145 resultados para Game play and teaching


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In recent years, the Internet has impacted all aspects of modern society. We have now seen the phenomenon of social networking and the impact that this had upon all aspects of modern society including higher education. An issue is how can these social networking technologies relate to tertiary education and how can they be used in this educational context. This paper is based on two case studies which were conducted at an Australian University into the usage of two social networking systems in a teaching environment. The results of these case studies were assessed using a socio-technical framework.

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The dataset consists of data gathered from Deakin University staff and students.

Staff-derived data consists of qualitative data relating to advantages and disadvantages of teaching online; manifestation of cultural diversity in online learning environments; strategies to accommodate cultural diversity online; and using online environments to support cultural diversity

Student-derived data consists of quantitative and qualitative data relating to student perceptions of online learning; student demographics; student expectations of their university experience; students' approach to learning and online learning; perceptions of online learning and online team work; and perceptions of student and teacher roles at university.

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This paper discussed and analysed the growth of one pre-service teachers’ knowledge about decimals and fractions during a teaching experiment. Evidence of her progress is based on responses to written test and interview questions. This case shows with probing questions and appropriate teaching ideas, it is possible for a pre-service teacher with initially weak and fragmented knowledge about decimals and fractions to develop a meaningful knowledge about decimals and fractions. The stronger conceptual base provided by use of a concrete representation of decimals enabled Vivi to move away from reliance on memorised facts and rules and towards conceptually based explanations of ideas.

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 In the Australian National Curriculum, the science understanding of overarching ideas of matter and energy covers science topics in the conceptual area of chemistry, such as the properties, forms and uses of different materials, the states of matter (solid, liquid and gas), and energy, such as forces, movement and electricity. This chapter focusses on explaining the abstract science ideas related to matter and energy through the use of appropriate vocabulary, examining ways of organising knowledge and linking scientific models and theories to observations and experiences. The particle model of matter is used to explain common observations, demonstrating the value of scientific inquiry and the role of models and representations in scientific thinking. A directed inquiry teaching approach in which there is a focus on the use of representations is recommended for these abstract topics. Representations are a vital component of communicating the abstract ideas of matter and energy. The use of the pedagogical approach in which students construct and evaluate representations of scientific ideas is used in the negotiation and development of their understandings.

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This book aims to explore the nature of code-switching. The purpose is to find out how this works and thereby inform language-teaching strategies. It focuses on Chinese / English bilinguals with special emphasis on younger students living in two linguistic worlds (Chinese and English). The book examines code-switching in relation to several aspects: grammatical structures, tonal facilitation, contextual factors, speakers' social background aspects and their participation in school language programs.

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Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.

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The Australian Government initiative, Teaching Teachers for the Future (TTF), was a targeted response to improve the preparation of future teachers with integrating technology into their practice. This paper reports on TTF research involving 28 preservice teachers undertaking a chemistry curriculum studies unit that adopted a technological focus. For chemistry teaching the results showed that technological knowledge augmented the fundamental pedagogical knowledge necessary for teaching chemistry content. All the pre-service teachers demonstrated an understanding of the role of technology in teaching and learning and reported an increased skill level in a variety of technologies, many they had not used previously. Some students were sceptical about this learning when schools did not have technological resources available. This paper argues that teacher education courses should include technological skills that match those available in schools, as well as introduce new technologies to support a change in the culture of using technology in schools.