scholarly journals Educational implications of 'six thinking hats'

Author(s):  
Maja Bosanac ◽  
Radovan Grandić

Modern education is increasingly linked to market principles. On the one hand, proponents of this approach emphasize the need to develop an entrepreneurial mindset, while critics point out that this approach neglects the humanistic dimension of education. The goal of the paper is to set up a "six thinking hats" learning model as a way to encourage the development of creative thinking. Although its primary use is in non-formal education (creative training and interactive workshops), this model also has its application within the academic community. Within formal education, the authors advocate the possibility to widespread the application of this model, technique, or role-playing game as it is called by different authors, which points to the pluralism of approaches. Also, the analysis of the studied literature revealed the application of the model at different levels of education. In conclusion, it is stated that although it is not a conventional and widely accepted model, it can be a good way to foster creative and entrepreneurial thinking. The application of this model is recommended for teachers who find the traditional approach to teaching rigid and who are ready for changes that involve a more active pupil/student role.

2020 ◽  
Vol 8 (10) ◽  
pp. 172-181
Author(s):  
Badeni Badeni ◽  
◽  
Puspa Juwita ◽  
Yeni Meylani ◽  
Sri Saparahayuningsih ◽  
...  

The Era of Industrial Revolution 4.0 has an impact on the young generation, especially, on attitudes and character changes. In this case, we felt that the implementation of education about values, attitudes, and character in the educational institutions, eitherformaland non-formal education, especially primary education, was very important, and urged to increase its intensity and quality. This research aimed to develop a learning model in the form of a value clarification technique (VCT) based on a role-playing game for improving the value of internalization in the students. The research method used is research and development (R & D). The research subjects were the elementary students of grade V in the Bengkulu Municipality. Data collection was carried out by using attitude observation sheets. Based on the results of the study, it can be concluded that (1) internalization of student character values can be improved through the development of an integrated learning model between technique and games value clarification. (b)the application of learning models by integrating value clarification technique and game was very effective to improve the internalization of character values into students.


2015 ◽  
Vol 5 (1) ◽  
pp. 31-45 ◽  
Author(s):  
Jean-Charles Marty ◽  
Thibault Carron ◽  
Philippe Pernelle ◽  
Stéphane Talbot ◽  
Gregory Houzet

The authors research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect knowledge related to a learning activity. In their university, the authors have set up numbers of experiments with students using gbl environments. They revealed weaknesses for specific learning activities. Sometimes, learners seem to acquire a skill in the game, but they are not able to reuse it easily in the real world. This is particularly the case for skills that require concrete manipulation of real objects to be acquired. Gbl environments thus lack of means to learn know-how aspects. Some of the learning processes involving real world objects are very difficult to reproduce in gbl environments and there is an essential technological issue in mixing virtual and real aspects in gbl environments. In this article, the authors describe the possible problems that can appear when using this mixed approach, give hints on how to avoid them and illustrate the proposition with examples issued from the electronic domain. The authors focus on issues linked to the transition between virtual and real worlds and they explore how new electronic features can facilitate this mixed approach, where identification, localisation and update of the user models are key issues.


2021 ◽  
Vol 9 (6) ◽  
Author(s):  
Veronica Barbosa ◽  
Isabelle De Oliveira ◽  
Joyce De Oliveira ◽  
Júlio De Albuquerque ◽  
Naslley Bernardes ◽  
...  

Regarding contemporary formal education, several students question themselves about specific information treated in the classroom. In Brazil, courses focusing on building knowledge for undergraduate purposes are like undergraduate degrees. The various existing Brazilian undergraduate degrees undergo in their curriculum notes various changes for the most different motivations. Especially in a world where knowledge is rapidly reconstructed and shaped with the emergence of new technologies in the new post-digital age. These circumstances create difficulties due to the need for constant legislative updating.In this context, the teacher finds an extremely unstable situation, the point of view of its implementation, where, on the one hand, has the need for constant changes and technological adaptations, and other guiding legislation of their work with updating needs.The indiscriminate use of technology makes mostly people without initiatives to build creative thinking. In addition, there are daily cases of depression and various diseases arising from the occurrence of this fast-paced, connected and globalized world. From this point of view, it is up to the teacher to broker an orientation for to the use of such innovations to be beneficial, not the other way around. In this paper, we present one of the possible uses of technology, inserting or learning as a protagonist of its own educational process and presenting very interesting results of engagement.


Author(s):  
Olgа V. Minovskaia ◽  
Alexander A. Turygin

The article considers the activities of author’s camps in Kostroma region as one of the practices of non-formal education. The task of the research is to understand how the educational process is organised in the author’s camps. The research base is the author's camp of role-playing games «Centaur» and the experience of the pedagogic team in developing and conducting thematic shifts for teenagers in 2009-2020. The educational technology is a situational epic role-playing game with a historical plot. Authors analyse five cases that demonstrate the logic of the emergence of educational effects in teenagers directly during the event and upon its completion. The content of the cases relates to the subject of the event, specifics of situational-role-playing game, additional classes offered to teenagers; non-directive requirements addressed to the participant. The article defines mechanisms of interaction between the teenager and the informal educational environment of the author's camp (challenge and resonance). The challenge mechanism assumes that elements of the non-formal educational environment provoke participant’s activity, causing various experiences (not only of a positive nature). Accepting the challenge, the teenager takes a subjective position and makes efforts to achieve the chosen goal. The resonance mechanism demonstrates that when meeting with elements of an non-formal educational environment, the teenager discovers those to which it feels a positive emotional response. Estimating the comfort of the environment and the fascination of classes, the teenager seeks to master new skills, achieve skill in solving the required tasks. Both mechanisms work in an non-formal educational environment, where the involvement of the child in the educational process expects selectivity and volunteerism.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2019 ◽  
Author(s):  
Ibrahim Arman

<p>This study aimed at investigating the Effectiveness of Mantle of the Expert in creative thinking Skills among the 7<sup>th</sup> Graders. The study conducted on a sample of 7<sup>th</sup> Graders at Kober Secondary Boys School and Upper Kober Elementary Girls School. The study sample consisted of (100) students split into two groups (experimental and control). The researcher adopting the Torrance test for creative thinking the verbal image "A" by examining the tests used in the Ristow study (1988), Edwards and Baldov (1987) study, and designing a teacher book for the (engineering and measurement) unit according to the integration between the strategies of the mantle of the expert and role playing.</p> <p>This study adopted quasi-experimental design. It included two groups (experimental and controlled) in two branches (males and females) for each group. The controlled group was taught by using the traditional method whereas the experimental group by the mantle of the expert. The data analyzed using (ANCOVA) test to measure the differences in the development of creative thinking between the control and experimental groups.</p> <p>The Conclusions showed that there are statistically significant differences in the mean scores of the creative thinking test due to the way, gender and interaction between them.</p> <p>Based on the Conclusions of the study, the researcher recommends the need to use the mantles of the expert in the teaching of mathematics.</p>


2019 ◽  
Vol 21 (2) ◽  
pp. 1289-1299
Author(s):  
Daniel Victor Martins de Araújo ◽  
Cleire Lima Da Costa Falcão

A utilização de novas metodologias em sala de aula é um assunto recorrente dentro das discussões sobre o ensino de geografia. Possuindo isso em mente, como produto da disciplina de Oficina em Geografia II da Universidade Estadual do Ceará (UECE) foi elaborado um material didático alternativo com objetivo de auxiliar os docentes na construção de um ensino contextualizado de Geografia. Essa pesquisa objetiva apresentar uma metodologia alternativa para o ensino de Geografia que visa praticar além da ação cognitiva de memorizar um conceito, trabalhando a interdisciplinaridade, a criatividade, o emocional e a cooperação. A proposta foi construir um RPG (Role Playing Game), que é um jogo que se utiliza da interpretação de personagens para criar e contar histórias coletivamente nas quais todos os agentes se tornam ativos dentro desse processo. Realizaram-se os seguintes procedimentos: revisão bibliográfica, seleção e adaptação do sistema de regras. Por fim, produziu-se a aventura de RPG intitulada “A busca pelo arco de Gelo”, que trabalha alguns aspectos físicos do nordeste brasileiro principalmente do estado do Ceará. Após a elaboração do material constatou-se a importância de trabalhar perspectivas para além do conteudismo. Sentiu-se a necessidade de aplicar no ensino básico para mensurar seu real impacto. Palavras-chave:  Recurso Didático. RPG. Geografia Física. ABSTRACTThe use of innovative methodologies in the classroom is a recurring subject in discussions about geography teaching. With that in mind, as a result of the discipline Workshop in Geography II from the State University of Ceará (UECE) was created, an alternative didactic material with the aid of teachers in the construction of a contextualized geography teaching. This research looks to show an alternative perspective for the teaching of geography that aims to practice beyond the cognitive action of memorizing the concept, but also working on interdisciplinary, creativity, the emotional and cooperation. The proposal was to build an RPG (Role Playing Game), which is a game that uses character interpretation to create and tell stories collectively in which all agents become active within that process. The following procedures were executed: bibliographic review, selection and adaptation of the rules system. At the end, it produced an adventure of RPG "The search for the arc of Ice" that works on physical aspects from the Brazilian northeast, focusing on the state of Ceará. After the material elaboration, it was clear the importance to work on perspectives beyond content. It felt the need to apply the didactic resource to measure its real impact. Keywords: Didactic Resource. RPG. Physical geography.     RESUMEN El uso de metodologías innovadoras en el aula es un tema recurrente en los debates sobre la enseñanza de la geografía. Con eso en mente, como resultado de la disciplina Taller de Geografía II de la Universidad Estatal de Ceará (UECE), se creó un material didáctico alternativo con la ayuda de los maestros en la construcción de una enseñanza de geografía contextualizada. Esta investigación busca mostrar una perspectiva alternativa para la enseñanza de la geografía que tiene como objetivo practicar más allá de la acción cognitiva de memorizar el concepto, pero también trabajando en la interdisciplinaria, la creatividad, lo emocional y la cooperación. La propuesta era construir un juego de rol (RPG), que es un juego que utiliza la interpretación de personajes para crear y contar historias colectivamente en las que todos los agentes se vuelven activos dentro de ese proceso. Se ejecutaron los siguientes procedimientos: revisión bibliografico, selección y adaptación del sistema de reglas.   Palabras clave: Recurso didáctico. RPG Geografía Física.  


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