scholarly journals Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum

Author(s):  
Margarida Romero ◽  
Sylvie Barma

Curriculum integration is one of the main factors in the teachers’ decision-making process when deciding to use games in formal educational contexts. Based on this observation, we aim to introduce pre-service teachers to Game Based Learning (GBL) and Serious Games (SG) integration in the curriculum. The teaching experience aims to facilitate different approaches to GBL and SG integration in the curriculum, including three types of GBL activities. Firstly, the use of Serious Games (SG), designed for educational purposes from the start; secondly, the game creation as a learning activity through game authoring platforms; thirdly, the use of repurposed entertainment games, which, despite not having being intentionally designed for educational purposes, could be diverted for meeting the curriculum objectives of primary education. A group of 51 pre-service teachers participated in the teaching experience during which they selected a GBL activity among the three types of GBL and SG integration in the curriculum. Most of the teachers succeed to identify SG created for educational purposes, and we observed 6 entertainment games repurposed for educational objectives, none of the pre-service teachers decided to integrate a game creation activity in the curriculum. We analyze the results of the teaching pre-service experience and the opportunities to introduce GBL and SG in pre-service teachers’ education.

2018 ◽  
pp. 356-368
Author(s):  
Margarida Romero ◽  
Jean-Nicolas Proulx

Teachers' digital literacy is part of the 21st century professional competences and is an essential part of the decision-making process leading to integrate the use of technologies in the classroom according to the curricular needs. This article focus on the teachers' competence to integrate technologies in the classroom by analyzing their integration strategies. The teachers' curricular integration strategies are analyzed in this article by analyzing Digital Game Based Learning (DGBL) curricular integration strategies with a group of 73 pre-service primary teachers in Université Laval (Canada). The results show the pre-service teachers selected the use of existing resources instead of the creation of new ones. The majority of the selected resources were games in the are of Mathematics. The participants discussed this strategy as the easiest way to align the digital games in the primary education curriculum. The authors discuss, at the end of the paper, the limits of this strategy and the opportunities to develop alternative ways to integrate digital games in the classroom to develop the curricular objectives such game repurposing and the creation of digital games as a learning activity.


Author(s):  
Margarida Romero ◽  
Jean-Nicolas Proulx

Teachers' digital literacy is part of the 21st century professional competences and is an essential part of the decision-making process leading to integrate the use of technologies in the classroom according to the curricular needs. This article focus on the teachers' competence to integrate technologies in the classroom by analyzing their integration strategies. The teachers' curricular integration strategies are analyzed in this article by analyzing Digital Game Based Learning (DGBL) curricular integration strategies with a group of 73 pre-service primary teachers in Université Laval (Canada). The results show the pre-service teachers selected the use of existing resources instead of the creation of new ones. The majority of the selected resources were games in the are of Mathematics. The participants discussed this strategy as the easiest way to align the digital games in the primary education curriculum. The authors discuss, at the end of the paper, the limits of this strategy and the opportunities to develop alternative ways to integrate digital games in the classroom to develop the curricular objectives such game repurposing and the creation of digital games as a learning activity.


Author(s):  
S. M. Amin Hosseini ◽  
Albert de la Fuente ◽  
Oriol Pons ◽  
Carmen Mendoza Arroyo

AbstractOne of the main challenges in assisting displaced persons who have lost their homes as a result of a natural hazard is the provision of adequate post-disaster accommodations, such as temporary housing. Although the need for temporary housing has increased around the world in recent years, it has been criticized on economic, environmental, and social grounds. A universal approach to post-disaster accommodations cannot successfully deal with this issue because each recovery process involves a unique set of conditions. Therefore, rather than defining a specific strategy, this study aims to present an approach capable of producing customized strategies based on contextual and social conditions. To this end, first, the main factors influencing the choice of post-disaster accommodations are identified through five case studies. It is concluded that all of the factors can be organized into three main vertices to simplify the highly complex issues involved in post-disaster accommodations. The case studies also show that the decision-making process consists of two main parts. To date, a recurring failure to distinguish between these two parts has led to unsuitable outcomes. Thus, this paper presents a new decision-making methodology, consisting of multiple steps, phases, and indicators based on the main vertices.


2016 ◽  
Vol 20 (08) ◽  
pp. 1640020 ◽  
Author(s):  
NIZAR ABDELKAFI ◽  
SERGIY MAKHOTIN ◽  
MARINA THUNS ◽  
ANNA POHLE ◽  
KNUT BLIND

Young companies need support concerning decisions related to intellectual properties. Entrepreneurs can resort to a menu of strategies, not only patenting. First, we explore the literature on standardisation and patenting and relate it to entrepreneurship to identify the internal and external influencing factors as well as the motives and risks related to decision making. Then, we conduct five case studies to explore these influencing factors, while trying to reconstruct the decision making process. We find five main factors: technology, resources, knowledge protection vs. knowledge diffusion, need for partnerships, and pace of innovation. Companies should use patents when their technology is patentable and knowledge protection is perceived essential. Standardisation is suitable when knowledge diffusion is more important than protection, and companies look for establishing new partnerships. These insights are integrated into a decision tree that provides guidance to young entrepreneurs to make an informed decision regarding intellectual properties.


Author(s):  
Dr BALLE Guy-Romaric Ségbé

The objective of this study is to understand the socio-economic relationships in  habits among sub-Saharan immigrants in Belgium. The interactions between the new living environment and pre-immigration habits were also a focus of the study. The quantitative survey was carried out in seven Belgian cities on a sample of 180 persons. The qualitative part consisted of interviews with twelve sub-Saharan immigrants. The results showed that the main factors explaining the consumption of African food are: the presence of a spouse in the household, children's interest in African products, household size and the availability (supply) of products from the country of origin. Moreover, it appears that the length of stay on Belgian territory does not significantly affect the consumption of African products. Relationships to African food are variously perceived and expressed by sub-Saharan Africans. Basically, their consumption seems to respond to a need to reinvent the socio-emotional microcosm necessary to preserve sacred links with the land of origin. However, in this new and constraining environment, the economic and financial condition of these immigrants does not represent a major factor in the decision-making process for purchasing exotic products.


Comunicar ◽  
2021 ◽  
Vol 29 (69) ◽  
Author(s):  
Fernando Fraga-Varela ◽  
Esther Vila-Couñago ◽  
Esther Martínez-Piñeiro

In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use of serious games in primary education classrooms, specifically on mathematics fluency, taking into account gamification variables and teaching experience. A quasi-experimental study was carried out with a pretest-posttest design, without a control group and with several experimental groups, involving 284 students from the first to the fourth grade. The results show a significant improvement in mathematics fluency with the use of serious games in the different grades and classroom groups studied. The gamification strategy promotes even greater progress over the classes where it has not been implemented. There is a similar time of use of serious games by both novice and experienced teachers, with better results in mathematics fluency in the case of the second group. It also shows the relationship between the results obtained and the school grades of the students. The findings point to the potential of using serious games designed specifically for school environments and challenge previous work on generational barriers in teachers. En estos últimos años ha habido una renovación del software educativo propiciada por la incorporación de diseños específicos basados en juegos serios. Los estudios previos sobre su uso no ofrecen datos concluyentes sobre el avance en el aprendizaje, tanto a nivel general como de contenidos específicos. El objetivo principal del presente trabajo es conocer el impacto del uso de juegos serios en las aulas de educación primaria, concretamente en la fluidez matemática del alumnado, atendiendo a variables de gamificación y experiencia docente. Se lleva a cabo un estudio cuasi-experimental con pretest-postest, sin grupo control y con varios grupos experimentales, en el que participan 284 estudiantes de primero a cuarto curso. Los resultados muestran una mejora significativa de la fluidez matemática con el uso de juegos serios en los distintos cursos y grupos-aula estudiados. La estrategia de gamificación promueve un progreso aún mayor respecto a las aulas en las que no se ha implementado. Se observa un tiempo de uso similar de los juegos serios por parte de profesores noveles y experimentados, con mejores resultados en fluidez matemática en el caso de los segundos. También se muestra la relación existente entre los resultados obtenidos y las calificaciones del alumnado. Las conclusiones señalan el potencial del uso de juegos serios diseñados específicamente para entornos escolares y cuestionan trabajos previos sobre las barreras generacionales en el profesorado.


2020 ◽  
Vol 9 (2) ◽  
Author(s):  
Sharon Liu ◽  
Robert Hodgson

Biometrics has emerged as a rapidly moving technology that has been continuously evolving and improving. It has even been incorporated as a form of counterterrorism, preventing incidents of terrorism as well as providing safety measures. While various researchers have analyzed the effectiveness of biometric counterterrorism measures, the factors behind the reasonings of those decision making process of implementation have been untouched. This paper looks to analyze the factors through a case study on the events of September 11, 2001, using a qualitative thematic analysis to identify the factors. It is important to note that rather than analyzing secondhand sources, this study will analyze first hand sources throughout the study. Through this study, it can be concluded that there are five main factors behind implementation of biometric counterterrorism policies: ensuring safety if a terrorist incident were to happen, increasing security to prevent the incident from occurring, public sentiment, potential to become in the future, and current effectivity.


2017 ◽  
Vol 12 (8) ◽  
pp. 72
Author(s):  
Shuddha Chowdhury ◽  
K. M. Salahuddin

A proper implementation of Management Information Systems (MIS) can improve an organization's performance, productivity, and work efficiently. Three factors are vital in the successful implementation of MIS. These are organization factors, technology factors and management factors. There are several other factors but these three are the most important ones according to observation. All other factors can be incorporated into these three factors. These three main factors work in an integrated and coordinated way. There are several other important sub-factors in each of these three areas. These are also discussed in this paper. Management Information Systems (MIS) play a vital role in decision-making process. Managers can improve their decision-making process with the successful execution of Information Systems. Our main goal in this paper is to determine the factors and make discussions on them. How they affect in the successful implementation of MIS is also discussed here.


Author(s):  
������ ◽  
O. Bykova

The research objective is to analyze the current situation in the field of project management in Russian market and to determine the main factors and depended variables, that influence the decision-making process in the field of project system organization. The research demonstrates the result of surveying 57 companies in the Russian market.


Author(s):  
Gabriela O. Chiciudean ◽  
Rezhen Harun ◽  
Iulia C. Muresan ◽  
Felix H. Arion ◽  
Daniel I. Chiciudean ◽  
...  

In the context of a spectacular growth of the Romanian restaurant market, it has become a necessity for managers to analyze the decision-making process related to restaurant selection toward obtaining a competitive advantage, which can be achieved through better segmentation and adequate targeting. The main objectives involved the identification of the main factors that influence restaurant selection by evaluating the role that health concerns play in this process and identifying consumers’ restaurant profiles. A survey was conducted using face-to-face interviews as the contact method, in order to identify the main factors considered important for consumers in the city of Cluj-Napoca in the decision-making process related to restaurant selection. Principal component analysis (PCA) was conducted to group the attributes. The non-hierarchical cluster analysis through the use of the k-means method was used to define different groups within the sample and identify common features. Results suggest that the analyzed restaurant market is dominated by three segments of consumers, of which the largest is represented by “health seekers”: a group of young women with medium and low incomes. As such, the possibility of consuming healthy meals within a restaurant is the most important factor for them during the decision-making process for restaurant selection. The present study has important managerial implications. Restaurant managers should admit that this process represents the starting point in designing restaurant concepts, as this type of information is fundamental for management decisions. On the other hand, the study offers important information regarding consumer perception of food, which has recently changed significantly, especially in the segment of young consumers to whom health is very important.


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