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The paper aims to present a methodology for analyzing the pedagogical content of video games and to present the findings of one such analysis.
Abstract
Purpose
The paper aims to present a methodology for analyzing the pedagogical content of video games and to present the findings of one such analysis.
Design/methodology/approach
The pedagogical analysis presented here consists of three parts – an introduction to the new media of video games, a method for analyzing video games, and lastly, the results of analyzing the pedagogical content of the video game Portal.
Findings
The analysis uncovered significant pedagogical content and useful methodologies used in the design of the video game Portal.
Practical implications
The pedagogies and design methods used in the game Portal can help librarians engage and educate students of the gaming generation in information literacy tasks.
Originality/value
This paper provides a model for pedagogical analysis of the video game medium and practical techniques taken from an excellent representative of that medium.
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Keywords
Michael Hitchens and Rowan Tulloch
The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification…
Abstract
Purpose
The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to examine student attitudes to gamification, not the success of the gamification itself.
Design/methodology/approach
Based on a survey of the gamification literature, and particularly drawing on the work of Groh (2012), this system is designed with three key principles in mind: relatedness, competence and autonomy. Classroom activities and associated software were designed and implemented. Almost 200 students were surveyed to determine their attitude to the gamification. The survey included both Likert-scale and qualitative responses.
Findings
A majority of the students reported that they found the gamification useful and enjoyable, only a minority of students (around 15 per cent) disagreeing with such statements. However, only a minority of students perceived a relationship between the gamification activities and games. The authors conclude that well-designed gamification systems can be well-received by students and suggest that the success of gamification projects may not lie in their ability to recreate the experience of a video game, but in the strength of the relatedness, competence and autonomy of the student experience.
Research limitations/implications
The research is limited by the nature of the participants, who were drawn from videogame and media units and who may be predisposed to game-like activities.
Originality/value
This research demonstrates that students are able to perceive value in gamification in the classroom.
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Waleed Ahmed and Essam Zaneldin
This paper aims to use quick response (QR) code along with online videos to teach one of the college foundation courses in an international institution to enhance the grasp of the…
Abstract
Purpose
This paper aims to use quick response (QR) code along with online videos to teach one of the college foundation courses in an international institution to enhance the grasp of the students and to boost the students’ learning outcomes.
Design/methodology/approach
The study discussed and elaborated the findings that mainly focused on the usage of the online resources to teach Engineering Economy course. Besides, the authors analyzed how the gender may have different feedback for the student.
Findings
The study emphasized on the expectations of the students to use videos in the learning experience that preferred to be developed by course educator and to be published on the university platform, like blackboard or faculty website, that conforms university transformation vision undergoing nowadays. It is recommended to have a successful learning experience; it is the educator's responsibility to improve the personal digitization skills that would be used in the e-learning implementations, that will be used for the educational technology, which requires the use of creative media production mobile applications.
Practical implications
The education field has witnessed significant development over the past years in terms of using digital technologies as pedagogical tools to enhance the students’ learning experience especially the internet, where the traditional trends become outdated to be used in the classrooms. One of the main players in this field is videos that are considered as the main influencer to this educational change, where it has been demonstrated to and boost the quality of the learning experience.
Originality/value
In this study, students participated to explore the usefulness of using online learning through using videos blended with QR code to enhance the students’ performance in understanding one of the undergraduate foundation courses in the college of engineering, namely, engineering economy. A survey was distributed to students after the core material of the course was covered. The collected responses were then studied and analyzed.
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This study reflects an examination of four teachers and their approaches to teaching the Holocaust and comparative genocide. The purpose was to address four succinct research…
Abstract
This study reflects an examination of four teachers and their approaches to teaching the Holocaust and comparative genocide. The purpose was to address four succinct research questions that followed a conceptual framework which emerged around these teachers’ rationale, methodology, preparation, and characteristics. Analysis of the results allowed for the emergence of six themes: (a) citizenship, (b) curriculum and design, (c) teaching pedagogy, (d) influence of modeling, (e) neoteny, and (f) life-altering experiences.
The purpose of this paper is to explore to what extent a flipped classroom pedagogy (FCP) design as a digital pedagogical tool enhances student teachers’ learning in economics…
Abstract
Purpose
The purpose of this paper is to explore to what extent a flipped classroom pedagogy (FCP) design as a digital pedagogical tool enhances student teachers’ learning in economics education at an open distance e-Learning (ODeL) university.
Design/methodology/approach
This exploratory study used a quantitative approach and online survey design. The sample consisted of 214 Postgraduate Certificate in Education (PGCE) and 157 Baccalaureus Educationis (BEd) (senior and further education and training phase) student teachers. A closed structured online questionnaire, Flipped Classroom Pedagogy Questionnaire, designed on a four-point Likert scale, was used to collect data. Descriptive and inferential data were computed to explore student teachers’ learning to teach an economics education in a teacher education course. Ethical clearance was granted and therefore adheres to the policy on research ethics of the university.
Findings
Empirically, the findings of this paper revealed that the FCP digital pedagogy enhanced economics students’ academic performance and perceptions in an online open distance learning environment. Furthermore, student teachers perceived that the functionality of the FCP experience as an online strategy was useful and effective for their learning. Therefore, these findings confirmed and extended what is revealed by earlier research studies regarding the debate on the usefulness of the FCP approach as a powerful technology-integrated teaching design in teacher education courses.
Research limitations/implications
The findings of this investigation could not be generalised because a small sample was selected. Further investigation is needed regarding comparing other similar modules of the PGCE/BEd (senior and FET phase) programmes over a longer investigative period in the college. Further research should be explored, employing a mixed-methods approach on how student teachers perceived academic support in the FCP strategy towards self-directed learning.
Practical implications
Ultimately, several implications for using the FCP approach emerged, in particular for rethinking teacher education programmes to support and accommodate the digital learner. To implement this approach successfully, faculties should formulate clear intended outcomes for implementing the FCP pedagogical approach. In addition, faculties at higher education institutions should seriously consider the merits of the FCP approach in order to avoid becoming redundant. Therefore, lecturers who intend to use this strategy either through a contact, blended or ODeL mode of delivery, are compelled to provide consistent, ongoing constructive feedback and monitoring required learning tasks.
Social implications
The paper empowers PGCE/BEd (senior and FET phase) students to teach the subject in a diverse society.
Originality/value
This research study has shown that student teachers perceived an FCP approach in an online platform as an empowering tool that is both effective and useful and that positively impacts on their lived experience in an ODeL context. It extends the epistemology (subject of knowledge) of the effectiveness of the FCP strategy as an enhancer for student learning in an ODeL environment, teacher education in particular. Furthermore, a noteworthy contribution is made towards the application of the FCP as one of the digital pedagogies in teaching economics in an ODeL context. This exploratory study also makes a methodological contribution to the validation of an online data collection instrument for use in future studies.
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The datafication of teaching and learning settings continues to be of broad interest to the learning sciences. In response, this study aims to explore a non-traditional learning…
Abstract
Purpose
The datafication of teaching and learning settings continues to be of broad interest to the learning sciences. In response, this study aims to explore a non-traditional learning setting, specifically two Golf Teaching and Research Programs, to investigate how athletes and coaches capture, analyze and use performance data to improve their practice. Athletic settings are well known for spurring the proliferation of personal data about performance across a range of contexts and ability levels. In these contexts, interest in athletes’ experiences with data has often been overshadowed by a focus on the technologies capturing the data and their capabilities.
Design/methodology/approach
This ethnographic research focuses on the data-rich experiences of golf coaches and students during two pedagogical encounters. Using Balka and Star’s (2015) concept of shadow bodies, this article explores how golfing bodies can become infused with data, creating partial representations of a lived experience that can be augmented and manipulated for pedagogical purposes, depending on the context and the individuals involved.
Findings
Interaction analysis helps the authors to examine the embodied and interactional nature of coach-golfer pedagogical encounters across two sites, a local Professional Golf Association golf course and a Swing Analysis Lab. The authors also split these encounters into two episodes to identify how coaches and golfers use partial representations of their bodies to analyze performance and interpret data.
Originality/value
This research suggests that as data-driven practices continue to engulf athletic settings, and teaching and learning settings broadly, emphasis needs to be placed on ensuring that athletes (learners) – from the most recreational to elite users – have an embodied understanding of their performance to improve their ability. Furthermore, this article raises questions about what data gets shared between instructors and athletes and how that data is used.
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Tony Hall, Cornelia Connolly, Seán Ó Grádaigh, Kevin Burden, Matthew Kearney, Sandy Schuck, Jeroen Bottema, Gerton Cazemier, Wouter Hustinx, Marie Evens, Ton Koenraad, Eria Makridou and Panagiotis Kosmas
This paper is based on the emergency changes we have had to make in the European DEIMP Project (2017-2020), “Designing and Evaluating Innovative Mobile Pedagogies” (DEIMP). DEIMP…
Abstract
Purpose
This paper is based on the emergency changes we have had to make in the European DEIMP Project (2017-2020), “Designing and Evaluating Innovative Mobile Pedagogies” (DEIMP). DEIMP is undertaken by a transnational consortium comprising partner institutions and schools from the UK (coordinating), Australia, Belgium, Cyprus, Ireland and The Netherlands. As well as the enforced changes to the project, there have been major adjustments in how education is being provided in each of our countries, across all sectors: primary, secondary and tertiary. The purpose of this paper is to provide pragmatic guidelines that will help us respond effectively in the uncertain present, and plan systematically for an unpredictable, post-pandemic future.
Design/methodology/approach
The authors outline 21 design principles underpinning innovative mobile learning, which will be of pragmatic use to all using mobile learning in the COVID-19 pandemic. These principles have emerged in the context of the three-year European DEIMP Project (2017-2020). The authors also examine major educational changes that have recently been imposed upon teachers and educational researchers, and key aspects of the current emergency response in education internationally, and resultant implications for educational technology and mobile learning.
Findings
A living record highlighting what is currently happening in the educational systems of the DEIMP project’s respective partner countries. The paper outlines design concerns and issues, which will need to be addressed as the authors endeavour to bridge both the digital divide and digital use divide in remote education. Furthermore, the paper illustrates 21 pragmatic design principles underpinning innovative mobile pedagogies.
Originality/value
A comparative study of the effects of the pandemic across six countries, including The UK, Australia, Belgium, Cyprus, Ireland and The Netherlands. The authors outline 21 design principles for mobile learning, which is hoped will help us respond effectively in the uncertain present, and plan systematically for an unpredictable, post-pandemic future.
This paper aims to describe a plan to establish a campus critical gaming group for faculty members to learn about contemporary videogames and how to use them in their classrooms…
Abstract
Purpose
This paper aims to describe a plan to establish a campus critical gaming group for faculty members to learn about contemporary videogames and how to use them in their classrooms.
Design/methodology/approach
The plan is based on the principles of game-based learning, adapting classroom practice to teach faculty about video games.
Findings
The group will meet for the first time in the academic year 2015-2016 with findings to be reported at the conclusion of the spring semester.
Research limitations/implications
The desire is that this critical gaming group will become a model for other universities to adopt.
Practical implications
As designed, the critical gaming group should be inexpensive to set up and maintain.
Social implications
The critical gaming group should foster collegiality among faculty from different disciplines and colleges.
Originality/value
A critical gaming group for faculty is a unique concept, not yet tested.
Details
Keywords
Anne Henry Cash, Hilary Dack and William Leach
For preservice teacher candidates (PSTs), receiving feedback on core practices is an important component in supporting the development of their practice. However, coaches are…
Abstract
Purpose
For preservice teacher candidates (PSTs), receiving feedback on core practices is an important component in supporting the development of their practice. However, coaches are often underprepared to support PSTs on core practices, and feedback can be infrequent or low quality (Anderson and Stillman, 2013; Clarke et al., 2014). Understanding such variation in the content and process for providing feedback to PSTs is important in evaluating and improving feedback effectiveness for amplifying their learning.
Design/methodology/approach
The authors studied feedback provided by coaches in response to a video of a sample PST’s lesson. The authors examined the extent to which coaches’ feedback targeted the core practice of eliciting student thinking and whether this was associated with their assigned PSTs’ instructional practices during student teaching. The authors also questioned whether this aspect of coach feedback could be changed in response to professional development.
Findings
The results provide preliminary evidence that coaches vary in the extent to which they focus feedback on a particular practice, even when directed to do so. Moreover, when coaches provide focused feedback on a core practice, the PSTs that they coach use the core practice during student teaching. Further, coaches’ feedback can be improved through professional development.
Originality/value
This study contributes to a limited evidence base examining the association between feedback and PSTs’ observed practice. It also establishes that coach feedback can be improved with professional development. The authors discuss these results in the context of documenting and improving teacher preparation.
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Colla J. MacDonald, Hugh Kellam and Catherine Peirce
The purpose of this paper is to describe the process of developing the early brain and biological development and addictions podcast series for first and second year medical…
Abstract
Purpose
The purpose of this paper is to describe the process of developing the early brain and biological development and addictions podcast series for first and second year medical students. This paper also presents the findings from an evaluation of the introductory podcast in this series of 13 podcasts.
Design/methodology/approach
Three focus groups were held with a total of 19 participants representing ten universities across Canada as well as one college and one foundation. Each focus group was audiotaped and then transcribed verbatim. The coding process consisted of grouping the common codes together to form themes based on the W(e)Learn framework.
Findings
Findings suggested that most participants were enthusiastic regarding the potential of the podcast project not only for the intended audience but also for all medical students and residents as well as continuous healthcare education. However, findings also suggest that other participants were not as fervent about the potential of the program. Many participants provided suggestions for how to further improve the podcast. These suggestions have already been implemented into the program design in an attempt to meet end-users' needs and expectations.
Originality/value
This research shares an innovative approach to supporting healthcare education in undergraduate education. Podcasting has become a cost-effective and convenient pedagogical tool for distributing educational information. Podcasts are effective teaching tools since listening is an active, engaging and creative process on interpreting content and creating meaning from auditory cues.
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