deliberate practice
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2022 ◽  
Author(s):  
Daniel S. Newman ◽  
Julia N. Villarreal ◽  
Mary K. Gerrard ◽  
Hannah McIntire ◽  
Courtenay A. Barrett ◽  
...  

2022 ◽  
pp. 394-413
Author(s):  
Brian S. Grant

This chapter provides a case study where a systematic, organized method of storytelling, presented as the Story-based Learning model, is used to design a series of integrated and engaging activities for cybersecurity training (to protect computer systems and networks) that fosters deliberate practice and improves performance. To address the talent shortage in the global cybersecurity workforce, the client developed a blended curriculum designed to provide practical experience to prospective cybersecurity professionals. A key component of this curriculum was the capstone exercises, activities focused on application of the content introduced in the courseware. Essentially, this is a story of using stories, one of humanity's oldest technologies, to solve the problem of training and cultivating expertise in future cybersecurity personnel. Based on solid prior evidence supporting the use of stories to increase engagement and retention, this case study focuses on detailing the thought process used to reach this set of solutions, as captured by the Story-based Learning model.


2022 ◽  
pp. 253-288
Author(s):  
Pollyana Notargiacomo ◽  
Felipe Cabrini ◽  
Daniel Ohata ◽  
Rafael Martins ◽  
Rafael Brancaccio ◽  
...  

The digital games market is around 109 billion dollars. In this scenario, games as tools for mental and educational stimulation have been highlighted. They allow the connection between friends, the narrowing of family ties, artistic expression, improvement of aspects related to health, institute mechanisms for business and advertising, as well as constitute opportunities for differentiated training and simulations. Such artifacts are also mediators for building knowledge, as well as developing or exercising skills and attitudes, since they involve the flow state. For this it is necessary to make use of adaptability that in the educational scope allows the personalization of the experience to extend the immersion and fun. The present chapter presents a review to subsidize the expansion of the mapping of games' uses developed by Klopfer, Osterweil, and Salen, as well as to establish their relation with the deliberate practice to institute immersive and meaningful educational proposals.


2022 ◽  
pp. 230-248
Author(s):  
Brandon Matsumiya ◽  
Clint A. Bowers

This chapter briefly reviews the literature that explores the training technique of deliberate practice and the related constructs, training outcomes of achievement goal orientation, self-efficacy, perceived instrumentality, and reflective practice. This work explains how educators can use and measure these variables to enhance current training methodologies. As part of creating more effective training, the TARGET model, developed by Ames, will be utilized to discuss potential ways to enhance training outcomes in a post-COVID-19 world. Specifically, suggestions are offered for enhancing online training using deliberate practice combined with the TARGET model within a medical setting where there are limited resources.


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