Communicability in Educational Simulations

2011 ◽  
pp. 373-390
Author(s):  
Emma Nicol

Simulation and game-based learning are powerful modes of learning that are used in many fields including subjects as diverse as medicine and aviation. While institutes of further and higher education are making increasing use of VLEs to deliver teaching and learning, there are currently few examples of simulated environments for learning. The SIMPLE (Simulated Professional Learning Environment) and Cyberdam environments are two of the few dedicated simulation environments. This chapter will look at both of these environments and the results of user evaluations to determine what makes a simulation environment successful and what aspects of a simulation environment would have to be evaluated in order to establish its communicability.

Author(s):  
Emma Nicol

Simulation and game-based learning are powerful modes of learning that are used in many fields including subjects as diverse as medicine and aviation. While institutes of further and higher education are making increasing use of VLEs to deliver teaching and learning, there are currently few examples of simulated environments for learning. The SIMPLE (Simulated Professional Learning Environment) and Cyberdam environments are two of the few dedicated simulation environments. This chapter will look at both of these environments and the results of user evaluations to determine what makes a simulation environment successful and what aspects of a simulation environment would have to be evaluated in order to establish its communicability.


Author(s):  
Piergiuseppe Ellerani

This chapter concerns the research project carried out in a confederation of Institutions of Higher Education (IHE) in seven Latin American countries. Considering the intercultural background of IHE, the universities defined a new profile of their teachers and other human resources by setting up a new model of teaching and learning based on a “learning process” and shifting the paradigm of learning to “centered teaching.” In this chapter, three characteristics of this process are presented: the first one refers to the profile built as the “product” of an Intercultural Community of Thought; the second one refers to a participatory process, called “the value cycle,” as a working model that allows one to co-construct profiles of university teachers, administrative staff, and human resources staff; the third one presents the tools and the technologies using both of them (Personal and Social Virtual Learning Environment based on Web 2.0, the Human Resource Management Tool, Video-Research, E-Portfolio). The project, carried out through action-research, defines a shared idea of the quality of teaching, a research based and supported by tools, that allows teacher self-assessment as well as the possibility to monitor the quality of universities and to develop plans for continuous improvements by building a community of learning. Qualitative and quantitative studies' data are given.


Author(s):  
Ellen Boeren

This chapter explores the author's experiences with blended learning, both as a tutor and as a student at a British Russell Group University. The chapter starts from the importance of encouraging an autonomy supporting learning environment, featured within self-determination theory (Ryan & Deci, 2000). In the first part of the chapter, definitions of blended learning will be briefly reviewed. Secondly, the role of the learning environment will be explained, drawing upon previous research on learning environments undertaken by Darkenwald and Valentine (1986), mentioning the importance of the learning environment within motivational theories. Thirdly, results of a critical analysis on the own teaching and learning practice will be conducted, comparing the perspective of being a tutor and being a student. Finally, recommendations for future teaching practice will be discussed, before concluding this chapter.


Author(s):  
Nguyen Thi My Loc ◽  
Hoang Si Tuong

The industry has different industrial revolutions leading to great fluctuations in all areas of life, especially in the field of education. Technology has become ubiquitous in educational organizations help meet the demands of improving, optimizing, and personalizing education. The ability to automate learner tracking becomes possible, at least in the assessment of learner's diligence and progress as well as their acquisition of knowledge and skills. Especially in the context of knowledge becoming increasingly heterogeneous and complex in today's learning environment. With constant innovation and development in today's teaching and learning, we need transform the paradigm of integrating technology into the teaching process to accommodate collaboration and coordination. In this article, we propose a solution integrating technology into higher education in the context of higher education 4.0. University 4.0 concept is inspired by the industry 4.0 model and applies this concept to higher education to better meet the increasing needs of learners. The article also focuses on presenting the context of the industrial revolution and the education revolution, especially the digital transformation in education from education 3.0 to education 4.0, the challenges facing university 4.0. proposed university model 4.0. It is an open, flexible and interconnected university model, with the aim of providing learners with professional capabilities to meet the requirements of Industry 4.0, creating a lifelong learning environment, according to specific conditions, individual needs, aspirations and preferences of learners.


10.28945/4660 ◽  
2020 ◽  
Vol 19 ◽  
pp. 855-889
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Aim/Purpose: The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the application of 3DVWs on five variables relevant to positive outcomes for higher education students. Background: Three-Dimensional Virtual Worlds (3DVW) are of considerable importance and potential for the creation of the next generation of teaching and learning environments. There has been a remarkable interest in the educational communities in applying virtual environments for teaching and learning, and this technology has been largely adopted to favour educational settings. With the increasing development of 3DVW technologies in the education sector, two uncertainties have emerged with respect to higher education that significantly influence the applicability of the technology in the field: user acceptance of the technology and educational benefits of the technology for both individuals and institutions. Thus, this study examined the relationship between various factors and the user acceptance of 3DVWs in higher education as well as the relationship between the application of 3DVWs in higher education and positive educational outcomes. Methodology: By conducting a quantitative study, an extensive research model was developed by which 21 hypotheses were examined to assess the relationships between 12 variables. In order to evaluate the hypotheses, an online survey with 32 questions was developed and distributed among the participants. The questionnaire was developed to analyse the relationship between independent and dependent constructs of the research model. By applying a purposive convenience sampling technique, 135 undergraduate students, who were enrolled in a first-year elective course, participated in the survey. The PLS-SEM method was used to analyse the relationships between variables based on the hypothesised hypotheses. Second Life was used as the primary 3DVW environment for the research experiment in this study. Contribution: This study is among the first to conduct a quantitative method by developing an extensive research model to examine both antecedents and consequences of the application of 3DVWs in higher education. The research model exam-ined several self-developed variables relevant to the antecedents and conse-quences of user acceptance of 3DVWs those had not been defined or exam-ined previously in this field. The study takes 3DVW engagement into account, which is a variable associated with not only use, but also with continuous use of the technology, and deeper involvement with the technology. This study contributes to the research and practitioner body of knowledge by introduc-ing various factors significant in preparing a distance learning environment and activities that can be adapted in higher education. Findings: The findings suggest the effectiveness of ease of use, usefulness, enjoyment, and visual attractiveness of a 3DVW-based learning environment on user acceptance of the technology. Findings also suggest that application of 3DVWs has a significant impact on student satisfaction, learning outcome, retention, course engagement, and students’ graduate outcome. The study confirms that computer self-efficacy of higher education students does not have a positive impact on the acceptance of 3DVWs. Recommendations for Practitioners: Curriculum designers and developers should consider designing easy-to-use and user-friendly virtual learning environments and should make aesthetic design decisions to create appealing learning environments to attract students’ attention. A 3DVW-based learning environment needs to be realistic to make students experience a sense of presence within the environment. Increased enjoyment, pleasure, and playfulness of the virtual learning environment contribute to a higher level of adoption of 3DVWs among students. For the higher education institutions, the costs of developing and maintaining a virtual learning environment and implementing a teaching and learning programme are very low in comparison with a traditional face-to-face education system. This technology provides great capabilities for collaboration, teamwork, and networking on a worldwide scale. Recommendation for Researchers: Further studies are required to investigate from different perspectives the various factors impacting on user acceptance and/or positive outcomes of user acceptance of the technology. Using the technology for different courses, implementing different teaching and learning methods, and developing creative activities in the virtual environment might contribute to new findings in the field. This study could be extended by applying the technology in educational settings other than higher education, such as K–12. New studies could also explore other aspects of 3DVWs which were not part of the case study, such as the implementation of the technology on virtual reality, augmented reality, and smartphones. Impact on Society: The study would be beneficial for higher education institutions worldwide to regulate the key factors that affect students’ entrancement of 3DVWs as well as the positive outcomes of user acceptance of this cutting-edge technology for students. Future Research: This study could be a starting point for future research focusing on various aspects of the application of 3DVW technology in education. Future studies could identify and investigate other variables that are associated with user acceptance of 3DVW in education as well as the positive outcomes of the application of the technology in this field. The four new variables presented in this study can also be examined in different contexts and/or with the application of various technologies. There have been some inconsistencies between the findings of the current study and some of the previous studies in the field. Future studies can investigate inconsistent relationships much more meticulously in a similar context. Future studies could also explore other aspects of 3DVWs which were not part of the case study.


Author(s):  
Andrea Ximena Castaño Sánchez

Nowadays universities are introducing educational changes in their teaching practices and their assessment strategies. These changes are involving many areas in the university. One of the places where most of the changes are initiated is from the classroom settings. To support them, eportfolios in general are being used as a form to align the principles stated from the Bolonia Process towards a teaching more centred on the student supporting other aspects like mobility and recognition. Therefore, developing effective use of technology applied to education for teaching and learning has become an important challenge. In this regard, the main goal of this thesis was to identify learning environment characteristics when applying eportfolios for teaching and learning and students’ characteristics that could influence a meaningful learning.


2021 ◽  
Vol 9 (3A) ◽  
Author(s):  
Mohammed Yahya Alghamdi ◽  
◽  
Younis A. Younis ◽  

In higher education, teaching cybersecurity concepts to students such as encryption-based security protocols is a challenging task, but it is fundamental for personal and national security. One of the reasons for this is related to the inadequate mathematical knowledge of students, which limits their understanding of the cryptographic algorithms underlying the protocols. Therefore, higher education institutions are seeking out engaging and effective strategies for developing students’ skills in this area. The aim of this research is to explore the use and potential effectiveness of game-based learning to assist in the teaching and learning of cybersecurity concepts in higher education. It contributes to the literature by raising public interest in cybersecurity and helping learners to understand suitable and safe behaviors online. It also offers a systematic overview of game-based learning tools that have been used in previous studies to improve students’ understanding of cryptographic algorithms. This research also presents a framework for the effective teaching of cryptography in higher education, relying on animation and gamification.


2021 ◽  
Vol 6 (1) ◽  
pp. 1-13
Author(s):  
Laura Costelloe

It is broadly recognised that professional development (PD) to enhance academic practice amongst those who teach in Higher Education (HE) encompasses a range of approaches; while there is an established culture of accredited PD provision – particularly for early-career academics – literature points to a preference among more established faculty for non-accredited or informal PD activities such as workshops, projects, conferences, professional dialogue, experimental approaches or activities related to the scholarship of teaching and learning (Ashgar and Pilkington 2018; Kálmán et al. 2019; Spowart et al. 2017). The provision of accredited PD is now commonplace in the Irish context and many Irish HE Institutions offer programmes in academic practice at Graduate Certificate, Diploma or Masters Level (Maguire et al. 2017; Maguire et al. 2015). However, evidence also points to a long-standing culture of engagement in in- and non-formal PD activities among Irish HE teachers (Kenny et al. 2015). This has been recognised in the Irish National Professional Development Framework which is underpinned by an ‘acknowledgement of the spectrum of activities that could be considered under the umbrella of PD’ (National Forum 2016a; National Forum 2016b). Thus, a considerable amount of the professional learning that is undertaken to enhance academic practice takes place through experiential or work-based practices including communities of practice, conversations with colleagues and practice-based innovations (Knight et al. 2006; Nerantzi 2015; Warhurst 2008). Furthermore, there is a growing body of literature highlighting the use of portfolios to support academic professional learning activities and reflective practice in Higher Education (Costelloe et al. 2019; Hamilton 2018; Hoekstra and Crocker 2015; O'Farrell 2007; Pelger and Larsson 2018). Described as ‘a purposeful collection of evidence, consisting of descriptions, documents and examples of what is good teaching for the teacher’ (de Rijdt et al. 2006, p.1086), portfolios are being used in multiple ways to support PD: to provide evidence of a quality approach to professional development, to document teaching practices for the purposes of promotion, to showcase and reflect on academic practice and to provide evidence of engagement with PD activities. An eportfolio adds an extra dimension to the affordances of a more traditional portfolio through the potential inclusion of multimedia artefacts such as audio, video and text to capture, share and reflect on academic practice.          Bearing in mind the Irish HE context and the recent introduction of the National Professional Development Framework, this paper will explore the potential of eportfolios – and specifically digital teaching or professional practice portfolios – to support, document and evidence the wealth of non-accredited and in/non-formal professional learning undertaken by HE teachers to enhance academic practice. Drawing on semi-structured interviews carried out with Irish HE teachers in three institutions in the Mid-West region, this paper will consider how digital teaching portfolios offer a space to capture, evidence, reflect on and share the wealth of practice-based and in/non-formal PD in which HE teachers engage.


2019 ◽  
Vol 13 (2) ◽  
pp. 174-190 ◽  
Author(s):  
Balakrishnan V Nair ◽  
Chandramalar Munusami

PurposeThe purpose of this paper is to investigate KM practices that may be in place in the higher education institutions (HEIs) and whether the KM practices are made known to the employees for improving the teaching and learning environment provided at the Malaysian higher education institutions.Design/methodology/approachData were collected using a personal administrated method made available to private higher education institutions academic members in five states with 30 or more employees. A total of 1,100 survey questionnaires were handed out, out of which 273 were collected and were usable (24.8 per cent response rate). The sample was checked for response and non-response bias. Results were tested using SPSS application and questionnaire tools.FindingsIt was essential to establish the knowledge management (KM) capacity in key areas such as the ability to recognise experts within the institution, leadership’s innovation, knowledge sharing and knowledge acquiring work culture, and technology usage. KM tools and techniques would help the institutions to meet their competitive goals; therefore, it is vital for HEIs to create KM awareness among the employees.Research limitations/implicationsSimilar to most studies, it is anticipated that the participants’ awareness of KM practices at their HEIs is very high. The samples were collected to evaluate the general view of KM awareness and how participants perceived KM practices. The total samples received for this study were expected; however, they were sufficient to study the impact.Practical implicationsThis paper provides support for the importance of KM practices and employees awareness at HEIs to enhance innovation and performance teaching and learning environment.Originality/valueThis paper is one of the first papers to find empirical support for the role of KM practices at HEIs. Further, the positioning of KM practices as a competitive tool can be considered as an influential factor to competitive advantage.


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