1,721,003 research outputs found
Framing the Adoption of Serious Games in Formal Education
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever-diversifying forms, there is a fundamental need to enhance learning processes through evolution in pedagogical approaches, so as to make learning in formal education more engaging and, it is hoped, more effective. One opportunity attracting particularly close attention is Serious Games (SG), which offer considerable potential for facilitating both informal and formal learning. SG appear to offer the chance to "hook" today\u27s (largely) digital-native generation of young learners, who are at risk of falling into an ever-widening gap between "networked" lifestyles and the relative stagnant environment they experience in school and university. However, there are a number of inhibitors preventing wider SG take-up in mainstream education. This paper investigates SG in formal education, initially by concentrating on pedagogical issues from two different but complementary perspectives, game design and game deployment. It then goes on to examine game based practice in formal settings and focuses on the pivotal role of the educator within the emerging panorama. This is followed by a brief look at some specific implementation strategies, collaboration and game building, which are opening up new possibilities. Finally some points for further consideration are offered
Comités
Comité de pilotage du réseau EUTIC Lise VIEIRA MICA-GRESIC-Université de Bordeaux. Coordination du réseau Nathalie PINÈDE MICA-GRESIC-Université de Bordeaux Michel MEIMARIS NT-LAB Université d’Athènes Dimitris GOUSCOS NT-LAB Université d’Athènes Carlos CORREIA CITI Universidade Nova de Lisboa Irène TOMÉ CITI Universidade Nova de Lisboa René PATESSON CREATIC ULB Bruxelles Pascale STEINBERG CREATIC ULB Bruxelles Didier BALTAZART CREM et Université de Reims Comité scientifique EUTIC 2009 Didier..
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Exploring the impact of freeform gameplay on players’ experience: an experiment with maze games at varying levels of freedom of movement
This paper describes an experiment which aims to examine whether different versions of the same game, which differ only in terms of freedom of movement that incurs varying degrees of freeform gameplay, elicit different kinds of player experiences. Seventy one children aged 9 and 11 from a Greek primary school participated in a research experiment with these different game versions. Post-tests were used to measure the children’s opinion of these games and differences in the appeal of the versions were then attributed to the feature of freeform gameplay. The findings from the study demonstrated that the digital game that offers the greatest extent of freeform gameplay led to better gaming experience than the digital games with lower extent of freeform gameplay. The main contribution of the paper, therefore, is that the research conducted provides some evidence that freeform gameplay is an important factor of positive gaming experience, and as such it should be optimized. This can only be done by considering at the same time the cognitive capabilities and pre-existing skills and knowledge of users, in the sense that only a level of freeform gameplay harmonized with user capabilities can lead users to learn, which is the ultimate goal of serious games
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
The Children’s rights education via game-based activities: An intervention in kindergarten
This paper presents an effort for introducing children rights to preschool students transcending conventional methods. An educational intervention was designed and developed for the introduction of preschoolers to issues of survival, development, non-discrimination and protection rights through digital games. The latter were used in online sessions, due to Covid-19 constraints. Educational effectiveness was studied through qualitative analysis of interviews with children before and after the intervention, through questionnaires regarding their degree of fun, and through the projects and the comments they produced during online sessions. Results showed that, following the intervention, individual rights occupied a more central place in the children’s self-awareness. All children approached the issues of rights in relation to the improvement of the quality of life and demonstrated an ethical reasoning regarding the reciprocity of social rules. Digital games mobilized children's creative thinking, dialogue and social reflection through role-playing in distant instructional scenarios. They became useful tools as an asynchronous activity for the creative expression of social messages as well as for the interaction between children and parents. This study highlights the potential of promoting a critical approach to rights-based social issues through digital games at preschool education, as well as the need for developing serious games explicitly focused on children rights education. At the same time, further research is necessary to explore and cross-reference the views of students and parents on children rights for, and through, the use of digital games
An Overview of E-Parliament Services
In an era of citizens’ discontentment towards parliamentary democracy and a common perception that public opinion is not properly taken into account by governments, many national parliaments are striving to implement e-services that will attract citizens’ interest and engage them actively in parliamentary procedures. This chapter provides an overview of e-parliament concepts and services, relevant initiatives organized by parliaments, governmental agencies, or NGOs, as well as technologies that can be used for such applications. The chapter intends to bring forward issues and opportunities for implementing e-parliament initiatives according to the needs and capabilities of different target groups, with a view to rendering e-parliament services more attractive for citizens, and, at the same time, more effective in their civic education aspects, more efficient in providing feedback to parliament stakeholders, and delivering usable outcomes for parliamentary e-participation.</jats:p
Social Media-based Communities of Practice for Education in Citizenship and Sustainability
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