Could Computer Games-based Problem Solving Positively Affect the Development of Creativity in Young Children? A Mixed Method Case Study

Author(s):  
Georgios Fessakis ◽  
Dimitrios Lappas ◽  
Elisavet Mavroudi
2020 ◽  
Vol 24 (2) ◽  
pp. 21-25
Author(s):  
Julie Treweek ◽  
Janette Kelly-Ware

This qualitative case study research explored children’s social disputes in one New Zealand kindergarten. The disputes typically related to the possession of resources and space. “First possession” was found to be significant, hence the name of this article. The notion that children have to experience “possession” and “ownership” to learn about these fundamental concepts was reinforced. Young children’s problem solving during peer disputes was identified and teachers were seen “stepping back”, thus providing children with time and space to work through their disputes. Teachers reading this article will recognise the importance of having a shared philosophy that drives teaching practice. They will also be provoked to consider how they support children to problem solve and work through their disputes with others, and consider video as a reflective tool for improving their practice.


2019 ◽  
Vol 9 (1) ◽  
pp. 38-50 ◽  
Author(s):  
Robert Costello ◽  
Murray Lambert

This article offers a novel innovative gamification approach for undergraduates within higher education. To support the innovative approach, a mixed method data analysis investigation was conducted to capture the case study. The authors propose a gamification model to support student's perceptions and views while they were undertaking their Level 5 Games Technologies and Level 6 Games Development courses at a higher education institute within the northeast of the United Kingdom. The model used within gamification will provide a supportive approach for game thinking challenges, to help build upon excitement and motivational influences to improve retention, engagement, motivation, and problem solving, whilst using a competition between the two-year groups as an incentive. The authors' analysis suggests there are key factors between competition and using motivation through gamification to influence the learners.


Author(s):  
Candido Cabo ◽  
Reneta D. Lansiquot

The purpose of this chapter is to provide two case studies examining how games and computer simulations can be used to link different disciplines in the setting of a college education for underrepresented, urban undergraduate students. The first case study illustrates how researchers from different disciplines collaborate to advance our understanding of the physiology of normal and diseased hearts. Computer simulations provide a link between an understanding of biological systems at different scale levels, from molecules to organs, making it possible to create a superior systemic (non-reductionist) representation. Problems in science and engineering require interdisciplinary thinking, so it is crucial that the next generation of researchers/professionals develop an interdisciplinary approach to problem solving. The second case study shows how computer games can be used to develop programming problem-solving and narrative skills by linking English composition with computer programming courses.


2019 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Muhammad Faizal Samat ◽  
Norazlan Annual ◽  
Raznee Atisya Md Rashidi

This article contributes to ongoing debates about soft skills among students. In 2017, the unemployment rate in Malaysia was at 3.42 percent as compared to 2.85 percent in 2014. Education system must aim towards employability and ensure quality in education to reduce the percentage of unemployment. Thus, this study aims to investigate the development of soft skills among students through co-curriculum activities in UiTM Cawangan Kelantan. The sample were 113 students from UiTM Cawangan Kelantan. Questionnaires adapted from previous research to measure the communication skill, problem solving skill, team building skill, leadership skill and soft development of soft skills among students through co-curriculum activities. SEM-PLS 3.0 were employed in this study. The findings revealed only team building skill has significant influence on developments of soft skills among students through co-curriculum activities. However, the study indicates that communication skill, problem solving skill and leadership skill are not significant towards development of soft skills among students through cocurriculum activities.


2014 ◽  
Vol 13 (8) ◽  
pp. 4760-4766
Author(s):  
Sachchida Nand Prasad

This paper presents a design case study of SIDES: Design Interfaces to Develop Effective Public Efficiency. SIDES is a tool designed to help adolescents in Public group therapy, specifically individuals with Asperser’s Syndrome, practice effective group work efficiency using a four-player cooperative computer game that runs on computer games technology. We are represent the design process and evaluation of SIDES conducted over a period of six months with a middle school Public group therapy class. Our findings indicate that   computer games   are a motivating and supported tool for effective group work among. My target population and reveal different design lessons to inform the development of similar systems.


Author(s):  
Abu Yazid Abu Bakar ◽  
Dayang Nurfaezah Abang Ahmad ◽  
Melor Md Yunus

Research has shown that using graphic novels in the classroom is one of useful approaches to promote the understanding of learners especially for lengthy and difficult literature texts. This study reports the extent of graphic novel in facilitating students’ understanding of literature and the students’ perceptions towards using graphic novel in learning literature (L2) as compared to other genre of texts. This is a mixed method study which employs quantitative and qualitative methods to obtain data. The findings indicate that most students found that graphic novel helped them to enrich their vocabularies and understand the text better. The findings also reveal that students were attracted to the illustrations in the literature text in which this helps to boost their motivation to learn literature in the classroom. The findings provide useful insights for English as Second Language (ESL) teachers in incorporating and expanding the literature learning through graphic novels in the future. The findings also imply the need of ESL teachers to use graphic novels effectively in facilitating their teaching and learning of literature in L2 classrooms particularly to suit the 21<sup>st</sup> century teaching and learning.


2020 ◽  
Vol 70 (suppl 1) ◽  
pp. bjgp20X711569
Author(s):  
Jessica Wyatt Muscat

BackgroundCommunity multidisciplinary teams (MDTs) represent a model of integrated care comprising health, social care, and the voluntary sector where members work collaboratively to coordinate care for those patients most at risk.AimThe evaluation will answer the question, ‘What are the enablers and what are the restrictors to the embedding of the case study MDT into the routine practice of the health and social care teams involved in the project?’MethodThe MDT was evaluated using a mixed-method approach with normalisation process theory as a methodological tool. Both quantitative and qualitative data were gathered through a questionnaire consisting of the NoMAD survey followed by free-form questions.ResultsThe concepts of the MDT were generally clear, and participants could see the potential benefits of the programme, though this was found to be lower in GPs. Certain professionals, particularly mental health and nursing professionals, found it difficult to integrate the MDT into normal working patterns because of a lack of resources. Participants also felt there was a lack of training for MDT working. A lack of awareness of evidence supporting the programme was shown particularly within management, GP, and nursing roles.ConclusionSpecific recommendations have been made in order to improve the MDT under evaluation. These include adjustments to IT systems and meeting documentation, continued education as to the purpose of the MDT, and the engagement of GPs to enable better buy-in. Recommendations were made to focus the agenda with specialist attendance when necessary, and to expand the MDT remit, particularly in mental health and geriatrics.


Healthcare ◽  
2021 ◽  
Vol 9 (7) ◽  
pp. 854
Author(s):  
Dalia Almaghaslah ◽  
Abdulrhman Alsayari ◽  
Saleh Ali Alyahya ◽  
Rana Alshehri ◽  
Khawlah Alqadi ◽  
...  

Introduction: Design thinking, an innovative problem-solving approach, has gained wide popularity in healthcare disciplines. The aim of this work is to improve outpatients’ experiences in hospital pharmacies in two hospitals in Asir region, Saudi Arabia. Methods: The design thinking approach, adopted from Stanford University’s D-School, was used in this study. Results: Several problems were identified: lack of comfortable environment in the pharmacies’ waiting area, lack of a queue management system, and workflow inefficiencies related to ordering and supplies of medicines. A prototype was proposed to overcome these challenges. Discussion and Conclusion: The design thinking approach helped in identifying end-user (patients visiting outpatient pharmacies) values and desires and provided an understanding of their struggles. It also proposed tailored solutions that could improve patients’ experiences while using the services of the outpatient pharmacies.


Sign in / Sign up

Export Citation Format

Share Document