scholarly journals Integration of Teaching Processes and Learning Assessment in the Prefrontal Cortex during a Video Game Teaching–learning Task

2017 ◽  
Vol 7 ◽  
Author(s):  
Naoyuki Takeuchi ◽  
Takayuki Mori ◽  
Yoshimi Suzukamo ◽  
Shin-Ichi Izumi
2020 ◽  
Author(s):  
Richard Fernandes de Oliveira ◽  
Iran Ferreira de Melo

With this work, we aim to propose a didactic application of the news genre, from the perspective of critical reading practices in Portuguese language teaching, to approach the experiences of dissident gender and sexuality people who are being viewed and represented by the media hegemonic in Brazil. Therefore, we offer teachers 5 texts and 10 activities that can be used for the development of a didactic project that articulates several areas of knowledge and that is also built from an educational vision that dialogues reading, criticism , teaching, learning, assessment and self-assessment. In this sense, due to the theme we are dealing with, we assume a political-epistemological tone combating gender and sexual violence, with education being our battlefield.


2019 ◽  
Author(s):  
Siti Tarwiyah ◽  
Warsono ◽  
Dwi Anggani Linggar Bharati ◽  
Djoko Sutopo

Coaching is mainly purposed to build teacher capacity to enhance the success of learning and the quality of education in general. This paper is aimed at describing the coaching materials, methods, and the effectiveness of coaching in English Foreign Language (EFL) learning to strengthen the teachers’ pedagogical competence. Six Junior High School EFL teachers of Central Java, Indonesia (T1, T2, T3, T4, T5, and T6) attended three-month weekly coachee-centered coaching leading to the implementation of student-centered learning. Observation of the teaching-learning process, review of the lesson plan, and an interview with the EFL teachers through Focus Group Discussion were done before coaching was carried out to identify the coachees’ preliminary pedagogical competence and needs. The coaching materials encompassed using songs in EFL class, learning principles and activity-based learning, teaching methods, teaching vocabulary, teaching grammar, teaching the four language skills, assessing attitude, knowledge, and skill, and process skills. Coachee-centered coaching was implemented to present the materials through such methods as Demonstration, Scientific Approach, Lecturing and Discussion, Problem-Based Learning, Task-Based Learning, Inquiry Learning, Presentation-Practice-Production.


2021 ◽  
Author(s):  
Debaprasad Mukherjee ◽  
Gour Sundar Mitra Thakur

A new and extremely effective teaching-learning-assessment methodology is introduced for continuous active learning in outcome based education (Teaching, Learning and Evaluation-OBTLE). This method addresses the modern methods of education like personalized learning, participatory learning, peer evaluation, revised Bloom's Taxonomy, and all graduate Attributes including the corresponding competencies and performance indicators. Most importantly this method encourages socratic questioning which facilitates inquiry based learning, which is being projected as the future of learning in any context. The method may be extremely useful to identify and take remedial measures for students who may need additional attention from teachers.


Author(s):  
Mădălina Lupșe ◽  
Bogdan-Vasile Cioruța ◽  
Alexandru Leonard Pop

In Romania of 2021, where society is constantly tempted by numerous changes in methodology and constrained by the development of the didactic act mainly online, as a result of the pandemic, education through play can be the long-awaited answer. The game itself can take various forms, sometimes the most interesting. The present paper seeks to present such a form. Starting from education through play, the paper aims to outline another possible dimension of the way of conducting the act of teaching-learning assessment and obtaining feedback. Thus through a series of worksheets, education through play is punctuated and finely delimited, as a bridge between mobile applications and philately. A series of exercises are proposed, which can be carried out in the mixed work variant. They can successfully provide lessons involving fun math or ecology, but the range of uses can be expanded. They can be used as materials in teaching new knowledge and in evaluating existing ones. This study certifies that education through play knows no limitations as long as the trainers has several key skills and has access to various resources.


eLife ◽  
2020 ◽  
Vol 9 ◽  
Author(s):  
Andreea Oliviana Diaconescu ◽  
Madeline Stecy ◽  
Lars Kasper ◽  
Christopher J Burke ◽  
Zoltan Nagy ◽  
...  

Decision making requires integrating knowledge gathered from personal experiences with advice from others. The neural underpinnings of the process of arbitrating between information sources has not been fully elucidated. In this study, we formalized arbitration as the relative precision of predictions, afforded by each learning system, using hierarchical Bayesian modeling. In a probabilistic learning task, participants predicted the outcome of a lottery using recommendations from a more informed advisor and/or self-sampled outcomes. Decision confidence, as measured by the number of points participants wagered on their predictions, varied with our definition of arbitration as a ratio of precisions. Functional neuroimaging demonstrated that arbitration signals were independent of decision confidence and involved modality-specific brain regions. Arbitrating in favor of self-gathered information activated the dorsolateral prefrontal cortex and the midbrain, whereas arbitrating in favor of social information engaged the ventromedial prefrontal cortex and the amygdala. These findings indicate that relative precision captures arbitration between social and individual learning systems at both behavioral and neural levels.


Author(s):  
Chin Ike Tan

Educational games are often described as a balancing act between the entertainment aspects of video games—be it the engagement, motivational, or immersive advantages of it—and the serious subject matter of teaching, learning, and assessment. Thus the key challenge of game-based learning is how the merging of these two aspects could assist in the knowledge retention and application of the subject matters within the real-world environment, especially in the realm of education. The chapter proposes a validation framework that can link elements of learning and assessment in a subject matter to play experience in educational games before those games are developed. The framework will allow game designers and developers to understand the cognitive processes of learning, not only in designing effective educational games, but also to comprehend the intricacies and connections between learning and principles of game design. This in turn enables game researchers to develop effective educational games which are pedagogically and ludologically sound.


Author(s):  
Menucha Birenbaum ◽  
Elhanan Gazit

The multi-user virtual environment (MUVE) described in this chapter is aimed to promote learner agency and motivation by engaging students in authentic and challenging learning experiences aligned with educational goals to foster twenty-first century competencies. Principles of assessment for learning (AfL) and gamification will be integrated to design a MUVE governed by students. The students will engage in learning, assessment, and instruction-related activities. They will also initiate, manage, and monitor the activities. The relationship between The Learners' Isle virtual environment and the physical classroom environment will be complementary and reciprocal. The teacher (a digital immigrant) and the students (the digital natives) will be partners in the teaching-learning process. The design principles of The Learners' Isle, a scenario to illustrate blended learning, and its conceptualization through an activity theory framework will be presented. In addition, this chapter will discuss the educational context characteristics conducive to successful implementation of the MUVE.


Author(s):  
Libi Shen ◽  
Irene Chen ◽  
Anne Grey ◽  
Anchi Su

Artificial intelligence (AI) is developing at a fast speed and has incessantly impacted the modern world for decades. AI technologies are beneficial for all kinds of industries, including businesses, economics, transportation, hospitals, schools, universities, and so forth. Many researchers have investigated the development of artificial intelligence in education (AIEd), specifically on how AI assists teaching, learning, assessment, references, and collaboration. Several questions arise. What impact do AI technologies have on education? How do AI technologies assist teaching (e.g., curriculum, assessment, student learning, and teaching practices)? How do teachers cope with AI Technologies in education? What are the ethical concerns of AI technologies? What are the barriers of AI-based learning in education? The purpose of this chapter is to explore the evolution and the challenges of AI technologies in education. Major research on AI from 1999 to 2019 will be reviewed. Problems with AI in education will be raised and solutions for solving the issues will be recommended.


NeuroImage ◽  
1998 ◽  
Vol 7 (4) ◽  
pp. S883
Author(s):  
P. Peigneux ◽  
P. Maquet ◽  
M. Van der Linden ◽  
T. Meulemans ◽  
C. Degueldre ◽  
...  

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