scholarly journals Designing Serious Game as Learning Media of Design Thinking Mindset

2021 ◽  
Vol 4 (2) ◽  
pp. 49-56
Author(s):  
Ahmad Syahid Zakaria ◽  
Billy Muhammad Iqbal ◽  
Danu Hadi Syaifullah

In many cases, the concept of design thinking (DT) is only taught as an instance method without deep understanding of its basic concepts. The characteristic of DT itself is abstract and practical so difficult to be articulated. On the other side, serious game (SG) comes as a proven solution that can bring a positive impact on the learning process because it can provide an immersive and enjoyable experience. In general, this research will discuss how to design the most appropriate SG to embed the basic concept of DT and how its influence on DT learning process at the participant`s reaction and learning level. This study discusses comprehensively the design process of SG starting from game model, game framework, design sketch, to final prototype. The output of this design is a series of educative games composed of several aspects of meaning and play to teach the basic concept/mindsets of DT.

2020 ◽  
Vol 12 (22) ◽  
pp. 9584
Author(s):  
Angel Jaramillo-Alcázar ◽  
Paz Cortez-Silva ◽  
Marco Galarza-Castillo ◽  
Sergio Luján-Mora

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.


Author(s):  
Juana M. Ortega-Tudela ◽  
◽  
Elena M. Diaz-Pareja ◽  
África M. Cámara-Estrella ◽  
Mercedes LLorent-Vaquero

Innovation in education entails not only the incorporation of technological tools and applications, but also the implementation of methodologies that could break the inertia and incorporate processes of Divergent Thinking. Future teachers must be creative professionals capable of developing professional activities to improve and not only to replicate the social experience in order to create new learning experiences. In this way, the main aim of our work was to explore how the use of Design Thinking Methodology improves learning processes in a group of 75 college students of the Primary Education Degree. This group of students, divided into 21 smaller working groups, created different educational videos and multimedia design projects through Design Thinking methodology. They were also encouraged to use Social Networks (specifically Instagram) to present and publicize the progress they were making on their work, in order to obtain feedback from their classmates. All the projects developed were related to three thematic areas: Art for everyone; Attention to diversity and Making great neighborhoods. At the end of the creation process, we analysed the students’ perception of how the design thinking methodology helps them through their learning process. Based on an ad hoc questionnaire, the impact of the use of Design Thinking in the learning process and its influence on variables such as motivation, communication, creativity, among others, was studied. The results show that the use of this methodology had a positive impact on practically all the variables, facilitating and optimizing the learning process of future teachers.


Author(s):  
Yingxiao Xu ◽  
Jay Ramanathan ◽  
Rajiv Ramnath

Serious games have potential for achieving a variety of effectiveness goals for different stakeholders in complex domains like healthcare. The authors propose a Serious Game Framework (SGF) that provides a conceptual architecture that considers the design alternatives, support for multiple game types on the same architecture, and the ability to assess, research, and improve the learning process. The authors show with examples how with this, on one hand, the same knowledge content can be used in different serious games to achieve different learning outcomes and goals. On the other hand, the same goal can be achieved by different serious games, and user preferences might determine what games are used. The game interaction data also becomes shareable and useful for analysis and continuous improvement.


1977 ◽  
Vol 8 (1) ◽  
pp. 23-32
Author(s):  
Gerald E. Chappell

Test-teach questioning is a strategy that can be used to help children develop basic concepts. It fosters the use of multisensory exploration and discovery in learning which leads to the development of cognitive-linguistic skills. This article outlines some of the theoretical bases for this approach and indicates possibilities for their applications in child-clinician transactions.


2019 ◽  
Author(s):  
Wiwin Vauzia

This article was written to explain the concept of educational administration in particular the understanding, importance and purpose of educational administration. The purpose of the article is made to inform about the notion of educational administration, the importance of educational administration and the purpose of educational administration. It is important that we know the education administration in order to be able to implement the knowledge gained as educators later. The technique used in making this article is by collecting data related to material sourced from books, article journals, and other sources related to the science of basic concepts of educational administration and analyzing the material with the literature method which aims to help find truth from the material discussed. Administration is an educational institution which is a main source of management in regulating the teaching and learning process in an orderly manner so that the most important goal is achieved at the educational institution, where the purpose of education administration itself is to provide systematic work in managing education so that educational operational tasks can be carried out effective and efficiency towards the goals or objectives that have been set.


Author(s):  
Zoran Vrucinic

The future of medicine belongs to immunology and alergology. I tried to not be too wide in description, but on the other hand to mention the most important concepts of alergology to make access to these diseases more understandable, logical and more useful for our patients, that without complex pathophysiology and mechanism of immune reaction,we gain some basic insight into immunological principles. The name allergy to medicine was introduced by Pirquet in 1906, and is of Greek origin (allos-other + ergon-act; different reaction), essentially representing the reaction of an organism to a substance that has already been in contact with it, and manifested as a specific response thatmanifests as either a heightened reaction, a hypersensitivity, or as a reduced reaction immunity. Synonyms for hypersensitivity are: altered reactivity, reaction, hypersensitivity. The word sensitization comes from the Latin (sensibilitas, atis, f.), which means sensibility,sensitivity, and has retained that meaning in medical vocabulary, while in immunology and allergology this term implies the creation of hypersensitivity to an antigen. Antigen comes from the Greek words, anti-anti + genos-genus, the opposite, anti-substance substance that causes the body to produce antibodies.


Author(s):  
Kishor G. Satani ◽  
Hemang Raghvani ◽  
Kunjal Bhatt

The concept of Agni is basic concept of Ayurveda. Agni is believed to be the agency for any kind of transformation. Maharshi Vagbhatta says that each of the Dosha, Dhatu, Mala etc. have their own Agni. This is how the number of Agni cannot be limited. Though each and every Agni has its own importance, Dehagni or Jatharagni is the most important one as all other Agnis are depended upon Dehagni. Acharya Vagbhatta says that proper function of every Dhatvagni is depended on the Jatharagni. Increase or decrease of Jatharagni directly affects the function of Dhatvagni. Thus, Maharshi Charaka established functional relationship among Jatharagni and other Agnis. Maharshi Vagbhattta goes one step ahead of Maharshi Charaka by using word “Amsha” means; moieties of Kayagni, located to in its own place, are distributed to and permeate to all the Dhatus. A decrease of it (below the normal) makes for an increase of the Dhatus, while an increase of it (above the normal) makes for a decrease of a Dhatus. This shows structural relationship too, between Jatharagni and Dhatvagni as “Amsha” always indicates Murtatva or material form. Further more all these Agnis are connected with each other and due to this relationship, vitiation of Jatharagni results in vitiation of all the other Agnis.


2016 ◽  
Vol 7 (1) ◽  
Author(s):  
Kumari Kumkum ◽  
R. N. Singh ◽  
Yogershi Rajpoot

There may be so many negative consequences of stress for human beings and dissatisfaction among employees happens to be one of the major problems. It indicates negative feelings that individuals have regarding their jobs or its facets. On the other hand, social support is assumed to be mitigating the relationship between negative aspects of the work environment and job satisfaction. Job stress is said to be associated with job dissatisfaction as well as experience of strain. In view of the above, this study examined the role of job stress and social support in job satisfaction. The sample consisted of 30 school teachers from different school of Varanasi (U.P.). The job stress, job satisfaction and social support scales were administered on the participants. The responses of the participants were converted into scores for statistical analyses. The scores of participants on the scales were correlated. The findings revealed that job stress led to increased job satisfaction. It is against the proposed hypothesis and it appears as if the social support received by the participants is a factor behind it. Two of the four dimensions of social support were found to exert positive impact on job satisfaction but the other two dimensions were not found to be correlated with it. The findings are thoroughly discussed and interpreted.


2016 ◽  
Vol 2 (3) ◽  
pp. 528
Author(s):  
Ako Abubakr Jaffar ◽  
Mazen Ismaeel Ghareb ◽  
Karzan Hussein Sharif

The Retailers all over the world are prospering from the burgeoning trend of online shopping. Kurdistan Regional Government is still struggling to grow its e-commerce markets. On the other hands e-commerce in Various countries in the Middle East have some of the world’s highest internet and mobile penetration rates. Alternative payments methods are quickly expanding, and having access to some of the world’s most coveted natural resources that allows countries in their region to have some of the highest GDP in the world. There are several challenges prevalent in the KRG Region market that will require international merchants to develop strategies based on innovation and vigilance. This unique region is plagued with complications many other countries have little to no experience with e-commerce, which highlights the need for retailers to have a deep understanding as to how this region operates before they can begin finding solutions. One of the biggest concerns today's consumers have is the risk of fraud when they are shopping online. With highly sophisticated malware and perceptive cybercriminals, customers' card and bank information can easily be stolen if a merchant does not take the proper security measures. In this paper we summarize all challenges need to be addressed in KRG in order to make correct steps to apply e-commerce in KRG. Finally, the recommendations and framework are proposed for e-commerce to encourage government, organizations, and people to take advantages from e-commerce.


2019 ◽  
Vol 5 (1) ◽  
pp. 72-78
Author(s):  
Novita Mulyana ◽  
Made Budiarsa ◽  
Made Sri Satyawati

This research was aimed to find out the types of politeness strategy that is used by 10th grade students to express criticism towards public issues through an anecdote text as well as the implication on the teaching and learning process of anecdote text in SMK TI Bali Global Jimbaran. There were fifteen anecdote texts analyzed in this research and they were collected through a writing test conducted in a 10th grade class in SMK TI Bali Global Jimbaran. The data were classified and analyzed based on the politeness strategy theory proposed by Brown and Levinson (1987) and ethnography of communication theory proposed by Hymes (1973). The result of the analysis shows that from the fifteen anecdote texts collected, there were only two types of politeness strategy found to be used in expressing criticism, they are bald on record strategy and off record strategy. There are ten anecdote texts composed by the students found using bald on record strategy, while the other five anecdotes using off record strategy in expressing criticism towards public issues. In other words, more students still used the more risky way of expressing criticisms, therefore it is important for the teacher to choose or design a better model of learning which can improve the students’ pragmatic competence.


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