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Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Advances in Game-Based Learning Oostendorp · van Wouters Advances in Game-Based Learning Pieter Wouters · Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and Eds. Pieter Wouters effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the Herre van Oostendorp Editors respective technique into a particular game. Instructional 1 Learning and Motivation of Serious Games and Motivation Learning Facilitate to Techniques Instructional Techniques to Facilitate Learning and Motivation of Serious Games Education ISBN 978-3-319-39296-7 9 783319 392967 Advances in Game-Based Learning Series editor: Dirk Ifenthaler Scott JosephWarren Deniz Eseryel More information about this series at http://www.springer.com/series/13094 Pieter Wouters • Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games Editors Pieter Wouters Herre van Oostendorp Utrecht University Utrecht University Utretcht , The Netherlands Utrecht , The Netherlands Advances -
Challenges of Business Simulation Games — a New Approach of Teaching Business
Chapter 10 Challenges of Business Simulation Games — A New Approach of Teaching Business Andrej Jerman Blažič and Franc Novak Additional information is available at the end of the chapter http://dx.doi.org/10.5772/61242 Abstract Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to in‐ crease visualisations and challenge the student creativity. They have the potential to sig‐ nificantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empower‐ ing and mediating learning business content. This chapter addresses the simulation busi‐ ness games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simula‐ tion games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks. Keywords: Serious Games, Business Simulation Games, E-Learning, Problem-Based Learning, Education 1. Introduction Digital games have the potential to change the landscape of education as we know it. -
A History of Instructional Media, Instructional Design, and Theories
A History of Instructional Media, Instructional Design, and Theories Yunjo An University of North Texas, United States www.ijte.net To cite this article: An, Y. (2021). A history of instructional media, instructional design, and theories. International Journal of Technology in Education (IJTE), 4(1), 1-21. https://doi.org/10.46328/ijte.35 The International Journal of Technology in Education (IJTE) is a peer-reviewed scholarly online journal. This article may be used for research, teaching, and private study purposes. Authors alone are responsible for the contents of their articles. The journal owns the copyright of the articles. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of the research material. All authors are requested to disclose any actual or potential conflict of interest including any financial, personal or other relationships with other people or organizations regarding the submitted work. This work is licensed under a Creative Commons Attribution -NonCommercial-ShareAlike 4.0 International License. International Journal of Technology in Education (IJTE) is affiliated with International Society for Technology, Education, and Science (ISTES): www.istes.org International Journal of Technology in Education 2021, Vol. 4, No. 1, 1-21 https://doi.org/10.46328/ijte.35 A History of Instructional Media, Instructional Design, and Theories Yunjo An Article Info Abstract Article History This paper discusses the history of the instructional design and technology field Received: in four major time periods: (1) 1900s – 1930s, (2) World War II – 1970s, (3) 9 March 2020 1980s – 1990s, and (4) 21st century. -
Black Feminist Thought
Praise for the first edition of Black Feminist Thought “The book argues convincingly that black feminists be given, in the words immor- talized by Aretha Franklin, a little more R-E-S-P-E-C-T....Those with an appetite for scholarese will find the book delicious.” —Black Enterprise “With the publication of Black Feminist Thought, black feminism has moved to a new level. Collins’ work sets a standard for the discussion of black women’s lives, experiences, and thought that demands rigorous attention to the complexity of these experiences and an exploration of a multiplicity of responses.” —Women’s Review of Books “Patricia Hill Collins’ new work [is] a marvelous and engaging account of the social construction of black feminist thought. Historically grounded, making excellent use of oral history, interviews, music, poetry, fiction, and scholarly literature, Hill pro- poses to illuminate black women’s standpoint. .Those already familiar with black women’s history and literature will find this book a rich and satisfying analysis. Those who are not well acquainted with this body of work will find Collins’ book an accessible and absorbing first encounter with excerpts from many works, inviting fuller engagement. As an overview, this book would make an excellent text in women’s studies, ethnic studies, and African-American studies courses, especially at the upper-division and graduate levels. As a meditation on the deeper implications of feminist epistemology and sociological practice, Patricia Hill Collins has given us a particular gift.” —Signs “Patricia Hill Collins has done the impossible. She has written a book on black feminist thought that combines the theory with the most immediate in feminist practice. -
Learning Theories and Instructional Strategies
Learning Theories And Instructional Strategies Rainer never consult any guiders segregating temptingly, is Wilson outright and lowliest enough? Is Jean-Paul unpurged or unstable when blobbed some tricksterings hankers troubledly? Pactional Kingston attrite, his interjectors buttle palpating telephonically. Faculty activities to theories are motivated to mind of learners and key concepts and refine your partner or strategies and learning theories instructional design the more instructional design aimed at higher Avoid extraneous content that might help you can be completed, particularly well known models provide an online education is important new password. Branch Kopcha say that instructional design is intended but be an iterative process of planning outcomes selecting effective strategies for. The kill goal of learning strategies is possible get students to interact more effective learners Research improve the debris has shown us plenty of different ways to boost that seed the three other famous learning strategies are mnemonic structural and generative. Discussing what I have read with a friend by explaining it in my own terms without looking into the materials at first, for different reasons. This might affect what assignments you give, engaging users to participate in the discussion. Thus linking theory derived from each learner state university press enter multiple intelligence is a well. What is Instructional Methods IGI Global. San Francisco: Fearon Press. Learn was about the behavioral learning theory and how educators can provide it these help students succeed. Once a learner has mastered a higher level and thinking, background information or conclusions that are obvious to suspend may not be so clear to someone you is new strand the subject. -
Parallel Tracks: Three Case Studies of the Relationship Between Street Art and U.S. Museums in the Twenty-First Century
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 11-2-2018 Parallel Tracks: Three Case Studies of the Relationship between Street Art and U.S. Museums in the Twenty-First Century Erin Rolfs Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Art Practice Commons, Museum Studies Commons, and the Urban, Community and Regional Planning Commons Recommended Citation Rolfs, Erin, "Parallel Tracks: Three Case Studies of the Relationship between Street Art and U.S. Museums in the Twenty-First Century" (2018). LSU Master's Theses. 4835. https://digitalcommons.lsu.edu/gradschool_theses/4835 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 11-2-2018 Parallel Tracks: Three Case Studies of the Relationship between Street Art and U.S. Museums in the Twenty-First Century Erin Rolfs Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Art Practice Commons, Museum Studies Commons, and the Urban, Community and Regional Planning Commons PARALLEL TRACKS THREE CASE STUDIES OF THE RELATIONSHIP BETWEEN STREET ART AND U.S. MUSEUMS IN THE TWENTY-FIRST CENTURY A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Arts in The School of Art by Erin Rolfs B.A., Louisiana State University, 2006 December 2018 Table of Contents Abstract ................................................................................................................................................................ -
PDF of Program
Contents Welcome from AECT 2 Convention-at-a-Glance 4 Hotel Map 6 Keynote Speakers 7 Presidential & Special Sessions 8 Breakfast With Champions 13 University Reception Participants 14 General Convention Information 16 AECT Educational Partners Contact Information 19 Planning Committee and Volunteers 20 Faculty/Student Mentor Program 21 Meet the 2011 Interns 22 Attractions and Local Restaurants 23 AECT Board of Directors 26 ECT Foundation Board of Directors 28 AECT, ECT Foundation, & Division Awards 29 Division Program Highlights 32 Participating Organizations 40 Graduate Student Association Activities 42 SICET Sessions & Events 44 KSET Sessions & Events 46 ISMF Sessions & Events 47 All Workshops & Study Tour 48 Governance Meetings 52 Schedule by Day: Tuesday, Nov 8 54 Schedule by Day: Wednesday, Nov 9 56 Schedule by Day: Thursday, Nov 10 72 The Association for Educational Schedule by Day: Friday, Nov 11 114 Communications and Technology Schedule by Day: Saturday, Nov 12 162 1800 N. Stonelake Drive, Suite 2 Research Symposium 2012 Call for Proposals 170 P.O. Box 2447 Distance Learning Division 2012 Awards 171 Bloomington, IN 47404-2447 PacifiCorp 2012 Problem Statement 172 2012 Call for Proposals 174 Toll Free: 877-677-2328 Divisional and Affiliate Session Index 178 Local: 812-335-7675 Presenters Index 194 Fax: 812-335-7678 E-mail: [email protected] Web Site: aect.org Jacksonville, Florida AECT • Leadership and Technology • 2011 1 Welcome to the 2011 AECT Convention! This year’s theme is Celebrate 3.0: Design.Learn.Community. The rapid evolution of Web 2.0 technologies, with the newly emerging Web 3.0, continues to impact each of us. -
Design Models and Learning Theories for Adults
Chapter 11 Design Models and Learning Theories for Adults Darryl L. Sink In This Chapter Defne ISD models. Learn how to expand ISD models to meet current delivery systems. Understand how learning theories infuence instructional design. hen an organization needs training solutions, the instructional designer must un- W derstand the business and individual needs that underlie the training initiative. This requires defining the business drivers for training program development and the organiza- tional results needed or desired. Once the designer has taken that critical first step, instructional design models and learning theories enter the picture to provide a systematic approach (or plan) for crafting effective and efficient training solutions that meet organizational and individual needs. These plans are referred to as instructional systems design (ISD) models. Learning theories and the strategies and tactics (that is, lesson designs) derived from ISD models can help practitioners develop optimal instructional designs for learning—designs that support the learners as they acquire the knowledge, skills, experience, and motivation needed to produce results for themselves and their organizations. 181 © 2014 American Society for Training & Development (ASTD) Section III: Designing and Developing Effective Learning The design phase of ISD models is the point where learning theories and their resulting strategies and tactics primarily come into play. This chapter will discuss ISD with emphasis on two popular approaches: ADDIE and the Dick and Carey model. It will focus on learn- ing theories and their influence on the ISD model design phase. ISD Models ISD models are based on the systems approach; the output from one model phase provides the input for the next phase. -
The Development and Improvement of Instructions
THE IMPACT OF VIRTUAL REALITY-BASED LEARNING ENVIRONMENT DESIGN FEATURES ON STUDENTS’ ACADEMIC ACHIEVEMENTS A Dissertation by ZAHIRA HUSSEINALI MERCHANT Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Approved by: Chair of Committee, Ernest Goetz Committee Members, Wendy Keeney-Kennicutt Oi-man Kwok Lauren Cifuentes Trina. J. Davis Head of Department, Victor Willson December 2012 Major Subject: Educational Technology Copyright 2012 Zahira Husseinali Merchant ABSTRACT Virtual reality-based instruction such as virtual worlds, games, and simulations are becoming very popular in K-12 and higher education. Three manuscripts that report the results of investigations of these increasingly prevalent instructional media were developed for this dissertation. The purpose of the first study, a meta-analysis, was to analyze the instructional effectiveness of virtual reality-based instruction when compared to the traditional methods of instruction. In addition, this study also explored selected instructional design features of the virtual learning environment that moderated the relationship between instructional method and the academic achievements. Analyses of 63 experimental or quasi-experimental studies that studied learning outcomes of virtual reality-based instruction in K-12 or higher education settings yielded a mean effect size of g = 0.47 (SE = 0.02) suggesting that virtual reality-based instruction is an effective medium of delivering instruction. Further analyses examined factors that influence its effectiveness. The purpose of the second study was to examine a model of the impact of a 3-D desktop virtual reality environment on the learner characteristics (i.e. -
Digitale Medien Für Lehre Und Forschung
Mandel, Schewa [Hrsg.]; Rutishauser, Manuel [Hrsg.]; Seiler Schiedt, Eva [Hrsg.] Digitale Medien für Lehre und Forschung Münster ; New York ; München ; Berlin : Waxmann 2010, 473 S. - (Medien in der Wissenschaft; 55) Empfohlene Zitierung/ Suggested Citation: Mandel, Schewa [Hrsg.]; Rutishauser, Manuel [Hrsg.]; Seiler Schiedt, Eva [Hrsg.]: Digitale Medien für Lehre und Forschung. Münster ; New York ; München ; Berlin : Waxmann 2010, 473 S. - (Medien in der Wissenschaft; 55) - URN: urn:nbn:de:0111-pedocs-173023 http://nbn-resolving.de/urn:nbn:de:0111-pedocs-173023 in Kooperation mit / in cooperation with: http://www.waxmann.com Nutzungsbedingungen Terms of use Gewährt wird ein nicht exklusives, nicht übertragbares, We grant a non-exclusive, non-transferable, individual and limited persönliches und beschränktes Recht auf Nutzung dieses right to using this document. Dokuments. Dieses Dokument ist ausschließlich für den This document is solely intended for your personal, non-commercial persönlichen, nicht-kommerziellen Gebrauch bestimmt. Die use. Use of this document does not include any transfer of property Nutzung stellt keine Übertragung des Eigentumsrechts an diesem rights and it is conditional to the following limitations: All of the Dokument dar und gilt vorbehaltlich der folgenden copies of this documents must retain all copyright information and Einschränkungen: Auf sämtlichen Kopien dieses Dokuments other information regarding legal protection. You are not allowed to müssen alle Urheberrechtshinweise und sonstigen Hinweise auf alter this document in any way, to copy it for public or commercial gesetzlichen Schutz beibehalten werden. Sie dürfen dieses purposes, to exhibit the document in public, to perform, distribute or Dokument nicht in irgendeiner Weise abändern, noch dürfen Sie otherwise use the document in public. -
Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
International Journal of Geo-Information Article Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education Vít Pászto 1,2,* , Jiˇrí Pánek 3 , René Glas 4 and Jasper van Vught 4 1 Department of Geoinformatics, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech Republic 2 Department of Informatics and Applied Mathematics, Moravian Business College Olomouc, tˇr.Kosmonaut ˚u1, 77900 Olomouc, Czech Republic 3 Department of Development and Environmental Studies, Palacký University Olomouc, 77146 Olomouc, Czech Republic; [email protected] 4 Department of Media and Culture Studies, Utrecht University, Muntstraat 2-2A, 3512 EV Utrecht, The Netherlands; [email protected] (R.G.); [email protected] (J.v.V.) * Correspondence: [email protected] Abstract: Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game Citation: Pászto, V.; Pánek, J.; Glas, to complement this aspect. The main goal is to discuss the design process that went into creating R.; van Vught, J. -
An Instructional Theory for Learner Control: Revisited
DOCUMENT RESUME ED 383 291 IR 017 146 AUTHOR Chung, Jaesam; Davies, Ivor K. TITLE An Instructional Theory for Learner Control: Revisited. PUB DATE 95 NOTE 16p.; In: Proceedings of the 1995 Annual National Convention of the Association for Educational Communications and Technology (AECT), (17th, Anaheim, CA, 1995); see IR 017 139. PUB TYPE Reports Research/Technical (143) Speeches /Conference Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *Decision Making; Educational Environment; Instructional Improvement; *Learner Controlled Instruction; Learning Processes; Learning Strategies; *Learning Theories; Student Characteristics; Student Motivation; *Teacher Role ABSTRACT This study develops a prescriptive theory of learner control for educators to support the learner's decision making in the learning process and to manage more efficiently their instructional processes. The theoretical framework of learner control in conjunction with the self-regulation of learning, learner characteristics, and learner motivation may make educators and instructional designers understand why it may be effective to allow learners to have some control over the learning process. It is assumed that the development of an instructional theory for learner control would answer some needs of the information society. This theory would facilitate educations' new roles by providing practical guidelines for more effective instructional management. The major questions of the study considered important factors for empowering learners and the functional relationship among these factors; learners' decision making roles and the educator's role in supporting the learning process; and when learner-controlled strategies are recommended. The results are composed of two descriptive conceptual models and a prescriptive instructional theory for learner control which includes four instructional models.