problem solving environments
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Author(s):  
Rebecca Wilson ◽  
Jon Saklofske ◽  
The INKE Research team

In academic contexts, digital games are often studied as texts or are used as pedagogical tools to teach basic concepts in early education situations. Less usefully, their systems and economies are often co-opted and decontextualized in short-sighted attempts to “gamify” various aspects of learning or training. However, given that games are highly controlled, conditional, choice-and-consequence-based, problem-solving environments in which players are expected to interact with simulated settings and elements after agreeing to take on particular roles and subject positions, there are promising potential uses of these experiences in academic contexts that have not been fully considered. Motivated by the imperative to explore alternative modes and methods of scholarly research and communication, and guided by the values of open social scholarship practices, this paper reconsiders games not as things to study, but as instruments to study with. Given that games can function as simulations, models, arguments and creative collaboratories, game-based inquiry can be used as a potential method of post-secondary and post-graduate humanities research and scholarly communication. While these ideas have been explored in a preliminary way in relation to a number of different academic disciplines (Donchin 1995; Boot 2015; Mitgutsch and Weise 2011; Westecott 2011) this paper is meant to catalyse a humanities-calibrated consideration of the pragmatics and potentials of game-based research, games as instances of critical making and scholarly communication, and more complex forms of game-based learning than those currently practiced. A number of examples that make use of the open source Twine platform will be featured.



2019 ◽  
Vol 23 (2) ◽  
Author(s):  
Nigel Calder

This article reports on a research project that examined the ways that 10-year-old students, who were using Scratch for coding, engaged with mathematical ideas. Interactive software is emerging that has cross-curricula implications and facilitates thinking in rich, problem-solving environments. Scratch, a free-to-use graphical programming environment provides opportunities for creative problem solving. When students process mathematics through digital technologies, the digital pedagogical media influences the learning process and students’ understanding emerges in distinctive ways. The children used Scratch to create mathematical digital learning objects, including games. An interpretive approach was undertaken, with the data collected over a two-week research period. The students wrote daily blogs articulating their progress and reflections. Students and the teacher were interviewed, and classroom observations (both written and photographic) were recorded. The findings suggest that mathematical thinking, including geometry and problem-solving processes, was facilitated through this process. Together, these findings indicate that teachers should not only use Scratch in primary school classroom programmes to develop coding skills but also be aware of its potential to facilitate thinking in other related areas.



Author(s):  
Justin Fendos

Purpose The first indication that traditional lecture-style teaching is not very effective was provided by Dr Donald Bligh in the 1980s and 1990s. As empirical evidence about this fact has continued to accumulate, science, technology, engineering, and math (STEM) education in the USA has undergone a significant change in emphasis away from lecture-based approaches in favor of systems emphasizing more interactive learning. The paper aims to discuss this issue. Design/methodology/approach A wide range of experimental research has employed the principles of scientific teaching to investigate the efficacy of an ever widening range of pedagogical methods. For STEM education, the most successful of these has been active learning. Findings At its core, active learning is a redesign of in-class activities to maximize interactivity and feedback through facilitated problem-solving environments. Although the efficacies of both scientific teaching and active learning have been verified in a wide range of empirical works, the dissemination of these platforms, in general, teaching has been slow, even in the USA. Research limitations/implications The first significant impediment has been an overall lack of awareness coupled with general skepticism about alternative learning methods. Practical implications This paper first reviews the education literature behind scientific teaching and active learning before reviewing some of the challenges to their implementation on an institutional level. Social implications These challenges and known solutions are then applied to the European and East Asian contexts to examine why scientific teaching and active learning remain predominantly an American phenomenon. Originality/value For East Asian countries, the authors offer a commentary on how certain aspects of Confucian classroom culture may interact negatively with efforts to install scientific teaching and active learning systems.



2014 ◽  
Vol 23 (4) ◽  
pp. 537-560 ◽  
Author(s):  
Ido Roll ◽  
Ryan S. J. d. Baker ◽  
Vincent Aleven ◽  
Kenneth R. Koedinger


2014 ◽  
Vol 29 ◽  
pp. 2483-2495 ◽  
Author(s):  
Aleksandr Zagarskikh ◽  
Andrey Karsakov ◽  
Timofey Tchurov


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