Learning, Gaming, Designing: Using Playful Participation to Create Learning Games together with High School Students

Author(s):  
Fares Kayali ◽  
Vera Schwarz ◽  
Gerit Götzenbrucker ◽  
Peter Purgathofer

The paper deals with developing learning games in the area of informatics and society in an interdisciplinary collaboration of researchers, university students, and high school students in Vienna, Austria. In this project, we apply mixed methods to ensure meaningful results. Playing research and game analysis are supposed to prepare secondary school students for the task of designing and creating learning games in a participatory setting, using explorative design and design thinking. The students are supported in doing so by the academics. The researchers will also evaluate the outcomes. The paper presents the first examples of informatics and society learning games and use the following approaches to trigger learning experiences: humor and exaggeration, shift of perspective, the presentation of facts, and trial and error. These results from the early stages of the project are encouraging and hint at the possible success of playful participation in the field of game-based learning.

2018 ◽  
Vol 4 (12) ◽  
pp. eaau6200 ◽  
Author(s):  
Gideon P. Dunster ◽  
Luciano de la Iglesia ◽  
Miriam Ben-Hamo ◽  
Claire Nave ◽  
Jason G. Fleischer ◽  
...  

Most teenagers are chronically sleep deprived. One strategy proposed to lengthen adolescent sleep is to delay secondary school start times. This would allow students to wake up later without shifting their bedtime, which is biologically determined by the circadian clock, resulting in a net increase in sleep. So far, there is no objective quantitative data showing that a single intervention such as delaying the school start time significantly increases daily sleep. The Seattle School District delayed the secondary school start time by nearly an hour. We carried out a pre-/post-research study and show that there was an increase in the daily median sleep duration of 34 min, associated with a 4.5% increase in the median grades of the students and an improvement in attendance.


Author(s):  
Maysaa Abdullah Ibrahim Al-Ayadi

The objective of the current research is to identify the effect of using the student's guide bag on the attitudes and professional tendencies of high school students who have learning difficulties in Riyadh city. The researcher used two tools: the student's guide bag and the vocational awareness scale. After the data were collected and statistically analyzed by calculating the arithmetic mean to identify the differences between the pre-test and post-test of the occupational awareness scale, and the ETA box (2). The study found that there are statistically significant differences At a level of significance less than (0.05) among the average responses of secondary school students who have learning difficulties in the tribal and post-application of the vocational awareness scale. There is a high impact on the effectiveness of the student's student bag program to improve vocational awareness among high school students who have learning difficulties To study the need to pay attention to vocational guidance and support materially and morally, and to participate students who have learning difficulties themselves in planning guidance programs.


Author(s):  
Adnan Abdulhamid Saati

This research aims at exposing the impact of the variability of presentation ways of visual stimuli and their associated sign-language explanation(visual stimuli without sign-language explanation/ visual stimuli followed by sign-language explanation/ visual stimuli simultaneous with the presentation of sign-language explanation) in educational computer programs on academic achievement of some English words among high school students (deaf group) in the integration program At Ain Jaloot Secondary School and the integration program in Dumah Al Jandal Secondary School. The study population included students of the integration program of the two schools, the sample size was determined and it included (36) deaf students who were randomly distributed into three pilot groups. The prior assessment was applied by using the electronic achievement test prepared by the Quiz Creator application, its reliability and validity were then confirmed by checking the coherence of the three groups. The three pilot groups enrolled for an educational computer program, in which the first group studied the impact of the variability of visual stimuli without sign-language explanation, the second group studied the visual stimuli followed by sign-language explanation, then the third group studied the visual stimuli simultaneous with the presentation of sign-language explanation the groups and each group of the three groups included a sample of 12 deaf students. The results of the study showed: Presence of differences which are statically significant (P value= 0.05) between the average degrees of the three groups in favor of the second group who studied the visual stimuli followed by a sign-language explanation.


2021 ◽  
pp. 593-600
Author(s):  
Charuni Samat ◽  
Sathaporn Wongchiranuwat ◽  
Issara Kanjug ◽  
Pornsawan Vongtathum ◽  
Sumalee Chaijaroen ◽  
...  

1977 ◽  
Vol 5 (5) ◽  
pp. 35-41 ◽  
Author(s):  
A-K. Eckermann

Throughout 1974 and 1975 I worked among Aboriginal people in Rural Town, S.W. Queensland. With one exception, all Aboriginal people in this country town have attained at least a primary education. Further, almost 30 per cent of men and women in the 16–30 age group have attended some secondary school; although only two completed grade 10 in 1974, a further three attended tenth arade in 1975.These figures reflect the pattern of Queensland Aboriginal education as presented in Roper (1970:55). On the basis of these trends it should be possible to hypothesize that younger Aboriginals are attaining higher educational standards than their parents. But the figures lie – simply because more children are staying at school for longer periods this does not mean that they either learn more at school or are experiencing more satisfaction in the school situation.Obviously the proportion of individuals who attend at least some secondary school is increasing; Aboriginal parents generally support the principle that education is essential if the child is to acquire reasonable employment. Such schemes as the Aboriginal Secondary Grant Scheme are recognised by the Aboriginal community as worthwhile endeavours, not only because they enable parents to support their children for longer periods at school, but because they make the whole educational issue topical. Discussions about the grant lead to discussions about children’s problems at school. Ambitions for “good jobs” are intrinsically linked with educational achievement. Education officers associated with the Aboriginal Secondary Grant are sought out, asked for help to “have the kids sent to boarding school”, as the Rural Town high school does not teach classes beyond Grade 10, and their expertise enlisted to find employment. This concern is not restricted to high school students either. Mothers generally recognise that: “Kids need the first year at school or they get buggered up for the rest. If they miss too much in that first year, they never catch up….”


2017 ◽  
Vol 6 (2) ◽  
pp. 79 ◽  
Author(s):  
Arwa Al-humaidan ◽  
Fathia Mersal

Background: Saudi Arabia has a huge shortage of Saudi nurses. Therefore, the students’ perception of nursing affect their future choice of nursing career. Despite nursing is an honorable profession the majority of Saudi’s families still do not think like that about nursing.Aim: This study aimed to explore the Perceptions of nursing as a future profession among Secondary school students' females in Al Rass city KSA.Design: A cross-sectional descriptive design was utilized.Sample: A convenient sample of female’s secondary school was included.Tools: Professional nursing perception questionnaires were used and provided to 225 females aged 16 and above who are attending the largest 4 high governmental schools in Al-Rass city in the Qassim region of KSA.Result: the result revealed that almost all had an idea about the functional aspect of nursing career, and 37% of them have got this infor-mation from media. However, only 29% of participants will choose nursing as a future career. Additionally, 55.1% of participants indicated that nursing requires science background that was their primary reason to avoid nursing career.Conclusion: this study concluded that the majority of respondents do not prefer nursing as future career. Therefore, there is a critical need to enhance the image of nursing and attract more high school students into this profession.


1976 ◽  
Vol 69 (3) ◽  
pp. 226-233
Author(s):  
Charles R. Cooper ◽  
Anthony Petrosky

Here is a summary of a recent, revealing nationwide survey of high school students perceptiollS of their teachers and the classroom atmosphere they create.


2001 ◽  
Vol 88 (3) ◽  
pp. 847-848 ◽  
Author(s):  
Karl Peltzer

The study investigated beliefs of 121 high school students in Grade 11 about people who are ill with malaria, tuberculosis, HIV/AIDS, and alcoholism. The sample of Black pupils were chosen at random from two rural secondary schools in one region in the Northern Province of South Africa. Analysis indicated that HIV/AIDS was clearly distinguished from the other three illnesses by being seen as the least easily cured, having the most gradual onset, being the most contagious, showing the least look of illness, and the patients being likely those most blamed for their illness.


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


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