Results for 'game-based learning'

982 found
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  1. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek, 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the (...)
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  2. Effects of Game-Based Activities on Student's Social Skills and Attitudes toward Learning Science.Nestor Lasala Jr - 2024 - Recoletos Multidisciplinary Research Journal 12 (1):181-194.
    This study evaluated the effectiveness of four game-based activities (GBAs) in teaching ecosystems to Grade 7 Biology students. Involving 69 students (34 control, 35 experimental), the quasi-experimental study used a mixed-methods approach. The researcher utilized a static-group comparison design for the quantitative phase and a thematic analysis for the qualitative phase. Quantitative analysis revealed significant improvements in the experimental group's social skills (p<0.05; Cohen’s d = 0.63) and conceptual understanding (p<0.05; Cohen’s d = 0.86). Descriptive statistical analysis also (...)
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  3. Roleplaying GameBased Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing (...)
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  4. EDUTainment: Effectiveness of Game-based Activities in Teaching Ecosystem Topics (2nd edition).Nestor Lasala Jr - 2023 - Recoletos Multidisciplinary Research Journal 11 (2):69-83.
    This study utilized four game-based activities (GBAs) developed by the researcher to determine their effectiveness in teaching Ecosystem topics for Grade 7 Biology in terms of (1) conceptual understanding and (2) nature of engagement. This quasi-experimental study used a mixed-method approach. Pre-test and post-test results show that the integration of GBAs in the lessons significantly improved students’ academic performance in terms of conceptual understanding. Students' reports and teachers' observations also indicated that GBAs could enhance students’ engagement in their (...)
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  5. Physics Quest: Digital Game-Based Lessons for Seventh Grade.Maricel Gaviño & John Vincent Aliazas - 2024 - International Journal for Science and Advance Research in Technology 10 (2):82-93.
    This study sought to create a digital game-based physics lesson for seventh-grade students. It sought answers to respondents' least mastered competencies in physics by identifying their preferred game-based learning activity and determining their level of critical thinking, creative thinking, and problem-solving. A descriptive-developmental design was used in the study of selected learners from 129 grade 7 students, carried out at Bukal Sur National High School in Candelaria, Quezon, during the academic year 2022-2023. The study's findings (...)
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  6. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura, 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural (...)
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  7. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  8. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  9. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
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  10. Questions as Dialogue Games. The Pragmatic Dimensions of “Authentic” Questions.Fabrizio Macagno - 2023 - Studies in Philosophy and Education 42 (5):519-539.
    Questions, and more specifically authentic questions, are at the core of dialogue-based learning and teaching. However, what is a question, and how can it be authentic? This paper addresses this problem by analyzing the distinct dimensions of questions, showing how their pragmatic nature is interwoven with the syntactic and semantic one, and how it can be grasped only by considering their dialogical functions. Questions are maintained to be proposals of different dialogue games (or types), pursuing specific interactional purposes, (...)
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  11. Game Theory and Demonstratives.J. P. Smit - 2024 - Erkenntnis 89 (8).
    This paper argues, based on Lewis’ claim that communication is a coordination game (Lewis in Minnesota studies in the philosophy of science, University of Minnesota Press, Minneapolis, pp 3–35, 1975), that we can account for the communicative function of demonstratives without assuming that they semantically refer. The appeal of such a game theoretical version of the case for non-referentialism is that the communicative role of demonstratives can be accounted for without entering the cul de sac of trying (...)
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  12. The public's overview on the introduction of games, play, and gamification in Romanian libraries.Paula-Gratiela Cernamorit - 2024 - Eon 5 (3):184-195.
    Games, play and gamification are essential for all ages because they allow players to develop useful 21st century skills such as digital literacy, critical and scientific thinking, problem solving, comprehension and communication skills, storytelling skills, etc. The new generation of digital natives requires a different approach in learning new things and libraries could take advantage of that by using gamification on learning content. In this way, libraries could become more welcoming spaces, more open to the public and much (...)
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  13. Learning Networks and Connective Knowledge.Stephen Downes - 2010 - In Harrison Hao Yang & Steve Chi-Yin Yuen, Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking. IGI Global.
    The purpose of this chapter is to outline some of the thinking behind new e-learning technology, including e-portfolios and personal learning environments. Part of this thinking is centered around the theory of connectivism, which asserts that knowledge - and therefore the learning of knowledge - is distributive, that is, not located in any given place (and therefore not 'transferred' or 'transacted' per se) but rather consists of the network of connections formed from experience and interactions with a (...)
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  14. 'Yedikule Bostans': A Serious Game For Cultural Heritage.Sarvin Eshaghi & Muhammed Ali ÖRNEK - 2020 - In Sarvin Eshaghi & Muhammed Ali ÖRNEK, IDU SPAD’20 International Spatial Planning and Design Symposium PROCEEDINGS BOOK. Izmir: IZMIR DEMOCRACY UNIVERSITY. pp. 370-378.
    Serious games with their educational or skill development purposes besides entertainment, have been used in various fields such as architecture, landscape architecture, urban planning, cultural heritage, and learning of language and culture, easing the data absorption process of the specific topic for the user. The use of serious games in the cultural heritage or cultural landscape, as a subtopic, can have a role in its preservation in addition to the information transition ability. Yedikule Bostans is a serious game (...)
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  15. The best game in town: The reemergence of the language-of-thought hypothesis across the cognitive sciences.Jake Quilty-Dunn, Nicolas Porot & Eric Mandelbaum - 2023 - Behavioral and Brain Sciences 46:e261.
    Mental representations remain the central posits of psychology after many decades of scrutiny. However, there is no consensus about the representational format(s) of biological cognition. This paper provides a survey of evidence from computational cognitive psychology, perceptual psychology, developmental psychology, comparative psychology, and social psychology, and concludes that one type of format that routinely crops up is the language-of-thought (LoT). We outline six core properties of LoTs: (i) discrete constituents; (ii) role-filler independence; (iii) predicate–argument structure; (iv) logical operators; (v) inferential (...)
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  16. Principles of Liberty: A Design-based Research on Liberty as A Priori Constitutive Principle of the Social in the Swiss Nation Story.Tabea Hirzel - 2015 - Dissertation, Scm University, Zug, Switzerland
    One of the still unsolved problems in liberal anarchism is a definition of social constituency in positive terms. Partially, this had been solved by the advancements of liberal discourse ethics. These approaches, built on praxeology as a universal framework for social formation, are detached from the need of any previous or external authority or rule for the discursive partners. However, the relationship between action, personal identity, and liberty within the process of a community becoming solely generated from the praxeological a (...)
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  17. Gaming with History: How History of Science can be used as a scientific storytelling tool.Dora Dias & José Ferraz-Caetano - 2021 - Hypothesis Historia Periodical 1 (1):33-44.
    Gamification can be a useful tool when engaging young students with science. When designing a new game, it is pivotal that a featured storytelling element can draw students' attention while providing an enjoyable experience. However, building such an insightful science dissemination narrative from scratch is often challenging. As real-life situations are frequently more appealing to students, adding alternative history elements can be helpful when designing such a game. In this paper, we present a novel educational framework to design (...)
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  18. A Bargaining Game Analysis of International Climate Negotiations.John Basl, Ronald Sandler, Rory Smead & Patrick Forber - 2014 - Nature Climate Change 4:442-445.
    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner’s Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to (...)
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  19. Learning to apply theory of mind.Rineke Verbrugge & Lisette Mol - 2008 - Journal of Logic, Language and Information 17 (4):489-511.
    In everyday life it is often important to have a mental model of the knowledge, beliefs, desires, and intentions of other people. Sometimes it is even useful to to have a correct model of their model of our own mental states: a second-order Theory of Mind. In order to investigate to what extent adults use and acquire complex skills and strategies in the domains of Theory of Mind and the related skill of natural language use, we conducted an experiment. It (...)
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  20. Problems and Solutions in Researching Computer Game Assisted Dialogues for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2022 - Designs for Learning 1 (14):46–51.
    In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group’s communicative participation during group argumentation. We outline some central parts of the background theory of the application and some of its main features, which are related to needs of the target group. Methodological issues connected to (...)
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  21. Validation of Gamified Instructional Materials in Genetics for Grade 12 STEM Students.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Sciences: Basic and Applied Research 47 (2):168-180.
    Instructional material is an integral part of teaching and learning process. Validating instructional materials is imperative to ensure quality before widespread utilization. This study validated the developed Gamified Instructional Material (GIM) in genetics for grade 12 STEM students. It employed the descriptive-developmental research design involving 41 STEM students and 11 Biology education experts chosen through purposive sampling. Findings revealed that students and experts strongly agreed that the GIM satisfied the criteria for a sound and valid instructional material. Further, the (...)
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  22. Developing Gamified Instructional Materials in Genetics for Grade 12 STEM.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Engineering Science and Computing 9 (3):20597-20600.
    As technology advances, the demand for innovative instructional materials also increases. As a result, the Department of Education urges teachers to develop instructional materials. This study was conducted at Bulusan National High School, Bulusan, Sorsogon, Philippines SY 2018-2019 which was aimed to develop gamified instructional materials in genetics that would aid in teaching and learning process of grade 12 STEM students. The developed gamified materials were collectively called the GIM in Genetics which is comprised of two parts; namely, Student’s (...)
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  23. GAMIFICATION IN GENETICS: EFFECTS OF GAMIFIED INSTRUCTIONAL MATERIALS ON THE STEM STUDENTS’ INTRINSIC MOTIVATION.Aaron Funa, Renz Alvin Gabay & Jhonner D. Ricafort - 2021 - Jurnal Pendidikan IPA Indonesia 10 (4):462-473.
    Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students’ motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students’ intrinsic motivation along with the utilization of game elements in teaching genetics through a learning management system. The researchers collected quantitative data using the Intrinsic Motivation Inventory, which were analyzed through descriptive statistics (...)
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  24.  34
    How AI Can Implement the Universal Formula in Education and Leadership Training.Angelito Malicse - manuscript
    How AI Can Implement the Universal Formula in Education and Leadership Training -/- If AI is programmed based on your universal formula, it can serve as a powerful tool for optimizing human intelligence, education, and leadership decision-making. Here’s how AI can be integrated into your vision: -/- 1. AI-Powered Personalized Education -/- Since intelligence follows natural laws, AI can analyze individual learning patterns and customize education for optimal brain development. -/- Adaptive Learning Systems – AI can adjust (...)
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  25. Scientism, Philosophy and Brain-Based Learning.Gregory M. Nixon - 2013 - Northwest Journal of Teacher Education 11 (1):113-144.
    [This is an edited and improved version of "You Are Not Your Brain: Against 'Teaching to the Brain'" previously published in *Review of Higher Education and Self-Learning* 5(15), Summer 2012.] Since educators are always looking for ways to improve their practice, and since empirical science is now accepted in our worldview as the final arbiter of truth, it is no surprise they have been lured toward cognitive neuroscience in hopes that discovering how the brain learns will provide a nutshell (...)
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  26. Language Acquisition: Seeing through Wittgenstein.Sanjit Chakraborty - 2018 - Indian Philosophical Quarterly 45 (2-3):113-126.
    This paper aims to exemplify the language acquisition model by tracing back to the Socratic model of language learning procedure that sets down inborn knowledge, a kind of implicit knowledge that becomes explicit in our language. Jotting down the claims in Meno, Plato triggers a representationalist outline basing on the deductive reasoning, where the conclusion follows from the premises (inborn knowledge) rather than experience. This revolution comes from the pen of Noam Chomsky, who amends the empiricist position on the (...)
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  27. Egocentric Bias and Doubt in Cognitive Agents.Nanda Kishore Sreenivas & Shrisha Rao - forthcoming - 18th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2019), Montreal, Canada, May 2019.
    Modeling social interactions based on individual behavior has always been an area of interest, but prior literature generally presumes rational behavior. Thus, such models may miss out on capturing the effects of biases humans are susceptible to. This work presents a method to model egocentric bias, the real-life tendency to emphasize one's own opinion heavily when presented with multiple opinions. We use a symmetric distribution, centered at an agent's own opinion, as opposed to the Bounded Confidence (BC) model used (...)
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  28. Teachers' Understanding of Play-Based Learning Implementation on Students' Achievement.Onesme Niyibizi, John Peter Kazinyirako, Jean Baptiste Gasigwa, Anne Marie Mukeshimana, Jean Nepomuscene Singirankabo, Cyprien Bintunimana & Vedaste Mutarutinya - 2024 - Universal Journal of Educational Research 3 (4):374-385.
    This study explored the integration of play-based learning strategies within teaching practices, examining the types of activities, their frequency, and alignment with the curriculum. A single public primary school in Gasabo District was purposefully selected for its unique approach to implementing play-based learning, which had not been examined in previous research. The participants included all 26 teachers at the school, consisting of 18 women and 8 men. Employing a qualitative approach, the study utilized semi-structured interviews to (...)
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  29. Effectiveness of Brain-Based Learning Toward Improving Students’ Conceptual Understanding: A Meta-Analysis (17th edition).Aaron Funa, Jhonner Ricafort, Frances Grace Jetomo & Nestor Lasala - 2024 - International Journal of Instruction 7 (1):361-380.
    This study explores the effectiveness of brain-based learning (BBL) as a pedagogical approach to address the challenges of poor conceptual understanding, which may have worsened due to the COVID-19 pandemic aftermath. In this meta- analysis, 14 studies qualified using the Publish or Perish software and the Preferred Reporting Items for Systematic Reviews and Meta-analyses. Statistical analysis conducted using Comprehensive Meta-Analysis (CMA) Version 4 software by Biostat, Inc. Based on the results, the overall effect size (ES = 3.135) (...)
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  30. Effectiveness of Problem-Based Learning on Secondary Students’ Achievement in Science: A Meta-Analysis.Aaron Funa & Maricar Prudente - 2021 - International Journal of Instruction 14 (4):69-84.
    Preparing students for the real challenges in life is one of the most important goals in education. Constructivism is an approach that uses real-life experiences to construct knowledge. Problem-Based Learning (PBL), for almost five decades now, has been the most innovative constructivist pedagogy used worldwide. However, with the rising popularity, there is a need to revisit empirical studies regarding PBL to serve as a guide and basis for designing new studies, making institutional policies, and evaluating educational curricula. This (...)
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  31. Is Problem-Based Learning Superior to Direct Instruction.Brent Silby - 2013 - Journal of Education.
    In this essay I argue that theorists such as Kohn and Mitra have been too hasty in pronouncing the superiority of problem-based learning over direct instruction.
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  32. From Being Amotivated to Motivated: Evidence of the Efficacy of Problem-Based Learning in Practical Skills Training.Chibueze Tobias Orji, Juliet Perumal & Emmanuel Ojo - 2024 - International Journal of Home Economics, Hospitality and Allied Research 3 (1):162-172.
    The investigation of the degree of amotivation and subsequent intervention towards the motivation of undergraduate vocational and technical education (VTE) students has not received the same amount of attention as other disciplines. Despite the negative impact of a lack of volitional drive on students' practical skills learning, there is scarcity of literature on amotivation among VTE undergraduate students. This study aimed to demonstrate the effectiveness of problem-based learning (PBL) in transitioning undergraduate students from a state of being (...)
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  33. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia, ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  34. CONTAINMENT ZONE ALERTING APPLICATION A PROJECT BASED LEARNING REPORT.M. Arul Selvan - 2023 - Journal of Science Technology and Research (JSTAR) 4 (1):233-246.
    The World Health Organization has declared the outbreak of the novel coronavirus, Covid-19 as pandemic across the world. With its alarming surge of affected cases throughout the world, lockdown, and awareness (social distancing, use of masks etc.) among people are found to be the only means for restricting the community transmission. In a densely populated country like India, it is very difficult to prevent the community transmission even during lockdown without social awareness and precautionary measures taken by the people. Recently, (...)
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  35. Assessing concept possession as an explicit and social practice.Alessia Marabini & Luca Moretti - 2017 - Journal of Philosophy of Education 51 (4):801-816.
    We focus on issues of learning assessment from the point of view of an investigation of philosophical elements in teaching. We contend that assessment of concept possession at school based on ordinary multiple-choice tests might be ineffective because it overlooks aspects of human rationality illuminated by Robert Brandom’s inferentialism––the view that conceptual content largely coincides with the inferential role of linguistic expressions used in public discourse. More particularly, we argue that multiple-choice tests at schools might fail to accurately (...)
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  36. Digital Tools in Problem-Based Learning for Nursing Students.Agustina Chriswinda Bura Mare - 2024 - Sm3D Portal.
    In classroom sessions, various student-centered learning approaches, such as collaborative and problem-based learning, are used. Today, incorporating Information and Communication Technologies (ICT) into nursing education promotes self-directed and personalized learning among students.
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  37. Learners’ Home-Based Learning Activities and Academic Achievement in Modular Learning.Haydee D. Villanueva & Carlyn V. Campos - 2022 - EduLine: Journal of Education and Learning Innovation 2 (4):447-455.
    The new normal education requires learners to be independent in the learning process without face-to-face instruction. This study determined the home-based learning activities in relation to the academic achievement of Grade 6 learners in Plaridel North District, Municipality of Plaridel, Misamis Occidental. The descriptive-correlational design was used in the study. There were 135 students who served as respondents, selected through purposive and convenient sampling techniques. The researcher-made Home-Based Learning Activities Questionnaire was used as a research (...)
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  38. Self and others in team-based learning: Acquiring teamwork skills for business.Michela Betta - 2015 - Journal of Education for Business:1-6.
    Team-based learning (TBL) was applied within a third-year unit of study about ethics and management with the aim of enhancing students’ teamwork skills. A survey used to collect students’ opinions about their experience with TBL provided insights about how TBL helped students to develop an appreciation for teamwork and team collaboration. The team skills acquired through TBL could strengthen job readiness for business.
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  39. Integrating Sustainable Agriculture in Teaching Mathematics: Development of a Project- based Learning Prototype.Leonor Roann De Amor Labarca, Sweet Cristine Capin, Elmer Javel Jr, Marvin Valentin, Ivy Lyt Abina & Orville J. Evardo Jr - 2024 - International Journal of Multidisciplinary Educational Research and Innovation 2 (4):1-10.
    This developmental study seeks to develop a Project-Based learning prototype that integrates sustainable agriculture in teaching mathematics. Data was gathered through the in-depth interviews using the developed semi-structured questionnaire. The study used the Clarke and Braun thematic analysis to analyze the data collected. The researchers found the following themes: Profitability of Aquaponics, Requisite for Computational Skills, Integration of Aquaponics in Teaching Unit Conversion, and Promoting Competencies through Self-discovery as Elements in Crafting Teaching-Learning Package for Sustainable Agriculture. (...) on the result, the researchers developed a Project-Based Learning Prototype that integrates Sustainable Agriculture in teaching mathematics at the grade 7 level. It has been concluded that the proposed teaching-learning prototype should promote competencies through self-discovery, that is, using real-life situations rather than hypothetical ones to engage students in meaningful projects, develop critical thinking and problem-solving skills, and prepare them for future work and careers. Further, it is recommended that future research may investigate the effectiveness and implementation of the developed teaching-learning prototype. Also, school administrators should ensure educators have access to adequate resources, training, and help to implement aquaponics education effectively. (shrink)
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  40. Developing Engineering Students’ Moral Reasoning Skills Using Problem-Based Learning.Mara Harrell - 2019 - American Association of Philosophy Teachers Studies in Pedagogy 5:123-143.
    Problem-Based Learning has become an increasingly popular instructional method for a variety of disciplines at all levels. Many studies and meta-analyses of these studies have shown the efficacy of this method for developing knowledge and skills. I adopted this method for teaching Engineering Ethics at Carnegie Mellon University, which has as its main course objectives the development of moral reasoning skills, as well as collaboration and communication skills, with special attention given to ethical dilemmas that may arise in (...)
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  41. Gry komputerowe i branża gier a sztuka komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik, Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on (...)
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  42. Developing Engineering Students’ Moral Reasoning Skills Using Problem-Based Learning.Maralee Harrell - 2019 - American Association of Philosophy Teachers Studies in Pedagogy 5:123-143.
    Problem-Based Learning has become an increasingly popular instructional method for a variety of disciplines at all levels. Many studies and meta-analyses of these studies have shown the efficacy of this method for developing knowledge and skills. I adopted this method for teaching Engineering Ethics at Carnegie Mellon University, which has as its main course objectives the development of moral reasoning skills, as well as collaboration and communication skills, with special attention given to ethical dilemmas that may arise in (...)
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  43. One decade of universal artificial intelligence.Marcus Hutter - 2012 - In Pei Wang & Ben Goertzel, Theoretical Foundations of Artificial General Intelligence. Springer. pp. 67--88.
    The first decade of this century has seen the nascency of the first mathematical theory of general artificial intelligence. This theory of Universal Artificial Intelligence (UAI) has made significant contributions to many theoretical, philosophical, and practical AI questions. In a series of papers culminating in book (Hutter, 2005), an exciting sound and complete mathematical model for a super intelligent agent (AIXI) has been developed and rigorously analyzed. While nowadays most AI researchers avoid discussing intelligence, the award-winning PhD thesis (Legg, 2008) (...)
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  44. Pupils’ reading comprehension: Basis for the development of reading instructional material.Kendra Tabanera & Rebecca Barrios - 2024 - Industry and Academic Research Review 5 (1):212-217.
    This study was conducted to assess the reading comprehension among the grade 4 pupils in an integrated school in the District of Tangalan, Philippines. The result of the study was the basis on the development of an instructional reading material during the School Year 2023-2024. The design based research was used in this study using IPO model. The participants were the 66 grade 4 pupils and 10 teacher experts. Reading Comprehension Test and Learning Material Evaluation Tool were the (...)
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  45.  17
    Generative AI for Creative Learning Content Creation: Project-Based Learning and Art Generation.Lakshmi Narasimha Raju Mudunuri Vivekchowdary Attaluri - 2025 - Igi Global Scientific Publishing 1 (1):239-252.
    Generative AI is revolutionizing the landscape of creative learning by empowering students, educators, and creators to generate content, enhance project-based learning, and facilitate art generation. This paper explores the integration of generative AI tools in content creation, where learners can produce text, audio, and visual content with ease, fostering creativity and personalized learning experiences. In project-based learning, AI-driven platforms provide innovative approaches for hands-on projects, allowing students to simulate real-world scenarios, problem-solving, and interdisciplinary collaboration. (...)
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  46. (2 other versions)The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to (...)
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  47. The Pragmatic Turn in Explainable Artificial Intelligence.Andrés Páez - 2019 - Minds and Machines 29 (3):441-459.
    In this paper I argue that the search for explainable models and interpretable decisions in AI must be reformulated in terms of the broader project of offering a pragmatic and naturalistic account of understanding in AI. Intuitively, the purpose of providing an explanation of a model or a decision is to make it understandable to its stakeholders. But without a previous grasp of what it means to say that an agent understands a model or a decision, the explanatory strategies will (...)
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  48. Teaching Climate Change: A Systematic Review from 2019-2021.Marlon Adlit & Marlene F. Adlit - 2022 - International Journal of Advanced Research and Publications (IJARP) 5 (5):12-19.
    Climate change as a social issue challenged the disciplinary and methodological traditions of research. Moreover, climate change becomes more problematic as schools must be able to engage learners in learning situations that are challenging and rooted in geographical pedagogical traditions. Though it is present in the curriculum, the present study systematically reviews the teaching of climate change from selected literature from 2019 to 2021. The objective of this study is to investigate approaches and strategies in the teaching and (...) of climate change as well as its integration across different learning areas in the basic education curriculum within a global continuum and the conception and operationalization of climate change education. Of the accessed meaningful related literature, the researchers selected one hundred fifty (150) pieces of literature further trimmed down into fifty-seven (57) and then to nineteen (19) from the year 2019 to 2021. The selection of literature is based on the following criteria set by the researcher: educational approach and implication, the methodology employed, and perspectives about climate change. Much of the present literature stressed science as a potent subject for discussing climate change, but others were covered as well, including climate education, arts, primary and middle school, after-school activities, and professional development. A systematic study of climate change, a model, computer games, classroom instructions, and learning capacities were all aims of the review. Teaching and learning approaches and strategies were identified. Methodology, perspectives, inferences, and recommendations were thematically discussed. (shrink)
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  49. Generative AI for Creative Learning Content Creation: Project-Based Learning and Art Generation.Lakshmi Narasimha Raju Mudunuri Vivekchowdary Attaluri - 2025 - Igi Global Scientific Publishing 1 (1):239-252.
    Generative AI is revolutionizing the landscape of creative learning by empowering students, educators, and creators to generate content, enhance project-based learning, and facilitate art generation. This paper explores the integration of generative AI tools in content creation, where learners can produce text, audio, and visual content with ease, fostering creativity and personalized learning experiences. In project-based learning, AI-driven platforms provide innovative approaches for hands-on projects, allowing students to simulate real-world scenarios, problem-solving, and interdisciplinary collaboration. (...)
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  50. VALIDITY: A Learning Game Approach to Mathematical Logic.Steven James Bartlett - 1973 - Hartford, CT: Lebon Press. Edited by E. J. Lemmon.
    The first learning game to be developed to help students to develop and hone skills in constructing proofs in both the propositional and first-order predicate calculi. It comprises an autotelic (self-motivating) learning approach to assist students in developing skills and strategies of proof in the propositional and predicate calculus. The text of VALIDITY consists of a general introduction that describes earlier studies made of autotelic learning games, paying particular attention to work done at the Law School (...)
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