930 resultados para Gamification, Motivation, Engagement, Learning, Games


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One of the implicit aims of higher education is to enable students to become better judges of their own work. This paper examines whether students who voluntarily engage in self-assessment improve in their capacity to make those judgements. The study utilises data from a web-based marking system that provides students with the opportunity to assess themselves on each criterion for each assessment task throughout a programme of study. Student marks were compared with those from tutors to plot changes over time. The findings suggest that overall students’ judgements do converge with those of tutors, but that there is considerable variation across achievement levels, with weaker students showing little improvement. Whilst the study is limited by the exigencies of voluntary participation and thus consequential gaps in the data set, it shows how judgement over time can be demonstrated and points to the potential for more systematic interventions to improve students’ judgements. It also illustrates the use of the web-based marking and feedback software (ReView) that has considerable utility in aiding self-assessment research.

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The purpose of this paper is to challenge models of workplace learning that seek to isolate or manipulate a limited set of features to increase the probability of learning. Such models typically attribute learning (or its absence) to individual engagement, manager expectations or organizational affordances and are therefore at least implicitly causative. In contrast, we discuss the contributions of complexity theory principles such as emergence and novelty that suggest that learning work is more a creative and opportunistic process that emerges from contextualized interactional understandings among actors. Using qualitative case study methods, we discuss the experiences of workers in two organizations asked to ‘act up’ in their managers’ role to ensure work continuity. We believe the differences in how workers take up these opportunities result from a complex combination of situational factors that generate invitational patterns signalled from and by various understandings and interactions among actors doing collective work. Rather than a deficit view of learning that needs fixing, an emergent model of learning work suggests that learning develops as a collective generative endeavour from changing patterns of interactional understandings with others. This re‐positioning recognizes that although invitational qualities cannot be deterministically predicted, paying attention to the patterns of cues and signals created from actors interacting together can condition ways of understandings to expand what is possible when work practices also become learning practices.

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The goal of email classification is to classify user emails into spam and legitimate ones. Many supervised learning algorithms have been invented in this domain to accomplish the task, and these algorithms require a large number of labeled training data. However, data labeling is a labor intensive task and requires in-depth domain knowledge. Thus, only a very small proportion of the data can be labeled in practice. This bottleneck greatly degrades the effectiveness of supervised email classification systems. In order to address this problem, in this work, we first identify some critical issues regarding supervised machine learning-based email classification. Then we propose an effective classification model based on multi-view disagreement-based semi-supervised learning. The motivation behind the attempt of using multi-view and semi-supervised learning is that multi-view can provide richer information for classification, which is often ignored by literature, and semi-supervised learning supplies with the capability of coping with labeled and unlabeled data. In the evaluation, we demonstrate that the multi-view data can improve the email classification than using a single view data, and that the proposed model working with our algorithm can achieve better performance as compared to the existing similar algorithms.

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Access to justice extends beyond consideration of the systems and institutions of justice; it includes infrastructure such as transport, health, education and communications. Rural, regional and remote (‘RRR’) communities are more likely to face difficulties in accessing advice and accurate information on laws and processes available for resolution of disputes. Perhaps more fundamentally, they rarely have a voice in effecting reforms in laws and related policies. For several decades, community legal centres, legal aid, courts, and a range of other institutions have used community legal education programs to improve knowledge and access to law and justice systems, services and organisations. The recent Productivity Commission Inquiry into Access to Justice Arrangements notes that, ‘Better coordination and greater quality control in the development and delivery of these [community legal education, legal information] services would improve their value and reach.’ At the same time, research into the professional needs of RRR legal practitioners has found that many of these practitioners face considerable difficulties accessing good quality continuing professional development (‘CPD’) and informal networking/support opportunities.6 Current and emerging internet-based technologies open up opportunities for legal organisations to better meet the educational needs of both rural communities and legal practitioners. Though limitations still exist at multiple levels, relatively low-cost, media-rich, synchronous and tailored education programs can now be delivered effectively in many rural and remote areas. However, complex layers of decisions are required to critically assess, harness and optimise technologies to best suit the needs of users, and to utilise teaching and learning techniques that best match the technologies and participant needs. Getting these elements — needs, technology and learning technique — right, nevertheless offers extraordinary opportunities. Sound decisions and good practices should enable state-wide and specialist law and justice-related services interested in improving their engagement with RRR communities to dramatically improve the reach and quality of outcomes, not only for distant participants but the spectrum of stakeholders.

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In an evolutionary model, players from a given population meet randomly in pairs each instant to play a coordination game. At each instant, the learning model used is determined via some replicator dynamics that respects payoff fitness. We allow for two such models: a belief-based best-response model that uses a costly predictor, and a costless reinforcement-based one. This generates dynamics over the choice of learning models and the consequent choices of endogenous variables. We report conditions under which the long run outcomes are efficient (or inefficient) and they support the exclusive use of either of the models (or their co-existence).

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This article reports on an investigation into the validity of a widely used scale for measuring the extent to which higher education students employ active learning strategies. The scale is the active learning scale in the Australasian Survey of Student Engagement. This scale is based on the Active and Collaborative Learning scale of the National Survey of Student Engagement. The particular focus of the study was to investigate effects resulting from the addition of a small number of items to the active learning scale designed to capture some highly engaging, mostly online, activities. The items were developed in response to concerns that students studying in distance mode often report lower average scores on active learning scales than their on-campus counterparts. The additional items relate to activities such as working online with other students and faculty. The findings show that average scores on the Australasian Survey of Student Engagement/National Survey of Student Engagement scale increase significantly when the new items are included and that some differences between on-campus and distance education students narrow significantly. These findings have implications for the development of more robust and comprehensive instruments to measure active learning.

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International students’ connectedness with their peers, institutions and the broader community significantly affects their learning and wellbeing. It is important to understand their multiple desires for intercultural connectedness in order to nurture it. This paper analyses the motives and nature of international students’ intercultural connectedness. It is based on a study that includes more than 150 interviews and fieldwork with international students and staff from 25 vocational education colleges in Australia. Drawing on Blumer’s symbolic interactionism theory as a conceptual framework, the study found international students’ motivation to engage in intercultural connectedness is linked to not only their desire for respect and recognition for intellectual, cultural and linguistic capacities and diversities but also for employment aspirations. The research shows various dimensions in which intercultural engagement is seen to encompass not only empathy, sociability and equity but also employability. The findings suggest meaningful interaction is essentially bound to reciprocal learning.

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Early childhood educators currently provide content focused learning opportunities for children in the areas of well-being and environmental education. However, these are usually seen as discrete content areas and educators are challenged with responding to children’s interests in popular-culture inspired food products given these influence their consumption of energy-dense, nutrient-poor and highly packaged food in the early childhood setting. This paper reports preliminary findings from a pilot randomised trial examining the interconnectedness of sustainability, well-being and popular-culture in early childhood education. Planning, assessment documentation and summaries from twenty-four learning experiences implemented by six educators over a six-week period were analysed using a deductive approach. Twenty well-being and environmental education topics were identified and shown to be generated by the educators when considering the children’s ‘funds of knowledge’ on popular-culture inspired food products. We argue that topics derived from children’s engagement with popular-culture may help educators to create an integrated approach to curriculum provision. This may impact child weight and facilitate obesity prevention and environmental sustainability as children create stronger connections between these content areas and their everyday choices and practices.

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Inquiry-based learning features strongly in the new Australian Humanities and Social Sciences curriculum and increasingly in primary school practice. Yet, there is little research into, and few exemplars of, inquiry approaches in the primary humanities context. In this article, we outline and explain the implementation of a place-based simulation as a vehicle for inquiry in a humanities subject in a teacher education course. Preliminary findings of surveys of pre-service teachers conducted pre and post the implementation of the inquiry model suggest increased engagement and enhanced learning outcomes. Further analysis is required in order to determine the depth of pre-service teachers’ understanding of inquiry approaches.

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The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.

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© 2015 Elsevier Inc. All rights reserved. As enrolments in online courses continue to increase, there is a need to understand how students can best apply self-regulated learning strategies to achieve academic success within the online environment. A search of relevant databases was conducted in December 2014 for studies published from 2004 to Dec 2014 examining SRL strategies as correlates of academic achievement in online higher education settings. From 12 studies, the strategies of time management, metacognition, effort regulation, and critical thinking were positively correlated with academic outcomes, whereas rehearsal, elaboration, and organisation had the least empirical support. Peer learning had a moderate positive effect, however its confidence intervals crossed zero. Although the contributors to achievement in traditional face-to-face settings appear to generalise to on-line context, these effects appear weaker and suggest that (1) they may be less effective, and (2) that other, currently unexplored factors may be more important in on-line contexts.

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Industry expects a creative and innovative academic practice that provides students with valuable practical knowledge focused on graduate ready skills for future careers. The learning environment in engineering is inadequate for students to become a skillful graduate. The practical role of engineering is gained through working on real world problems in an industry collaborative environment through projects. Industry academia collaboration seems to be actively increasing in the development of engineering education in various parts of the globe. The close relationship between industry and academia is a vital component of the engineering pedagogy to improve student engagement in industry through projects. By engaging students with industry, students will acquire global perspective about the core attributes expected in future engineering jobs. In today’s large-scale industrial market, companies tend to prefer graduates with design skills attained through the project approach. Thus, universities should open their doors and accept the challenges of interacting with students with industrial experiences and expectations. This paper is focused on improving student industry engagement through project/design oriented curriculum. Through quantitative and qualitative research, the paper shows the industry perspectives and students views on university and industry collaboration. The research results show that students and industry can possibly maintain their engagement by providing regular feedback, reviewing goals and objectives, improving communication, keeping focused, and sharing a similar vision.

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This paper focuses on the students and staff perceptions of project/design-based learning in an engineering curriculum. Engineering at Deakin University has used project/design based learning as one of its engineering learning principles for further development in learning and teaching. It is required to improve the learning and teaching process as a holistic approach from the perspective of students’ and staff over the entire degree program. Engaging students are an important aspect of the project/design based learning model which it helps students to be self-directed active learners. A project/design based learning environment helps a curriculum to practice career related skills for students, such as practical learning, problem solving, collaborative teamwork, innovative creative designs, active learning, and engagement with real-world assignments. The focus of this paper is to analyse the impact of project/design-based learning in an engineering curriculum. From the quantitative and qualitative analysis performed, the results are analysed and presented from a students’ and staff perspective about project/design based learning within the curriculum. This paper is also concerned with enhancing staff and students engagement through project/design based learning. The feedback was sought from students on project/design-based learning. Additional feedback is also needed from staff members who teach and perform research in engineering design. The survey results shows more than 50% of students and 75% of staff views on project/design based learning proven that the impact of project/design based learning is helps to enhance of student and staff interaction in the School of Engineering at Deakin University.

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We introduce Thurstonian Boltzmann Machines (TBM), a unified architecture that can naturally incorporate a wide range of data inputs at the same time. Our motivation rests in the Thurstonian view that many discrete data types can be considered as being generated from a subset of underlying latent continuous variables, and in the observation that each realisation of a discrete type imposes certain inequalities on those variables. Thus learning and inference in TBM reduce to making sense of a set of inequalities. Our proposed TBM naturally supports the following types: Gaussian, intervals, censored, binary, categorical, muticategorical, ordinal, (in)-complete rank with and without ties. We demonstrate the versatility and capacity of the proposed model on three applications of very different natures; namely handwritten digit recognition, collaborative filtering and complex social survey analysis. Copyright 2013 by the author(s).