scholarly journals How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game

2021 ◽  
pp. 104366
Author(s):  
Bruce M. McLaren ◽  
J. Elizabeth Richey ◽  
Huy Nguyen ◽  
Xinying Hou
2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

The present study explores how gender, ethnicity, and performance-based perceived competence impact students’ learning, performance, and enjoyment from playing a digital STEM learning game. We had 199 9th-11th grade students play a 2D digital STEM learning game across six science classes. Based on the results of demographic surveys, matched pretests and posttests, and satisfaction questionnaires, we found no interaction between gender and ethnicity for performance-based perceived competence, performance, and enjoyment. We found a significant difference between males and females in performance-based perceived competence and in-game performance both favoring males over females. Among ethnic groups, we found a significant difference with in-game performance favoring White and Hispanic students over Black/African American students. However, the differences in gender and in ethnicity were insignificant once we controlled for both perceived competence and pretest scores. This supports the idea that neither race nor gender truly influence one’s ability to perform in digital learning games.


2016 ◽  
Author(s):  
Simon Flandin

This article is an empirical contribution to the field of educational technology but also — and above all — a methodological contribution to the analysis of the activities enacted in this field. It takes account of a pilot study conducted within the framework of doctoral research and consisted in describing, analysing and modelling the activity of a trainee teacher in a situation of autonomous use of a video-based digital learning environment (DLE). We were particularly careful to describe the method in great detail. Two types of data were collected and processed within the framework of “course-of-action”: (i)activity observation data (dynamic screen capture) and (ii) data from resituating interviews supported by digital traces of that activity. The findings (i) validate the method’s relevance in relation to the object and issues of the research; (ii)show different levels of organization in the activity deployed in the situation of use; (iii) highlight four registers of concerns orienting use of the DLE. We conclude from a perspective of educational technology, by discussing how, according to certain conditions and different time scales, the findings inform a process of continuous DLE design.


Author(s):  
Grant Van Eaton ◽  
Douglas B Clark ◽  
Pratim Sengupta

As digital games and simulations become more commonplace in educational settings, it is important to document and analyze the way such digital learning environments merge with the traditional discourses and spaces of classroom-based learning environments. The current study contributes toward this goal by analyzing a representative transcript from a veteran traditional teacher's discussion with her class about the Newtonian relationships at the heart of a digital learning game she has integrated into her physics curriculum. This article presents an interaction analysis of the material, virtual, and abstract spaces employed and navigated across by the teacher to clarify common challenges as well as opportunities. The authors then analyze subsequent transcripts of student-teacher interactions for evidence of impact on student learning and understanding.


Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2019 ◽  
Vol 25 (1) ◽  
pp. 129-139
Author(s):  
Moh Fery Fauzi

Abstract: This research is generally aimed on producing a cellphone-based digital learning quiz for Tathbiq Sharfi I course in Arabic Department, Faculty of Letters, State University of Malang. Specifically, this research aimed at describing (1) the characteristic of a cellphone-based digital learning quiz for Tathbiq Sharfi I course, (2) degree of properness of a cellphone-based digital learning game for Tathbiq Sharfi I course, (3) the model of using of a cellphone-based digital learning quiz for Tathbiq Sharfi I course. The development of this media is using Sadiman & Rahardjo’s development design. The data collection is done by observation and giving questionnaire. The softwares used on developing this media are adobe flash CS 3, action script 2, and flash player. Based on the scoring by the material expert, it is known that this digital learning quiz is highly valid. Meanwhile, based on the scoring done by the media expert, the result shows that this digital learning game is valid to use. On the small-group tryout, it is known that this digital learning game is highly valid, and the field test also shows that this digital learning game is highly valid to use. Therefore, this cellphone-based digital learning game for Tathbiq Sharfi I course is highly valid to be used.Keywords: Digital Quiz, Cellphone, Learning Tathbiq Sharf I


2021 ◽  
pp. 99-108
Author(s):  
Гайна Абдуловна Арсаханова

Во второй декаде ХХІ века внедрение электронно-цифровых устройств во все звенья общественных отношений достигло выдающихся масштабов, что отмечено и на образовательном процессе учреждений высшего образования. Развитие современной образовательной среды вуза невозможна без использования цифровых средств обучения (ЦСО) таких, как: платформы дистанционного обучения (EQUITY MAPS, GOOGLE CLASSROOM, MOODLE), мобильно-цифровых приложений (CLASSTIME, LEARNINGAPPS, QUIZIZZ) и платформ онлайн связи (GOOGLE MEET, ZOOM, WEBEX). Особое место в контексте внедрения ЦСО принадлежит медицинском образовании, где уровень личной подготовки соискателя (теоретической и практической) очень важен в контексте спасения человеческих жизней. Цифровые средства обучения позволяют использовать  особенности современного соискателя с его постоянными пребыванием в цифровом пространстве с целью обучения до введения ограничительных мер, вызванных пандемией COVID-19. Образовательный процесс не должен останавливаться, и соискатели должны получать качественное образование, но нужно сохранять баланс между аудиторной и дистанционной формой передачи знаний и умений. На помощь участникам образовательного процесса может прийти образовательная технология смешанного обучения. Эта технология обучения достаточно новая и динамично развивается, она незаменима при очной форме обучения. Данная образовательная технология предоставления образовательных услуг сочетает в себе лучшие аспекты и преимущества преподавания в аудитории и интерактивного или дистанционного обучения, создает доступные курсы для соискателей образования, при которых учебный процесс представляет собой систему, состоит из разных частей, которые функционируют в постоянной взаимосвязи друг с другом, образуя целостную образовательную среду вуза. In the second decade of the XXI century, the introduction of electronic and digital devices in all links of public relations reached an outstanding scale, which was also noted in the educational process of higher education institutions. The development of the modern educational environment of the university is impossible without the use of digital learning tools (CSOs) such as: distance learning platforms (EQUITY MAPS, GOOGLE CLASSROOM, MOODLE), mobile digital applications (CLASTIME, LEARNINGAPPS, QUIZIZZ) and online communication platforms (GOOGLE MEET, ZOOM, WEBEX). A special place in the context of the introduction of CSR belongs to medical education, where the level of personal training of the applicant (theoretical and practical) is very important in the context of saving human lives. Digital learning tools allow you to use the features of a modern applicant with his constant stay in the digital space for the purpose of training before the introduction of restrictive measures caused by the COVID-19 pandemic. The educational process should not stop, and applicants should receive a high-quality education, but it is necessary to maintain a balance between classroom and distance forms of knowledge and skills transfer. The educational technology of mixed learning can come to the aid of participants in the educational process. This training technology is quite new and dynamically developing, it is indispensable for full-time training. This educational technology of providing educational services combines the best aspects and advantages of teaching in the classroom and interactive or distance learning, creates accessible courses for educational applicants, in which the educational process is a system, consists of different parts that function in constant interrelation with each other, forming an integral educational environment of the university.


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