969 resultados para Embree, Elihu, 1782-1820.
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The purpose of this Quality Assurance Handbook (QAH) is to present and describe quality standards and procedures to be applied in the internal management and execution of the Research and Innovation Action 644187 RAGE (Realising and Applied Gaming Eco-system). This document is based on the terms and conditions established in the Grant Agreement (nº 644187) signed by the European Commission and the project coordinator, and its Annexes as well as the RAGE Consortium Agreement specifications and requirements
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This document is the first out of three iterations of the DMP that will be formally delivered during the project. Version 2 is due in month 24 and version 3 towards the end of the project. The DMP thus is not a fixed document; it evolves and gains more precision and substance during the lifespan of the project. In this first version we describe the planned research data sets related to the RAGE evaluation and validation activities, and the fifteen principles that will guide data management in RAGE. The former are described in the format of the EU data management template, and the latter in terms of their guiding principle, how we propose to implement them, and when they will be implemented. This document is thus first of all relevant to WP5 and WP8 members.
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This study aims to investigate the effectiveness of training tutors in content knowledge of a particular domain versus training them in tutoring skills of pedagogical knowledge when tutoring on a complex tutee task. Forty-seven tutor-tutee pairs of fourth year secondary school students were created and assigned to one of two treatments. Twenty-two tutors received training in content knowledge and the other twenty-five tutors in tutoring skills. Tutors formulated written feedback immediately after the training. Tutees first interpreted the tutor feedback and then used it to revise their research questions. The results showed that tutors trained in tutoring skills formulated more effective feedback than tutors trained in content knowledge. In addition, tutees helped by tutoring-skills tutors found the feedback more motivating than those helped by content- knowledge tutors. However, no differences were found in tutee performance on revision. The findings are discussed in terms of the set-up of this study and implications for improving the effectiveness of peer tutoring.
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Although many scholars recognise the great potential of games for teaching and learning, the EU-based industry for such “serious” games” is highly fragmented and its growth figures remain well behind those of the leisure game market. Serious gaming has been designated as a priority area by the European Commission in its Horizon 2020 Framework Programme for Research and Innovation. The RAGE project, which is funded as part of the Horizon 2020 Programme, is a technology-driven research and innovation project that will make available a series of self-contained gaming software modules that support game studios in the development of serious games. As game studios are a critical factor in the uptake of serious games, the RAGE projects will base its work on their views and needs as to achieve maximum impact. This paper presents the results of a survey among European game studios about their development related needs and expectations. The survey is aimed at identifying a baseline reference for successfully supporting game studios with advanced ICTs for serious games.
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Research in traditional education shows chronotype, sleep duration and sleep quality to be related to learning performance. Research in adult students participating in distance education (DE) is scarce. This study aims to provide knowledge on these relationships in this educational setting. In an observational longitudinal study, chronotype, sleep duration (i.e., for work and free days separately) and sleep quality of 894 students were analyzed in a multiple regression analyses. Students provided information on sleep-relatedmeasures and important covariates at the start of their study and study progress was evaluated after 14 months (i.e., the number of successfully completed modules). In linewith previous research, chronotype did not predict study progress. Further, sleep duration did not predict study progress, neither as a linear nor as a polynomial term. Third, sleep quality did not predict study progress. Concluding, these results are in linewith previous research that DE provides a solution to the asynchrony problem. Findings regarding sleep duration and sleep quality are new and unexpected, asking for attention and further research. Despite the study's observational nature, findings suggest that students participating in DE may benefit from this type of education as the asynchrony problem appears not to apply here, as students can choose their own study schedule.
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De laatste decennia is er in onderwijspraktijk en onderwijsonderzoek veel aandacht voor sociaal leren van (aanstaande) leraren als een stimulans voor hun professionele ontwikkeling. Bij het nastreven van innovatie in dergelijke lerarengroepen, blijkt faciliteren van belang. In deze studie is onderzocht op welke wijze lerarengroepen gefaciliteerd kunnen worden ter optimalisatie van de professionele ontwikkeling van de groepsleden. Hiervoor is gebruik gemaakt van een eerder ontwikkeld theoretisch kader met 4 dimensies en 11 indicatoren van sociaal leren. Het onderzoek is uitgevoerd in een lerarenopleiding primair onderwijs (pabo) waar groepen van pabodocenten, pabostudenten en leerkrachten primair onderwijs zijn gevolgd gedurende twee jaren in een enkelvoudige en meervoudige casestudie. Data zijn verzameld in de vorm van video/audio-opnames van de werkbijeenkomsten, het beantwoorden van reflectieve vragen, het volgen van de digitale leeromgeving en het uitvoeren van retrospectieve interviews. Op basis van kwalitatieve analyses is op diverse momenten samen met de groepsleden bekeken hoe de sociale configuratie eruit zag, of dit passend was bij de groepsdoelen en welke vervolgstappen wenselijk waren. De in deze studie ontwikkelde interviewleidraad blijkt een bruikbaar kwalitatief instrument in dit faciliteringsproces.
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The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented and needs to achieve critical mass to compete globally. Nevertheless its growth potential is widely recognized. To become competitive the relevant applied gaming communities and SMEs require support by fostering the generation of innovation potential. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help by making available an interoperable set of advanced technology assets, tuned to applied gaming, as well as proven practices of using asset-based applied games in various real-world contexts, and finally a centralized access to a wide range of applied gaming software modules, services and related document, media, and educational resources within an online community portal called the RAGE Ecosystem. It is based on an integrational, user-centered approach of Knowledge Management and Innovation Processes in the shape of a service-based implementation.
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This paper is concerned with several of the most important aspects of Competence-Based Learning (CBL): course authoring, assignments, and categorization of learning content. The latter is part of the so-called Bologna Process (BP) and can effectively be supported by integrating knowledge resources like, e.g., standardized skill and competence taxonomies into the target implementation approach, aiming at making effective use of an open integration architecture while fostering the interoperability of hybrid knowledge-based e-learning solutions. Modern scenarios ask for interoperable software solutions to seamlessly integrate existing e-learning infrastructures and legacy tools with innovative technologies while being cognitively efficient to handle. In this way, prospective users are enabled to use them without learning overheads. At the same time, methods of Learning Design (LD) in combination with CBL are getting more and more important for production and maintenance of easy to facilitate solutions. We present our approach of developing a competence-based course-authoring and assignment support software. It is bridging the gaps between contemporary Learning Management Systems (LMS) and established legacy learning infrastructures by embedding existing resources via Learning Tools Interoperability (LTI). Furthermore, the underlying conceptual architecture for this integration approach will be explained. In addition, a competence management structure based on knowledge technologies supporting standardized skill and competence taxonomies will be introduced. The overall goal is to develop a software solution which will not only flawlessly merge into a legacy platform and several other learning environments, but also remain intuitively usable. As a proof of concept, the so-called platform independent conceptual architecture model will be validated by a concrete use case scenario.
Resumo:
Toma, I., Dascalu, M., & Trausan-Matu, S. (2015). Seeker: A Serious Game for Improving cognitive Abilities. In 14th IEEE Int. Conf. RoEduNet (pp. 73–79). Craiova, Romania: IEEE.