 1 March 1995

Christina S. Doyle

The Telemation project, a California grant‐funded training project,trained approximately 450 teachers through institutes conducted in thespring and fall of 1994. A central theme…

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Abstract

The Telemation project, a California grant‐funded training project, trained approximately 450 teachers through institutes conducted in the spring and fall of 1994. A central theme in this project is information literacy – the ability to access, evaluate, and use information from a variety of sources. Helping students acquire these skills is key to their successful use of online resources, as well as their continued ease in learning later in life. The TeleLearning Mobile Unit (TMU) provided a unique means to conduct training, in which 24 participants had simultaneous access to online resources. All participants are to develop a classroom project integrating online resources into the K‐12 curriculum. By late spring 1995, all Telemation projects should be online, available as models for all K‐12 teachers.

Article
Publication date: 6 April 2020

Donald Ropes, Han van Kleef and Giovanni Douven

This study aims to evaluate The World Café (TWC) method as a social collaborative learning environment. TWC is a widely used large-scale intervention for such things as…

Abstract

Purpose

This study aims to evaluate The World Café (TWC) method as a social collaborative learning environment. TWC is a widely used large-scale intervention for such things as organizational change and development or community development programs.

Design/methodology/approach

Three World Cafés were organized as part of a university research project on promoting sustainability-oriented innovation in the logistics sector. A total of 18 participants representing public and commercial organizations were interviewed on their experiences.

Findings

Learning processes are linked to social and cognitive aspects that TWC intervention effectively structures.

Practical implications

If a World Café is implemented according to the basic principles, it can be an effective environment for organizing non-formal learning in organizations.

Originality/value

Although the gray literature on World Cafés is full of anecdotal evidence about its effectiveness, there is a dearth of empirical research underpinning the claims.

Details

Journal of Workplace Learning, vol. 32 no. 4
Type: Research Article
ISSN: 1366-5626

Keywords

Open Access
Article
Publication date: 6 November 2017

Bee Leng Chew, Marnisya Abdul Rahim and Vighnarajah Vighnarajah

Recent advancement in technological development has encouraged distance learning institutions to be more productive and creative in effectively utilizing the Learning Management…

3568

Abstract

Purpose

Recent advancement in technological development has encouraged distance learning institutions to be more productive and creative in effectively utilizing the Learning Management System (LMS). Among the many measures employed is the integration of federated search engine into the LMS which allows for a more productive and wider scope of information retrieval through the provisions of library resources and services. The purpose of this paper is to report one such case study in Wawasan Open University exploring the integration of federated search engine (EBSCO Discovery Service (EDS) widget) into the learning spaces of LMS. Widgets resemble apps that enable the integration of EDS functionality in providing access for students to retrieve library learning resources from the convenience of the LMS, excluding the need to log onto the library.

Design/methodology/approach

This paper presents a discussion that highlights the development and conjectural implementation of a framework on the integration of the EDS widget into the University’s LMS. Data collection includes meta-analysis data from the micro- and macro-level infrastructure that make up the framework, namely, end-user layer, system layer and data management layer.

Findings

Findings from this study addressed significant importance to the library in promoting effective search and utilization of information needs. The findings will also make clear recommendations in developing effective collaborations between the library and faculties. Although the implementation of this framework is still in a developmental stage, this study still provides pertinent information in validating the integration of EDS into the University’s LMS.

Research limitations/implications

While serious limitations are not anticipated, possible concerns do exist with programming algorithms in the integration of EDS into the LMS. These challenges will be reported in the paper as reference for future replications of study

Practical implications

One key implication is the increase in the usage of the library resources and the potential to reach a larger audience of remote library users.

Originality/value

The primary advantage is to minimize the need for multiple gateway login while ensuring the library to monitor relevant library databases activities throughout the system check of the LMS.

Details

Asian Association of Open Universities Journal, vol. 12 no. 2
Type: Research Article
ISSN: 2414-6994

Keywords

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