scholarly journals Game-Based Learning and Just-in-Time Teaching to Address Misconceptions and Improve Safety and Learning in Laboratory Activities

Author(s):  
J. Llanos ◽  
C. M. Fernández-Marchante ◽  
J. M. García-Vargas ◽  
E. Lacasa ◽  
A. R. de la Osa ◽  
...  
Author(s):  
Ana María Borreguero ◽  
Javier Llanos ◽  
Carmen M. Fernández-Marchante ◽  
Engracia Lacasa ◽  
Ana Raquel De la Osa ◽  
...  

2017 ◽  
Vol 18 (4) ◽  
pp. 518-532 ◽  
Author(s):  
Hendra Y. Agustian ◽  
Michael K. Seery

In this article we summarise over 60 reports and research articles on pre-laboratory activities in higher education chemistry. In the first section of the review, we categorise these activities as follows. First are those intending to introduce chemical concepts, that typically take the form of a pre-laboratory lecture, pre-laboratory quizzes, and pre-laboratory discussion. Second are those intending to introduce laboratory techniques, that typically take the form of interactive simulations, technique videos, mental preparation, and safety information. Finally, a small number of activities intended to prepare students for affective aspects of laboratory work, in the form of enabling confidence and generating motivation are described. In the second section of the review, we consider a framework for design of pre-laboratory activities that aligns with the principles of cognitive load theory. We propose how the two tenets of such a framework – supporting learners in complex scenarios and provision of information necessary to complete tasks – can be considered for the case of preparing for laboratory learning. Of particular relevance is the nature of information provided in advance and that provided just in time, characterised as supportive and procedural information respectively. Finally, in the concluding section, we draw together the principles outlined in the framework and findings from reports of pre-laboratory work in chemistry to propose five guidelines for those wishing to incorporate pre-laboratory activities into their laboratory curriculum; an activity we argue has a significant literature basis for us to encourage.


2017 ◽  
Vol 7 (4) ◽  
pp. 86-100 ◽  
Author(s):  
Norah E. Dunbar ◽  
Matthew L. Jensen ◽  
Claude H. Miller ◽  
Elena Bessarabova ◽  
Yu-Hao Lee ◽  
...  

One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about cognitive biases. We also compared the digital game-based learning condition to a professional training video. Overall, the digital game was significantly more effective than the video condition. Longer durations and repeats improve the effects on bias-mitigation. Surprisingly, there was no significant difference between just-in-time feedback and delayed feedback, and computer-generated feedback was more effective than feedback from other players.


Author(s):  
F. Jacob Seagull ◽  
Danny Ho ◽  
James Radcliffe ◽  
Yan Xiao ◽  
Peter Hu ◽  
...  

2015 ◽  
Vol 77 (08/09) ◽  
Author(s):  
J Adams ◽  
M Claus ◽  
DM Rose ◽  
K Schöne
Keyword(s):  

2003 ◽  
pp. 24-27 ◽  
Author(s):  
Mirosław Wasilewski
Keyword(s):  

Przedstawiono wyniki badań, których celem było określenie możliwości wprowadzenia systemu dostaw na czas środków do produkcji w gospodarstwach rolniczych oraz warunków koniecznych do spełnienia w tym zakresie. Badania przeprowadzono w 2000 roku.


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