Digital Dynamics: Exploring the Intersection of AI, Animation, and Personalized Learning
Lessons Learned from a Tech-Enhanced Medical English Class: Changes, Experiences and Reflections
Analysis of the Current State of Evidence Regarding the Relationship between Reading, Writing, and Digital Literacy Skills in K-12 Education: A Systematic Review
Exploring the Significance of Blended Learning in a Higher Educational Institution
Artificial Intelligence Application in Education: A Systematic Study
Towards Quality Higher Education in the Arab World: Challenges of the Present and Aspirations of the Future
Edification Of Multimedia Resources: Aligning Technology For Student Empowerment
Impact of Computer Technology on Design And Craft Education
Continuous Classroom Assessment At Primary Level
Improving Quality In Teaching Statistics Concepts Using Modern Visualization: The Design And Use Of The Flash Application On Pocket PCs
The Roles of Artificial Intelligence in Education: Current Progress and Future Prospects
The Role of Web-Based Simulations In Technology Education
Development Of Learning Resources To Promote Knowledge Sharing In Problem Based Learning
Fishing For Learning With A Podcast Net
An Orientation Assistant (OA) for Guiding Learning through Simulation of Electronics Technology in Technology Education
This research has two thrusts of teaching object oriented programming to very young audiences and of increasing student excitement about computing applications with the long-term goal of increasing involvement in technology classes, in the use of computer applications and interest in technology careers. The goal of this work was to provide challenging interactive activities for young students that integrate their courses with computer technology. The authors utilize game development and interactive storytelling as a motivator for introductory programming training. The authors identified that many of their young second through fifth grade students showed much promise and ingenuity in programming when using visual programming environments. The hypothesis of the study was that the young students would fare as well as introductory college students when completing introductory programming tasks. The environment utilized for this experiment was Alice 3D and the authors hope was that the youngsters would perform at levels complimentary to those of the college students to illustrate that there is no age limit on ingenuity, when the proper training and tools are provided. This work discusses the outcome of a college introductory assignment that would be given to both elementary school and college students enrolled in an introductory computer science course.
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in a virtual environment. This article presents the theory of communities of practice as one possible theoretical backing. Five aspects of this theory are presented: shared goals, shared practices, legitimate peripheral participation, co-evolution and adaptation, and identity development. Each aspect is explained and related to educational computer games. Suggestions for game designers and researchers are also given.
This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning strategies. Simulation and role-play games have significant impacts on cognitive and metacognitive learning strategies. Students express stronger positive preferences on using simulation games to learn a foreign language than virtual-pet games. Simulation and role-play games encourage students to figure out the meaning of the unknown words. Simulation games also motivate students to keep playing when confronting a language barrier. The results imply that simulation and role-play games are superior to virtual pet games in terms of helping second/foreign language learning. Based on the results, implications and suggestions for further study and second/foreign language instruction are presented.
This paper presents a Problem-Based Learning (PBL) approach to support and promote deeper student learning in a computer architecture course. A PBL approach using a simulator building activity was used to teach part of the course. The remainder of the course was taught using a traditional lecture-tutorial approach. Qualitative data was collected using a questionnaire survey to evaluate the effectiveness of the approach. The student responses showed that the PBL approach was successful in developing deeper learning experiences and general skills such as time management and teamwork while at the same time contributing to a more enjoyable learning experience. As part of the investigation, the authors also looked at student fears and concerns as they were asked to make a transition from a more structured to a less structured learning environment.
Higher Education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman & Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the implications of digital games and virtual worlds by K-12 educators and Colleges of Education is warranted. This paper presents participant experiences in a graduate course in which Second Life was examined as a teaching and learning tool with a variety of educators. Participants in the graduate course ranged from K-12 teachers, state technology agents, higher education faculty and graduate students in instructional technology. The paper uses a case study to give voice to common concerns, unique participant experiences, and the understanding of virtual learning environments that developed from the interaction in a virtual world.
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics, narration, game play and game programming and their relationship to higher order thinking skills such as analysis, synthesis and evaluation is discussed. Experiences of instructors and students from two summer camps support the claims of the analysis.
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self- learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar. Methodology: Parallel group experimental method was adopted in the study. A sample of Sixty students studying in standard VI were selected on the basis of score of a test for the study. Sampling method: Purposive sampling method was adopted in the study. Selection of sample:30 students were involved for traditional learning of English Grammar and another 30 were considered for Video Game Based Learning in English Grammar. Tool: An achievement test was used after establishing validity and reliability. Pre-test-Treatment and Post-test-trearment was used for the study. Finding: Video Game Based Learning is more effective than conventional methods of learning English grammar. Educational implications; Video Game Based Learning may be extended to other subjects and other levels of classes.
When culture is integrated into the mathematics classroom, it improves students' academic achievement, helps move classrooms towards an equitable learning environment, helps students to have positive beliefs about mathematics, and integrates mathematics with other disciplines. Moreover, if you observe today's kids, the use of video games in their daily and/or weekly routines is significant. Lastly, the predominant genre among African-American youth is hip- hop/rap. These facts led to a process for designing culturally relevant educational games for engaged learning. As a byproduct of this process, the African-American Distributed Multiple Learning Styles System (AADMLSS pronounced 'adam less') City Stroll was created. AADMLSS is an adaptive, electronic, speech-enabled algebra learning system that uses culture to influence learning in the form of an animated, music-led interface.