Sample records for game sense pedagogy

  1. The Impact of Game Sense Pedagogy on Australian Rugby Coaches' Practice: A Question of Pedagogy

    ERIC Educational Resources Information Center

    Light, Richard Lawrence; Robert, John Evans

    2010-01-01

    Background: Recent developments in games and sport teaching such as that of Teaching Games for Understanding, Play Practice and Game Sense suggest that they can make a significant contribution toward the development of tactical understanding, ability to read the game, decision-making and a general "sense of the game", yet empirical…

  2. Game Sense: Pedagogy for Performance, Participation and Enjoyment. Routledge Studies in Physical Education and Youth Sport

    ERIC Educational Resources Information Center

    Light, Richard

    2012-01-01

    Game Sense is an exciting and innovative approach to coaching and physical education that places the "game" at the heart of the session. It encourages the player to develop skills in a realistic context, to become more tactically aware, to make better decisions and to have more fun. "Game Sense" is a comprehensive,…

  3. Multimodality and the Multiliteracies Pedagogy: "Design" and "Recruitment" in South African Children's Musical Games

    ERIC Educational Resources Information Center

    Harrop-Allin, Susan

    2017-01-01

    Drawing on a study of children's musical games in urban South Africa, this article employs two theoretical frames: that of multimodality and the multiliteracies pedagogy. These are applied to a contextual analysis of the forms of musicality that musical games embody and to ways of incorporating children's play into pedagogy. Based on ethnographic…

  4. An experiential, game-theoretic pedagogy for sustainability ethics.

    PubMed

    Sadowski, Jathan; Seager, Thomas P; Selinger, Evan; Spierre, Susan G; Whyte, Kyle P

    2013-09-01

    The wicked problems that constitute sustainability require students to learn a different set of ethical skills than is ordinarily required by professional ethics. The focus for sustainability ethics must be redirected towards: (1) reasoning rather than rules, and (2) groups rather than individuals. This need for a different skill set presents several pedagogical challenges to traditional programs of ethics education that emphasize abstraction and reflection at the expense of experimentation and experience. This paper describes a novel pedagogy of sustainability ethics that is based on noncooperative, game-theoretic problems that cause students to confront two salient questions: "What are my obligations to others?" and "What am I willing to risk in my own well-being to meet those obligations?" In comparison to traditional professional ethics education, the game-based pedagogy moves the learning experience from: passive to active, apathetic to emotionally invested, narratively closed to experimentally open, and from predictable to surprising. In the context of game play, where players must make decisions that can adversely impact classmates, students typically discover a significant gap between their moral aspirations and their moral actions. When the games are delivered sequentially as part of a full course in Sustainability Ethics, students may experience a moral identity crisis as they reflect upon the incongruity of their self-understanding and their behavior. Repeated play allows students to reconcile this discrepancy through group deliberation that coordinates individual decisions to achieve collective outcomes. It is our experience that students gradually progress through increased levels of group tacit knowledge as they encounter increasingly complex game situations.

  5. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  6. Tennis Coaching: Applying the Game Sense Approach

    ERIC Educational Resources Information Center

    Pill, Shane; Hewitt, Mitchell

    2017-01-01

    This article demonstrates the game sense approach for teaching tennis to novice players. In a game sense approach, learning is positioned within modified games to emphasize the way rules shape game behavior, tactical awareness, decision-making and the development of contextualized stroke mechanics.

  7. Signature Pedagogy in Early Years Education: A Role for COTS Game-Based Learning

    ERIC Educational Resources Information Center

    Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill

    2012-01-01

    In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…

  8. Balancing Expression and Structure in Game Design: Developing Computational Participation Using Studio-Based Design Pedagogy

    ERIC Educational Resources Information Center

    DeVane, Ben; Steward, Cody; Tran, Kelly M.

    2016-01-01

    This article reports on a project that used a game-creation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in computer science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach…

  9. Advancing Adventure Education Using Digital Motion-Sensing Games

    ERIC Educational Resources Information Center

    Shih, Ju-Ling; Hsu, Yu-Jen

    2016-01-01

    This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…

  10. Quantitative Pedagogy: A Digital Two Player Game to Examine Communicative Competence.

    PubMed

    Lopez-Rosenfeld, Matías; Carrillo, Facundo; Garbulsky, Gerry; Fernandez Slezak, Diego; Sigman, Mariano

    2015-01-01

    Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity.

  11. Quantitative Pedagogy: A Digital Two Player Game to Examine Communicative Competence

    PubMed Central

    Lopez-Rosenfeld, Matías; Carrillo, Facundo; Garbulsky, Gerry; Fernandez Slezak, Diego; Sigman, Mariano

    2015-01-01

    Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity. PMID:26554833

  12. Creative Mathematical Games: The Enhancement of Number Sense of Kindergarten Children Through Fun Activities

    NASA Astrophysics Data System (ADS)

    Mirawati

    2017-02-01

    The research departed from an issue found regarding the number sense of kindergarten children and as a solution to this problem, the research proposes the use of creative mathematical games in the teaching and learning. Departing from the issue and the offered solution, the following problems are about Children’s ability of number sense before and after the implementation of creative mathematical games; the forms of creative mathematical games in improving children’s number sense; the implementation of creative mathematical games in improving children’s number sense; and the factors possibly affecting the implementation of creative mathematical games. This study use action research method. The data were collected through observation, interview, and documentation and then qualitatively analysed using thematic analysis technique. The findings show that children respond positively to the creative mathematical games. They demonstrate fairly high enthusiasm and are able to understand number as well as its meaning in various ways. Children’s number sense has also improved in terms of one-on-one correspondence and mentioning and comparing many objects. The factors possibly affecting the implementation of these creative mathematical games are the media and the stages of teaching and learning that should be in accordance with the level of kindergarten children’s number sense.

  13. Context Sensing System Analysis for Privacy Preservation Based on Game Theory.

    PubMed

    Wang, Shengling; Li, Luyun; Sun, Weiman; Guo, Junqi; Bie, Rongfang; Lin, Kai

    2017-02-10

    In a context sensing system in which a sensor-equipped mobile phone runs an unreliable context-aware application, the application can infer the user's contexts, based on which it provides personalized services. However, the application may sell the user's contexts to some malicious adversaries to earn extra profits, which will hinder its widespread use. In the real world, the actions of the user, the application and the adversary in the context sensing system affect each other, so that their payoffs are constrained mutually. To figure out under which conditions they behave well (the user releases, the application does not leak and the adversary does not retrieve the context), we take advantage of game theory to analyze the context sensing system. We use the extensive form game and the repeated game, respectively, to analyze two typical scenarios, single interaction and multiple interaction among three players, from which Nash equilibriums and cooperation conditions are obtained. Our results show that the reputation mechanism for the context-sensing system in the former scenario is crucial to privacy preservation, so is the extent to which the participants are concerned about future payoffs in the latter one.

  14. An Appreciative Inquiry Exploring Game Sense Teaching in Physical Education

    ERIC Educational Resources Information Center

    Pill, Shane

    2016-01-01

    This paper reports on research framed as a strengths-based appreciative inquiry (AI) into the use of a game sense (GS) approach for sport and games teaching in physical education (PE). The aim of this research was to find the elements which sustain teachers in the use of a GS approach. This is particularly pertinent given strong advocacy for GS as…

  15. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  16. Learner-Centred Pedagogy for Swim Coaching: A Complex Learning Theory-Informed Approach

    ERIC Educational Resources Information Center

    Light, Richard

    2014-01-01

    While constructivist theories of learning have been widely drawn on to understand and explain learning in games when using game-based approaches their use to inform pedagogy beyond games is limited. In particular, there has been little interest in applying constructivist perspectives on learning to sports in which technique is of prime importance.…

  17. Homemade Powerpoint Games: Game Design Pedagogy Aligned to the TPACK Framework

    ERIC Educational Resources Information Center

    Siko, Jason P.; Barbour, Michael K.

    2012-01-01

    While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…

  18. Sensory Pedagogy: Understanding and Encountering Children through the Senses

    ERIC Educational Resources Information Center

    Johansson, Eva; Løkken, Gunvor

    2014-01-01

    In the present article we aim to explore the link between Merleau-Pontyan phenomenology and what we call sensory pedagogy. The latter connects to recent sensory ethnography as presented by S. Pink ("Sensory ethnography." London: Sage; 2009). We discuss how these thoughts can be put to work in toddler pedagogy. This kind of sensory…

  19. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    PubMed

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  20. Teaching Strategic Management with a Business Game.

    ERIC Educational Resources Information Center

    Knotts, Ulysses S., Jr.; Keys, J. Bernard

    1997-01-01

    Management games are increasingly used to teaching strategic management by integrating functional areas of business and providing a working knowledge of the strategic management process. This article summarizes the experience of two veteran instructors, presenting course learning objectives, game pedagogy, team organization and management, game…

  1. Serious Games: Incorporating Video Games in the Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.

    2006-01-01

    Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…

  2. "Chocolate-Covered Broccoli"? Games and the Teaching of Literature

    ERIC Educational Resources Information Center

    Hopkins, Izabela; Roberts, David

    2015-01-01

    Studies of the way games and gaming align themselves with the pedagogy of the humanities have left behind a key discipline: that of literary studies, as opposed to literacy studies, a far more common concern among scholars who have examined the impact of games on university and secondary teaching. This paper considers the reasons for such a lacuna…

  3. Exploring Media Literacy and Computational Thinking: A Game Maker Curriculum Study

    ERIC Educational Resources Information Center

    Jenson, Jennifer; Droumeva, Milena

    2016-01-01

    While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…

  4. Theorycrafting the Classroom: Constructing the Introductory Technical Communication Course as a Game

    ERIC Educational Resources Information Center

    Finseth, Carly

    2015-01-01

    When games are approached as a pedagogical methodology, the homologies between games and technical communication are highlighted: pedagogy that teaches people to play and succeed within certain confines; classroom assessment that provides meaningful feedback to encourage self-improvement; instructional design that incorporates gaming theory and…

  5. Video Games and the Pedagogy of Place

    ERIC Educational Resources Information Center

    Hutchison, David

    2007-01-01

    In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…

  6. Games as an Artistic Medium: Investigating Complexity Thinking in Game-Based Art Pedagogy

    ERIC Educational Resources Information Center

    Patton, Ryan M.

    2013-01-01

    This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…

  7. Generalization of Tactics in Tag Rugby from Practice to Games in Middle School Physical Education

    ERIC Educational Resources Information Center

    Lee, Myung-Ah; Ward, Phillip

    2009-01-01

    Background: Many of the issues relating to game performance of students found in the physical education literature can be considered a failure of generalization from practices to games, and from games to games. However, no study in secondary physical education has examined generalization effects as a result of effective game pedagogy in the…

  8. Utilizing Educational Theoretical Models to Support Effective Physical Education Pedagogy

    ERIC Educational Resources Information Center

    Usher, Wayne; Edwards, Allan; de Meyrick, Bianca

    2015-01-01

    Physical education (PE) pedagogy has traditionally been viewed as drillstyle teaching. Whilst this traditional pedagogical approach provides exposure to various skills, used within a school-based PE and sporting context, it does not demonstrate a student's competence associated with their ability to apply these skills in complex game situations.…

  9. Children's Perspectives on Conceptual Games Teaching: A Value-Adding Experience

    ERIC Educational Resources Information Center

    Fry, Joan Marian; Tan, Clara Wee Keat; McNeill, Michael; Wright, Steven

    2010-01-01

    Background: Revisions of the Singaporean physical education (PE) syllabus in 1999 and 2006 included a conceptual approach to teaching games. The games concept approach (GCA), a form of constructivist pedagogy, was a distinct departure from the direct teaching methods traditionally used in the country. Following the GCA's introduction into a PE…

  10. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    ERIC Educational Resources Information Center

    Lamb, Richard L.

    2013-01-01

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…

  11. All the World's a Stage? Consequences of a Role-Playing Pedagogy on Psychological Factors and Writing and Rhetorical Skill in College Undergraduates

    ERIC Educational Resources Information Center

    Stroessner, Steven J.; Beckerman, Laurie Susser; Whittaker, Alexis

    2009-01-01

    Reacting to the Past is a pedagogy involving collaborative role playing in history-based games over a semester. This article presents results from a systematic assessment of this novel pedagogy conducted in 3 phases following student focus group interviews. Interviews indicated that the method was generally popular compared with traditional…

  12. GAME ON! An Interpretative Phenomenological Analysis of Games-Based Learning in an Undergraduate Liberal Arts Environment

    ERIC Educational Resources Information Center

    Eng, David Anthony, Jr.

    2017-01-01

    Current higher education focuses on a teacher centered pedagogy where students benefit but are not the primary consideration for learning. Conversely, experiential learning focuses on students in the learning process. This is done through a socialized and personalized environment that can be implemented through the application of games-based…

  13. Where's the Race in Culturally Relevant Pedagogy?

    ERIC Educational Resources Information Center

    Milner, H. Richard, IV

    2017-01-01

    Background/Context: When Ladson-Billings described the pedagogical practices of successful teachers of African American children and consequently conceptualized culturally relevant pedagogy as an analytic resource to describe and make sense of pedagogical practices of teachers, her discussion was situated in a frame that examined instructional…

  14. Computer Mathematics Games and Conditions for Enhancing Young Children's Learning of Number Sense

    ERIC Educational Resources Information Center

    Kermani, Hengameh

    2017-01-01

    Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…

  15. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  16. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    ERIC Educational Resources Information Center

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  17. Corporal Punishment and the Pain Provoked by the Community of Enquiry Pedagogy in the University Classroom

    ERIC Educational Resources Information Center

    Murris, Karin

    2014-01-01

    Education for transformation and social justice calls for critical, reflective, imaginative and independent thinkers with enquiring minds and a strong sense of curiosity--the ends and means of what Jonathan Jansen calls a "pedagogy to disrupt" and Gert Biesta a "pedagogy of interruption". For this reason, I introduced an…

  18. Evaluating an Adaptive Equity-Oriented Pedagogy: A Study of Its Impacts in Higher Education

    ERIC Educational Resources Information Center

    Phuong, Andrew Estrada; Nguyen, Judy; Marie, Dena

    2017-01-01

    This study examines whether and how an adaptive equity-oriented pedagogy can address diverse college students' needs and preferred modes of learning. Using a mixed-methods approach, we evaluated this pedagogical intervention that synthesizes democratic, assessment-driven, strengths-based, multimodal, and game-based instructional strategies. This…

  19. Role playing games for scientific citizenship

    NASA Astrophysics Data System (ADS)

    Gaydos, Matthew J.; Squire, Kurt D.

    2012-12-01

    Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science's most "gamelike" features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.

  20. Teachers and Game-Based Learning: Improving Understanding of How to Increase Efficacy of Adoption

    ERIC Educational Resources Information Center

    Ketelhut, Diane Jass; Schifter, Catherine C.

    2011-01-01

    Interest in game-based learning for K-12 is growing. Thus, helping teachers understand how to use these new pedagogies is important. This paper presents a cross-case study of the development of teacher professional development for the River City project, a games-based multi-user virtual environment science curriculum project for middle school…

  1. The Aesthetic Classroom and the Beautiful Game

    ERIC Educational Resources Information Center

    Baurain, Bradley

    2010-01-01

    This essay explores an analogy: A well-played soccer game has much in common with a well-taught lesson or course. Aesthetic pedagogy, as conceived by Dewey, Gadamer, and contemporary theorists and practitioners, is set alongside the world's favorite sport, including events from the 2006 World Cup and the autobiography of Pele. The discussion moves…

  2. Educating Information Systems Students on Business Process Management (BPM) through Digital Gaming Metaphors of Virtual Reality

    ERIC Educational Resources Information Center

    Lawler, James P.; Joseph, Anthony

    2010-01-01

    Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…

  3. Culturally Relevant Teaching: Hip-Hop Pedagogy in Urban Schools. Counterpoints: Studies in the Postmodern Theory of Education. Volume 396

    ERIC Educational Resources Information Center

    Prier, Darius D.

    2012-01-01

    "Culturally Relevant Teaching" centers hip-hop culture as a culturally relevant form of critical pedagogy in urban pre-service teacher education programs. In this important book, Darius D. Prier explores how hip-hop artists construct a sense of democratic education and pedagogy with transformative possibilities in their schools and communities. In…

  4. Narrative pedagogy and simulation: future directions for nursing education.

    PubMed

    Walsh, Mike

    2011-05-01

    Narrative pedagogy has been developed over the last decade in nursing as a means of complementing a conventional content and competency driven pedagogy. It focuses attention on the human experience of health care by deriving shared meanings from interpretation of stories. This allows students to explore the different perspectives of those involved. The emotional experiences of participants can be understood, conventional wisdom challenged and new knowledge emerge as students work together to construct their learning. Individual stories are embedded within the narrative and teachers have successfully used literature and film as narratives to help them explore the meaning of health care with students. Modern technology has opened up a new range of electronic narratives such as virtual simulation. These are considered and rejected as devices for a health care narrative due to their dehumanized and unrealistic nature. However it is argued that a multimedia online simulation of a typical neighbourhood can achieve the goal of providing a suitable narrative. Human actors replace avatars and real world settings replace gaming environments as the stories of people in this community are related and used to support narrative pedagogy. An example of such a narrative developed jointly in the UK and Canada is discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.

  5. Bewildering Pedagogy

    ERIC Educational Resources Information Center

    Letiche, Hugo

    2017-01-01

    In this article, the author offer a response to Nathan Snaza's (2013a, 2013b, 2014a; Sonu & Snaza, 2015) "bewildering" pedagogy as developed in the "Journal of Curriculum and Pedagogy". Pedagogy is about the role of being-with in human development; it does not primarily answer to cognitive or competency development or…

  6. Improving "At-Action" Decision-Making in Team Sports through a Holistic Coaching Approach

    ERIC Educational Resources Information Center

    Light, Richard L.; Harvey, Stephen; Mouchet, Alain

    2014-01-01

    This article draws on Game Sense pedagogy and complex learning theory (CLT) to make suggestions for improving decision-making ability in team sports by adopting a holistic approach to coaching with a focus on decision-making "at-action". It emphasizes the complexity of decision-making and the need to focus on the game as a whole entity,…

  7. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    NASA Astrophysics Data System (ADS)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  8. Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games

    ERIC Educational Resources Information Center

    Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue

    2012-01-01

    The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…

  9. Games as Artistic Medium: Interfacing Complexity Theory in Game-Based Art Pedagogy

    ERIC Educational Resources Information Center

    Patton, Ryan Matthew

    2011-01-01

    Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…

  10. Pedagogy: Making Sense of the Complex Relationship between Teaching and Learning

    ERIC Educational Resources Information Center

    Loughran, John

    2013-01-01

    It is uncommon for an academic to be asked to review ideas developed in his own books (with a particular focus on Loughran, 2006, 2010; Loughran, Berry, & Mulhall, 2012). However, considering the focus of the journal, the editor was interested in pursuing the theme encapsulated in these works--the notion of pedagogy. As this review illustrates,…

  11. Teaching Resistance through an interactive gaming lab

    NASA Astrophysics Data System (ADS)

    O'Brien, James G.; Sirokman, Greg; Rueckert, Franz; Cascio, Derek

    2015-04-01

    The use of gaming as an educational tool has proven to be an effective paradigm in modern pedagogy. Following the success of their previous work ``Sector Vector,'' the authors present a new interactive game-based laboratory to highlight the basic manipulation and calculation of resistors in circuits. ``Resistance is Futile'' delivers the lesson of basic resistor combinations in a game based exercise where teams build a continually evolving circuit. As the game progresses, students must develop long and short term plans to modify an ever-changing circuit and meet primary and secondary objectives. Each turn requires quick calculations of resistor combinations and the assessment of future options. Students are also exposed to the creation of a modular circuit, which may not conform to standard textbook examples. To determine a winner, the students work together to analyze and evaluate a potentially complex final circuit diagram. The dynamic atmosphere and competitive nature established by the gaming environment have been shown to increase student engagement and concept retention. In this presentation, we will discuss both the structure of the lab-based game and the pedagogical implications this implementation versus the traditional resistor combination laboratory exercise.

  12. The Relationship between Teachers' Views about Cultural Values and Critical Pedagogy

    ERIC Educational Resources Information Center

    Yilmaz, Kursad; Altinkurt, Yahya; Ozciftci, Elif

    2016-01-01

    Problem Statement: Known as basic elements directing individuals' lives, cultural values are hidden cultural elements that influence all evaluations and perceptions. Values, in that sense, are elements individuals are aware of and provide the answer to the "what should I do?" feeling (Schein, 1992). Critical pedagogy is a project based…

  13. Cooperative-Experiential Learning: Using Student-Developed Games to Increase Knowledge Retention

    ERIC Educational Resources Information Center

    Camp, Kerri M.; Avery, Sherry; Lirely, Roger

    2012-01-01

    Previous literature has discussed the use of cooperative and experiential learning as a means of augmenting student involvement in the learning process. Teamwork has been one method of employing cooperative learning and having students play games has been used extensively in experiential learning approaches. Often the two pedagogies are employed…

  14. Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Griffin, Christopher H

    Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less

  15. Feminist Pedagogy Revisited

    ERIC Educational Resources Information Center

    Welch, Penny

    2007-01-01

    This article (re)introduces readers to some of the extensive literature written in English on the theory and practice of feminist pedagogy in higher education. Whether feminist pedagogy is conceived of as a strand of critical pedagogy, a particular variant of student-centred teaching, or a vital dimension of the Women's Studies project, its impact…

  16. Forum: Communication Activism Pedagogy. Turning Communication Activism Pedagogy Teaching into Communication Activism Pedagogy Research

    ERIC Educational Resources Information Center

    Frey, Lawrence R.; Palmer, David L.

    2017-01-01

    In this rejoinder to this forum's respondents to the stimulus essay, "Communication Activism Pedagogy and Research: Communication Education Scholarship to Promote Social Justice," Lawrence Frey and David Palmer state that the forum editors asked them and the invited respondents to focus on communication activism pedagogy (CAP) research…

  17. The Effect of Using Computer Games in Teaching Mathematics on Developing the Number Sense of Fourth Grade Students

    ERIC Educational Resources Information Center

    Nejem, Khamis Mousa; Muhanna, Wafa

    2013-01-01

    The purpose of this study was to investigate the effect of using computer games in teaching mathematics on developing the number sense of fourth grade students. To achieve this purpose a study sample of (81) students was selected from the fourth grade. This sample was divided into two groups. One group was randomly chosen to be the experimental…

  18. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    NASA Astrophysics Data System (ADS)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  19. Iranian EFL Teachers' Voices on the Pedagogy of Word and World

    ERIC Educational Resources Information Center

    Safari, Parvin; Rashidi, Nasser

    2015-01-01

    Critical pedagogy (CP) with the eventual aim of creating changes in society towards the socially just world rests upon the premise that language learning is understood as a sociopolitical event. Schools and classrooms are not merely seen as the neutral and apolitical sites or oxymoron of transmitting taken-for-granted knowledge and common sense to…

  20. The Writing on the Wall: Enacting Place Pedagogies in Order to Reimagine Schooling for Black Male Youth

    ERIC Educational Resources Information Center

    Johnson, Latrise P.

    2015-01-01

    This ethnographic case study examines how Black educators at an urban middle school enacted critical place pedagogies in order to create a sense of community--that is, a sense of belonging to the place of school--and mutual nurturing between people and space in an attempt to transform how their Black males experienced school. Educators at Starks…

  1. Experience Has Ways of Boiling over: Pursuing a Pragmatic Pedagogy of Bible

    ERIC Educational Resources Information Center

    Levisohn, Jon A.

    2009-01-01

    This article builds on Greenstein's advocacy of a "pragmatic pedagogy of Bible" by pursuing four issues. First, do we select among methodological approaches to Bible according to our desired interpretive outcome but not according to any internal criteria? Is it merely a matter of "choice"? Second, in what sense are interpretive approaches usefully…

  2. Chemkarta: A Card Game for Teaching Functional Groups in Undergraduate Organic Chemistry

    ERIC Educational Resources Information Center

    Knudtson, Christopher A.

    2015-01-01

    Students in undergraduate organic chemistry courses are frequently overwhelmed by the volume and complexity of information they are expected to learn. To aid in students' learning of organic functional groups, a novel card game "ChemKarta" is reported that can serve as a useful alternative to flashcards. This pedagogy is a simple…

  3. Language Learners & Computer Games: From "Space Invaders" to "Second Life"

    ERIC Educational Resources Information Center

    Stanley, Graham; Mawer, Kyle

    2008-01-01

    The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…

  4. Exploring Prospective Teachers' Critical Thinking: Case-Based Pedagogy and the Standards of Professional Practice

    ERIC Educational Resources Information Center

    Cherubini, Lorenzo

    2009-01-01

    This qualitative constructivist research study employed a unique professional case-based pedagogy to investigate how concurrent Education undergraduate students made sense of the complex dilemmas inherent in the cases and in particular, the factors that influenced their critical thinking processes. The paper identifies three core categories that…

  5. Teaching Quantum Mechanics with qCraft: Outreach and Video Games

    NASA Astrophysics Data System (ADS)

    Kubica, Aleksander; Chatwin-Davies, Aidan; Michalakis, Spyridon

    Why is quantum mechanics considered a hard and inaccessible subject? Part of the difficulty is due to the nature of the subject itself. However, no small part of the difficulty is its pedagogy, which often relies on out-of-date historical motivation and experimental evidence that is disconnected from day-to-day experiences. In this first talk, we explore ways in which video games are well-suited to teaching quantum mechanics, in particular with regards to building intuition, as well as some of their limitations. We then illustrate these considerations through qCraft, an extension for Minecraft that incorporates aspects of quantum mechanics into the game.

  6. Engaging Contexts for the Game of Nim

    ERIC Educational Resources Information Center

    Reeves, Charles A.; Gleichowski, Rosemarie Reeves

    2007-01-01

    Middle school teachers realize the value of students playing games in mathematics classes if those games emphasize problem-solving strategies, algebraic reasoning, or spatial sense. This article describes various versions of the traditional game of nim and shows how working backward can be used to find a winning strategy. The link is then made…

  7. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    ; contribute to innovative pedagogies for scientific learning; create a scientific feedback-loop with students and teachers; implement a multi-level video game for scientific outreach.

  8. Nintendo Wii related Achilles tendon rupture: first reported case and literature review of motion sensing video game injuries.

    PubMed

    Singh, Rohit; Manoharan, Gopikanthan; Moores, Thomas Steven; Patel, Amit

    2014-05-14

    Achilles tendon ruptures tend to occur more commonly in healthy men between the ages of 30 and 50 years who have had no previous injury or problem reported in the affected leg. The injury is usually due to sudden forced plantar flexion of the foot, unexpected dorsiflexion of the foot and violent dorsiflexion of a plantar flexed foot, all of which occur during high impact activities. We present the first reported case of interactive activity with Nintendo Wii games that have resulted in Achilles tendon rupture in a 46-year-old man. There have been no previous reports of Achilles tendon rupture with Nintendo Wii usage; it is a relatively uncommon mode of injury and is rare in terms of epidemiology of motion sensing video game injuries. 2014 BMJ Publishing Group Ltd.

  9. Nintendo Wii related Achilles tendon rupture: first reported case and literature review of motion sensing video game injuries

    PubMed Central

    Singh, Rohit; Manoharan, Gopikanthan; Moores, Thomas Steven; Patel, Amit

    2014-01-01

    Achilles tendon ruptures tend to occur more commonly in healthy men between the ages of 30 and 50 years who have had no previous injury or problem reported in the affected leg. The injury is usually due to sudden forced plantar flexion of the foot, unexpected dorsiflexion of the foot and violent dorsiflexion of a plantar flexed foot, all of which occur during high impact activities. We present the first reported case of interactive activity with Nintendo Wii games that have resulted in Achilles tendon rupture in a 46-year-old man. There have been no previous reports of Achilles tendon rupture with Nintendo Wii usage; it is a relatively uncommon mode of injury and is rare in terms of epidemiology of motion sensing video game injuries. PMID:24827648

  10. Meta!Blast computer game: a pipeline from science to 3D art to education

    NASA Astrophysics Data System (ADS)

    Schneller, William; Campbell, P. J.; Bassham, Diane; Wurtele, Eve Syrkin

    2012-03-01

    Meta!Blast (http://www.metablast.org) is designed to address the challenges students often encounter in understanding cell and metabolic biology. Developed by faculty and students in biology, biochemistry, computer science, game design, pedagogy, art and story, Meta!Blast is being created using Maya (http://usa.autodesk.com/maya/) and the Unity 3D (http://unity3d.com/) game engine, for Macs and PCs in classrooms; it has also been exhibited in an immersive environment. Here, we describe the pipeline from protein structural data and holographic information to art to the threedimensional (3D) environment to the game engine, by which we provide a publicly-available interactive 3D cellular world that mimics a photosynthetic plant cell.

  11. Foreign English Language Teachers' Local Pedagogy

    ERIC Educational Resources Information Center

    Eusafzai, Hamid Ali Khan

    2015-01-01

    ELT methods have been criticized for being limited and inadequate. Postmethod pedagogy has been offered as an alternate to these methods. The postmethod pedagogy emphasises localization of pedagogy and celebrates local culture, teachers and knowledge. Localizing pedagogy is easy for local teachers as knowledge and understanding of the local comes…

  12. Appearing Pedagogy: From Embodied Learning and Teaching to Embodied Pedagogy

    ERIC Educational Resources Information Center

    Dixon, Mary; Senior, Kim

    2011-01-01

    In this paper images are used to support the conceptualisation and recognition of embodied pedagogy. Analysis of data gathered during an arts-based teaching project in pre-service teacher education revealed the presence of an embodied pedagogy and supports the further deployment of embodied teaching and learning in teacher education. Embodied…

  13. The Practice of Transformative Pedagogy

    ERIC Educational Resources Information Center

    Ukpokodu, Omiunota

    2009-01-01

    The author examined the practice of transformative pedagogy in an undergraduate teacher education program. The research was guided by two questions: What is the impact of transformative pedagogy on fostering preservice teachers' transformative learning? and What practices of transformative pedagogy impact student transformative learning?…

  14. It's about Time! Repetition, Fantasy, and the Contours of Learning from Feminist Pedagogy Classroom Breakdown

    ERIC Educational Resources Information Center

    Newbery, Liz

    2009-01-01

    This paper explores feminist pedagogy classroom conflict through looking at how time, in a psychoanalytic sense, can rupture straightforward interpretations of manifest classroom dynamics. I use the concept of transference to consider how classroom conflict is complicated by the reliving and replaying of past conflicts in the pedagogical arena, a…

  15. Making Sense of Children's Drawings

    ERIC Educational Resources Information Center

    Anning, Angela; Ring, Kathy

    2004-01-01

    This book explores how young children learn to draw and draw to learn, at home and school. It provides support for practitioners in developing a pedagogy of drawing in Art and Design and across the curriculum and provide advice for parents about how to make sense of their children's drawings. This book is enlivened with the real drawings of seven…

  16. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  17. The Responsible Uncertainty of Pedagogy

    ERIC Educational Resources Information Center

    Sellar, Sam

    2009-01-01

    In our current moment there is a resurgence of interest in pedagogy as an object of research and policy. In this context the Redesigning Pedagogies in the North (RPiN) project sought to improve educational outcomes for students from low-socioeconomic status communities by researching teachers' efforts to develop more connected pedagogies. However,…

  18. Using Game Development to Engage Students in Science and Technology

    NASA Technical Reports Server (NTRS)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  19. The Social and Emotional Components of Gaming. A Response to "The Challenges of Gaming for Democratic Education"

    ERIC Educational Resources Information Center

    Middaugh, Ellen

    2016-01-01

    This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students' emotional responses to issues and other people, sense of internal efficacy, and social connectedness. [For "The…

  20. Gamified Pedagogy: From Gaming Theory to Creating a Self-Motivated Learning Environment in Studio Art

    ERIC Educational Resources Information Center

    Han, Hsiao-Cheng

    2015-01-01

    This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…

  1. Signature Pedagogy/Powerful Pedagogy: The Oxford Tutorial System in the Humanities

    ERIC Educational Resources Information Center

    Horn, Julia

    2013-01-01

    Lee Shulman's concept of signature pedagogies in the professions has captured the imagination of many researchers and educators. In higher education, the concept has been extended to teaching in particular disciplines, and it is here argued that the concept of signature pedagogy can be usefully extended to an influential teaching system in the…

  2. Born Pupils? Natural Pedagogy and Cultural Pedagogy.

    PubMed

    Heyes, Cecilia

    2016-03-01

    The theory of natural pedagogy is an important focus of research on the evolution and development of cultural learning. It proposes that we are born pupils; that human children genetically inherit a package of psychological adaptations that make them receptive to teaching. In this article, I first examine the components of the package-eye contact, contingencies, infant-directed speech, gaze cuing, and rational imitation-asking in each case whether current evidence indicates that the component is a reliable feature of infant behavior and a genetic adaptation for teaching. I then discuss three fundamental insights embodied in the theory: Imitation is not enough for cumulative cultural inheritance, the extra comes from blind trust, and tweaking is a powerful source of cognitive change. Combining the results of the empirical review with these insights, I argue that human receptivity to teaching is founded on nonspecific genetic adaptations for social bonding and social learning and acquires its species- and functionally specific features through the operation of domain-general processes of learning in sociocultural contexts. We engage, not in natural pedagogy, but in cultural pedagogy. © The Author(s) 2016.

  3. Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges.

    PubMed

    Desseilles, Martin

    2016-01-01

    In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games.

  4. Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges

    PubMed Central

    Desseilles, Martin

    2016-01-01

    In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games. PMID:27458390

  5. For a Red Pedagogy: Feminism, Desire, and Need.

    ERIC Educational Resources Information Center

    Ebert, Teresa L.

    1996-01-01

    Unpacks some of the underlying assumptions of the modes of knowing that inform "ludic" and "Red" feminist pedagogies and how the pedagogy of critique is a pedagogy of emancipation, whereas the pedagogy of desire, at its most radical moment, is simply a pedagogy of liberation, specifically individual libidinal liberation. (TB)

  6. Does Social Work Have a Signature Pedagogy?

    ERIC Educational Resources Information Center

    Earls Larrison, Tara; Korr, Wynne S.

    2013-01-01

    This article contributes to discourse on signature pedagogy by reconceptualizing how our pedagogies are understood and defined for social work education. We critique the view that field education is social work's signature pedagogy and consider what pedagogies are distinct about the teaching and learning of social work. Using Shulman's…

  7. Influence of a Hybrid Sport Education--Teaching Games for Understanding Unit on One Teacher and His Students

    ERIC Educational Resources Information Center

    Hastie, Peter A.; Curtner-Smith, Matthew D.

    2006-01-01

    Background: Sport Education (SE) and Teaching Games for Understanding (TGfU) are two curriculum models that were developed to help students participate in fair and equitable ways and challenge their thinking beyond the replication of techniques and skills. Given that the general aim of both models is to employ more democratic pedagogies and…

  8. If We All Go Global, What Happens to the Local? In Defense of a Pedagogy of Place.

    ERIC Educational Resources Information Center

    Arenas, Alberto

    The current educational emphasis on the "global community" misses the most immediate and concrete area where students can make a difference: the locality. Without negating the importance of having a sense of responsibility toward the global community, a pedagogy of place argues that children cannot comprehend, much less feel a commitment…

  9. Design, engineering and utility of biotic games.

    PubMed

    Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C

    2011-01-07

    Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.

  10. The Border Pedagogy Revisited

    ERIC Educational Resources Information Center

    Kazanjian, Christopher John

    2011-01-01

    Border pedagogy is a multicultural educational approach utilized in multicultural settings to help students understand their histories and experiences and how it affects their identities and cultures. The approach seeks to produce intellectuals that transcend physical and metaphysical boundaries. The goal of border pedagogy is to remove cultural…

  11. Critical Pedagogy and Faith

    ERIC Educational Resources Information Center

    Neumann, Jacob W.

    2011-01-01

    Critical pedagogy has often been linked in the literature to faith traditions such as liberation theology, usually with the intent of improving or redirecting it. While recognizing and drawing from those previous linkages, Jacob Neumann goes further in this essay and develops the thesis that critical pedagogy can not just benefit from a connection…

  12. Using narrative pedagogy: learning and practising interpretive thinking.

    PubMed

    Ironside, Pamela M

    2006-08-01

    This paper reports a hermeneutic study undertaken to explicate students' experiences in educational courses in which teachers enact Narrative Pedagogy. International interest in developing and implementing discipline-specific pedagogies is becoming commonplace as teachers respond to the challenges of preparing students for contemporary practice. Lifeworld Pedagogy, developed in Scandinavia, and Narrative Pedagogy, developed in the United States of America, Canada and New Zealand, are two approaches developed from nursing research for nursing education that provide teachers with research-based alternatives to conventional pedagogy. Further research is needed, however, that addresses how new pedagogies are experienced in schools of nursing. Teachers and students from 22 schools of nursing in the United States of America were interviewed over a 4-year period between 2002 and 2005. Using interpretive phenomenology as the philosophical background and Heideggerian hermeneutics as the method, accounts from 52 participants were analysed by a research team. The theme Learning and Practising Interpretive Thinking reveals how reform is occurring in schools of nursing that use Narrative Pedagogy. It documents how Narrative Pedagogy helps students challenge their assumptions and think through and interpret situations they encounter from multiple perspectives. Findings suggest that by focusing teachers' and students' attention on thinking and interpreting as communal experiences, interpretive pedagogies such as Narrative Pedagogy engage teachers and students in pooling their wisdom, challenging their preconceptions, envisioning new possibilities for providing care and engaging with others to ensure patient-centred care and safety. By documenting students' experiences in courses in which Narrative Pedagogy is used, this study provides teachers with research-based evidence to guide their pedagogical decisions. It extends international efforts to develop discipline

  13. "Passing It On": Beyond Formal or Informal Pedagogies

    ERIC Educational Resources Information Center

    Cain, Tim

    2013-01-01

    Informal pedagogies are a subject of debate in music education, and there is some evidence of teachers abandoning formal pedagogies in favour of informal ones. This article presents a case of one teacher's formal pedagogy and theorises it by comparing it with a case of informal pedagogy. The comparison reveals affordances of formal pedagogies…

  14. Decision and Game Theory for Security

    NASA Astrophysics Data System (ADS)

    Alpcan, Tansu; Buttyán, Levente; Baras, John S.

    Attack--defense trees are used to describe security weaknesses of a system and possible countermeasures. In this paper, the connection between attack--defense trees and game theory is made explicit. We show that attack--defense trees and binary zero-sum two-player extensive form games have equivalent expressive power when considering satisfiability, in the sense that they can be converted into each other while preserving their outcome and their internal structure.

  15. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment.

    PubMed

    Limperos, Anthony M; Schmierbach, Michael G; Kegerise, Andrew D; Dardis, Frank E

    2011-06-01

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.

  16. Case-Based Learning as Pedagogy for Teaching Information Ethics Based on the Dervin Sense-Making Methodology

    ERIC Educational Resources Information Center

    Dow, Mirah J.; Boettcher, Carrie A.; Diego, Juana F.; Karch, Marziah E.; Todd-Diaz, Ashley; Woods, Kristine M.

    2015-01-01

    The purpose of this mixed methods study is to determine the effectiveness of case-based pedagogy in teaching basic principles of information ethics and ethical decision making. Study reports results of pre- and post-assessment completed by 49 library and information science (LIS) graduate students at a Midwestern university. Using Creswell's…

  17. Recall and recognition of in-game advertising: the role of game control.

    PubMed

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  18. Recall and recognition of in-game advertising: the role of game control

    PubMed Central

    Herrewijn, Laura; Poels, Karolien

    2014-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts. PMID:24478736

  19. Local Positioning Systems in (Game) Sports

    PubMed Central

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

    Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725

  20. Whiteness and Critical Pedagogy

    ERIC Educational Resources Information Center

    Allen, Ricky Lee

    2004-01-01

    The purpose of this article is to rethink critical pedagogy by imagining it from a race-radical perspective that owes its lineage to scholars like W. E. B. Du Bois. The author assembles a critical pedagogy that hopes to contribute to both the transformation of white identity and the abolition of white supremacy. He draws from the roots of critical…

  1. The Limits of Pedagogy: "Diaculturalist Pedagogy" as Paradigm Shift in the Education of Adult Immigrants

    ERIC Educational Resources Information Center

    Entigar, Katherine E.

    2017-01-01

    Pedagogy develops through the interventions of scholars who believe injustice should not be normalised. Such interventions nonetheless subsume monoculturalist assumptions constructed within the US social and academic narrative. The top-down paradigm of "designing pedagogy" is inappropriate for educating adult immigrants, whose…

  2. Making Sense of Traumatic Events: Toward a Politics of Aporetic Mourning in Educational Theory and Pedagogy

    ERIC Educational Resources Information Center

    Zembylas, Michalinos

    2009-01-01

    In this essay, Michalinos Zembylas examines how the work of mourning can evoke public and school pedagogies that provide an alternative way of relating to otherness and trauma--not through remaining fixated on simply representing the other's or one's own trauma, but in the insistence on remaining inconsolable before suffering. A major concern is…

  3. Evolutionary games on graphs

    NASA Astrophysics Data System (ADS)

    Szabó, György; Fáth, Gábor

    2007-07-01

    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.

  4. Natural pedagogy as evolutionary adaptation.

    PubMed

    Csibra, Gergely; Gergely, György

    2011-04-12

    We propose that the cognitive mechanisms that enable the transmission of cultural knowledge by communication between individuals constitute a system of 'natural pedagogy' in humans, and represent an evolutionary adaptation along the hominin lineage. We discuss three kinds of arguments that support this hypothesis. First, natural pedagogy is likely to be human-specific: while social learning and communication are both widespread in non-human animals, we know of no example of social learning by communication in any other species apart from humans. Second, natural pedagogy is universal: despite the huge variability in child-rearing practices, all human cultures rely on communication to transmit to novices a variety of different types of cultural knowledge, including information about artefact kinds, conventional behaviours, arbitrary referential symbols, cognitively opaque skills and know-how embedded in means-end actions. Third, the data available on early hominin technological culture are more compatible with the assumption that natural pedagogy was an independently selected adaptive cognitive system than considering it as a by-product of some other human-specific adaptation, such as language. By providing a qualitatively new type of social learning mechanism, natural pedagogy is not only the product but also one of the sources of the rich cultural heritage of our species.

  5. SIMULATION GAMES AND CONTROL BELIEFS. FINAL REPORT.

    ERIC Educational Resources Information Center

    BOOCOCK, SARANE S.; AND OTHERS

    AN EXPERIMENT WAS CONDUCTED TO INVESTIGATE STUDENTS' SENSE OF CONTROL OVER THEIR OWN DESTINIES, THE EFFECTS OF SIMULATION GAMES ON THESE CONTROL BELIEFS, AND THE RELATIONSHIP OF THESE ISSUES TO THE RACIAL COMPOSITION OF A SCHOOL. IT WAS HYPOTHESIZED THAT INDIVIDUALS LACKING A SENSE OF CONTROL HAD HAD LIMITED EXPERIENCE WITH SITUATIONS WHICH COULD…

  6. Game-theoretic homological sensor resource management for SSA

    NASA Astrophysics Data System (ADS)

    Chin, Sang Peter

    2009-05-01

    We present a game-theoretic approach to Level 2/3/4 fusion for the purpose of Space Situational Awareness (SSA) along with prototypical SW implementation of this approach to demonstrate its effectiveness for possible future space operations. Our approach is based upon innovative techniques that we are developing to solve dynamic games and Nperson cooperative/non-cooperative games, as well as a new emerging homological sensing algorithms which we apply to control disparate network of space sensors in order to gain better SSA.

  7. Teaching Public Health Through a Pedagogy of Collegiality

    PubMed Central

    Chávez, Vivian; Turalba, Ruby-Asuncion N.; Malik, Savita

    2006-01-01

    Curriculum development in masters of public health programs that effectively meets the complex challenges of the 21st century is an important part of public health education and requires purposeful thinking. Current approaches to training the public health work-force do not adequately prepare professionals to be culturally competent in addressing health disparities. Principles of community-based participatory research highlight the importance of building relationships of mutual accountability and emphasize collegial teaching. We present background and theoretical foundations for a pedagogy of collegiality and describe specific teaching methods, classroom activities, and key assignments organized around 4 essential features: principles of community organizing, building community and valuing diversity, engaging the senses, and writing across the curriculum. PMID:16735640

  8. Teaching public health through a pedagogy of collegiality.

    PubMed

    Chávez, Vivian; Turalba, Ruby-Asuncion N; Malik, Savita

    2006-07-01

    Curriculum development in masters of public health programs that effectively meets the complex challenges of the 21st century is an important part of public health education and requires purposeful thinking. Current approaches to training the public health work-force do not adequately prepare professionals to be culturally competent in addressing health disparities. Principles of community-based participatory research highlight the importance of building relationships of mutual accountability and emphasize collegial teaching. We present background and theoretical foundations for a pedagogy of collegiality and describe specific teaching methods, classroom activities, and key assignments organized around 4 essential features: principles of community organizing, building community and valuing diversity, engaging the senses, and writing across the curriculum.

  9. Toward a Pedagogy Grounded in Christian Spirituality

    ERIC Educational Resources Information Center

    Shimabukuro, Gini

    2008-01-01

    Church documents, theology, leadership theory, and sociology come together in this article to present a pedagogy for Catholic schools that is deeply rooted in a personal faith and a contemporary understanding of the person. In order to construct a conceptual model of a pedagogy grounded in Christian spirituality, the meaning of the term "pedagogy"…

  10. Critical Pedagogy(ies) for ELT in Indonesia

    ERIC Educational Resources Information Center

    Larson, Kasey R.

    2014-01-01

    This paper will explore the theoretical underpinnings that present a rationale for the use of critical pedagogy as an English Language Teaching (ELT) approach in Indonesia. A brief description of critical pedagogy is given, followed by a detailed rationale for its use including an overview of critical pedagogy studies done in Asia, an exploration…

  11. Evolutionary games under incompetence.

    PubMed

    Kleshnina, Maria; Filar, Jerzy A; Ejov, Vladimir; McKerral, Jody C

    2018-02-26

    The adaptation process of a species to a new environment is a significant area of study in biology. As part of natural selection, adaptation is a mutation process which improves survival skills and reproductive functions of species. Here, we investigate this process by combining the idea of incompetence with evolutionary game theory. In the sense of evolution, incompetence and training can be interpreted as a special learning process. With focus on the social side of the problem, we analyze the influence of incompetence on behavior of species. We introduce an incompetence parameter into a learning function in a single-population game and analyze its effect on the outcome of the replicator dynamics. Incompetence can change the outcome of the game and its dynamics, indicating its significance within what are inherently imperfect natural systems.

  12. Mind Games: Game Engines as an Architecture for Intuitive Physics.

    PubMed

    Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B

    2017-09-01

    We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.

  13. Surveying Borders, Boundaries, and Contested Spaces in Curriculum and Pedagogy. Curriculum and Pedagogy Series

    ERIC Educational Resources Information Center

    Reilly, Cole, Ed.; Russell, Victoria, Ed.; Chehayl, Laurel K., Ed.; McDermott, Morna M., Ed.

    2011-01-01

    The Curriculum and Pedagogy book series is an enactment of the mission and values espoused by the Curriculum and Pedagogy Group, an international educational organization serving those who share a common faith in democracy and a commitment to public moral leadership in schools and society. Accordingly, the mission of this series is to advance…

  14. Enabling narrative pedagogy: inviting, waiting, and letting be.

    PubMed

    Ironside, Pamela M

    2014-01-01

    This article describes how teachers enable Narrative Pedagogy in their courses by explicating the Concernful Practice Inviting: Waiting and Letting Be. Narrative Pedagogy, a research-based, phenomenological approach to teaching and learning, extends conventional pedagogies and offers nursing faculty an alternative way of transforming their schools and courses. Using hermeneutic phenomenology, interview data collected over a 10-year period were analyzed by coding practical examples of teachers' efforts to enact Narrative Pedagogy. When Narrative Pedagogy is enacted, teachers and students focus on thinking and learning together about nursing phenomena and seek new understandings about how they may provide care in the myriad situations they encounter. Although the Concernful Practices co-occur, explicating inviting experiences can assist new teachers, and those seeking to extend their pedagogical literacy, by providing new understandings of how Narrative Pedagogy can be enacted.

  15. Critical Pedagogy for Rural Teachers?

    ERIC Educational Resources Information Center

    Theobald, Paul; Theobald, Jan

    Three books represent the recent work of leading U.S. proponents of critical approaches to pedagogy: "Life in Schools: An Introduction to Critical Pedagogy in the Foundations of Education," by Peter McLaren; "Freire for the Classroom: A Sourcebook for Liberatory Teaching," edited by Ira Shor; and "Teachers as…

  16. Teachers, Arts Practice and Pedagogy

    ERIC Educational Resources Information Center

    Franks, Anton; Thomson, Pat; Hall, Chris; Jones, Ken

    2014-01-01

    What are possible overlaps between arts practice and school pedagogy? How is teacher subjectivity and pedagogy affected when teachers engage with arts practice, in particular, theatre practices? We draw on research conducted into the Learning Performance Network (LPN), a project that involved school teachers working with the Royal Shakespeare…

  17. Critical Pedagogy: EFL Teachers' Views, Experience and Academic Degrees

    ERIC Educational Resources Information Center

    Mahmoodarabi, Mahsa; Khodabakhsh, Mohammad Reza

    2015-01-01

    Although critical pedagogy has brought about positive changes in the field of education by shifting from traditional pedagogy to emancipatory pedagogy, not much attention has been paid to the factors affecting teachers' beliefs of critical pedagogy and only few studies have been conducted to design reliable and valid instruments to study EFL…

  18. Places for Pedagogies, Pedagogies for Places

    ERIC Educational Resources Information Center

    Duhn, Iris

    2012-01-01

    Working with an understanding of assemblage as the ad hoc groupings of vibrant materials and elements, this article argues that conceptualizing place as an assemblage opens possibilities for bridging the gap between subjects and objects that continue to structure pedagogy. Considering "place" as an assemblage of humans and their multiple…

  19. Who Does Critical Pedagogy Think You Are? Investigating How Teachers Are Produced in Critical Pedagogy Scholarship to Inform Teacher Education

    ERIC Educational Resources Information Center

    Pittard, Elizabeth

    2015-01-01

    In this post-structural feminist analysis, I review recent literature focusing on critical pedagogy to analyse the ways teachers are discursively produced within the sampled literature to ask: who does critical pedagogy think you are? Additionally, I extend earlier post-structural feminist critiques of critical pedagogy and underlying assumptions…

  20. Social Pedagogy in Modern Times

    ERIC Educational Resources Information Center

    Rosendal Jensen, Niels

    2013-01-01

    The article identifies several key concepts used to describe and categorize social pedagogy. The first section of the paper establishes a framework for considering the diversity that characterizes the field, including reflection on social pedagogy's theoretical, political and social dimensions. This is followed by a discussion based on a…

  1. As We See...Aboriginal Pedagogy.

    ERIC Educational Resources Information Center

    Stiffarm, Lenore A., Ed.

    For many years, Aboriginal knowledge was invalidated by Western ways of knowing. This collection of papers discusses ways of teaching, ways of knowing, and ways of being that have sustained Aboriginal people for over 500 years. The papers are: "Spirit Writing: Writing Circles as Healing Pedagogy" (Lenore A. Stiffarm); "Pedagogy from…

  2. Gifted-Child Pedagogy: Meaningful Chimera?

    ERIC Educational Resources Information Center

    Coleman, Laurence J.

    2003-01-01

    This article explores the concept of gifted-child pedagogy (GCP) and consequences of adopting a GCP model. It argues that use of the term GCP can create a faux reality that GCP exists and that teachers who do not have this particular pedagogy cannot help gifted children. (Contains 7 references.) (CR)

  3. Resisting Reductionism in Mathematics Pedagogy

    ERIC Educational Resources Information Center

    Foster, Colin

    2013-01-01

    Although breaking down a mathematical problem into smaller parts can often be an effective solution strategy, when the same reductionist approach is applied to mathematics pedagogy the effects are far from beneficial for students. Mathematics pedagogy in UK schools is gaining an increasingly reductionist flavour, as seen in an excessive focus on…

  4. From Policy to Pedagogy: The Implications of Sustainability Policy for Sustainability Pedagogy in Higher Education

    ERIC Educational Resources Information Center

    Timmerman, Nora; Metcalfe, Amy Scott

    2009-01-01

    In response to the growing number of sustainability policies being enacted at higher education institutions, this article examines the relationship between policy and pedagogy, asking how policy texts can both enable and impede the implementation of sustainability pedagogy in higher education. To explore this question, we have undertaken a case…

  5. Working-Class Girls and Child-Centred Pedagogy: What Are the Implications for Developing Socially Just Pedagogy?

    ERIC Educational Resources Information Center

    Hempel-Jorgensen, Amelia

    2015-01-01

    Existing international research suggests that widespread performative pedagogy has contributed to producing educational inequalities for "disadvantaged" learners. There have also been calls for alternative pedagogies, which can be characterised as child-centred. This paper analyses pupils' hierarchical positioning in a contemporary,…

  6. Fostering At-Risk Preschoolers' Number Sense

    ERIC Educational Resources Information Center

    Baroody, Arthur; Eiland, Michael; Thompson, Bradley

    2009-01-01

    Research Findings: A 9-month study served to evaluate the effectiveness of a pre-kindergarten number sense curriculum. Phase 1 of the intervention involved manipulative-, game-based number sense instruction; Phase 2, computer-aided mental-arithmetic training with the simplest sums. Eighty 4- and 5-year-olds at risk for school failure were randomly…

  7. True to the Language Game: African American Discourse, Cultural Politics, and Pedagogy

    ERIC Educational Resources Information Center

    Gilyard, Keith

    2011-01-01

    In "True to the Language Game", Keith Gilyard, one of the major African American figures to emerge in language and cultural studies, makes his most seminal work available in one volume. This collection of new and previously published essays contains Gilyard's most relevant scholarly contributions to deliberations about linguistic diversity,…

  8. Signature Pedagogies in Support of Teachers' Professional Learning

    ERIC Educational Resources Information Center

    Parker, Melissa; Patton, Kevin; O'Sullivan, Mary

    2016-01-01

    Signature pedagogies [Shulman, L. 2005. "Signature pedagogies in the professions." "Daedalus" 134 (3): 52--59.] are a focus of teacher educators seeking to improve teaching and teacher education. The purpose of this paper is to present a preliminary common language of signature pedagogies for teacher professional development…

  9. Core Pedagogy: Individual Uncertainty, Shared Practice, Formative Ethos

    ERIC Educational Resources Information Center

    Dotger, Benjamin H.

    2015-01-01

    Attention to the core practices of teaching necessitates core pedagogies in teacher preparation. This article outlines the diffusion of one such pedagogy from medical to teacher education. The concept of clinical simulations is outlined through the lens of "signature pedagogies" and their uncertain, engaging, formative qualities.…

  10. Employing Liberative Pedagogies in Engineering Education.

    ERIC Educational Resources Information Center

    Riley, Donna

    2003-01-01

    Motivates the use of feminist, critical, and radical pedagogies in engineering education and presents their application in an engineering thermodynamics course. Discusses assessment approaches and the limitations of liberative pedagogies in an engineering context. (Contains 40 references.) (Author/NB)

  11. Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

    NASA Technical Reports Server (NTRS)

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

    An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

  12. New pedagogies for teaching thinking: the lived experiences of students and teachers enacting narrative pedagogy.

    PubMed

    Ironside, Pamela M

    2003-11-01

    The need to prepare students for a rapidly changing health care system sustains teachers' interest in developing students' thinking abilities at all levels of nursing education. Although significant effort has been directed toward developing efficient and effective strategies to teach thinking, this study explores the underlying assumptions embedded in any approach to teaching and learning and how these assumptions influence students' thinking. This study, using Heideggerian hermeneutics, explored how teachers and students experience enacting a new pedagogy, Narrative Pedagogy, and this article explains how enacting this pedagogy offers new possibilities for teaching and learning thinking. Two themes emerged from this analysis and are discussed: Thinking as Questioning: Preserving Perspectival Openness and Practicing Thinking: Preserving Fallibility and Uncertainty.

  13. Evolutionary game theory: molecules as players.

    PubMed

    Bohl, Katrin; Hummert, Sabine; Werner, Sarah; Basanta, David; Deutsch, Andreas; Schuster, Stefan; Theissen, Günter; Schroeter, Anja

    2014-12-01

    In this and an accompanying paper we review the use of game theoretical concepts in cell biology and molecular biology. This review focuses on the subcellular level by considering viruses, genes, and molecules as players. We discuss in which way catalytic RNA can be treated by game theory. Moreover, genes can compete for success in replication and can have different strategies in interactions with other genetic elements. Also transposable elements, or "jumping genes", can act as players because they usually bear different traits or strategies. Viruses compete in the case of co-infecting a host cell. Proteins interact in a game theoretical sense when forming heterodimers. Finally, we describe how the Shapley value can be applied to enzymes in metabolic pathways. We show that game theory can be successfully applied to describe and analyse scenarios at the molecular level resulting in counterintuitive conclusions.

  14. Politics of Critical Pedagogy and New Social Movements

    ERIC Educational Resources Information Center

    Cho, Seehwa

    2010-01-01

    The proponents of critical pedagogy criticize the earlier Neo-Marxist theories of education, arguing that they provide only a "language of critique". By introducing the possibility of human agency and resistance, critical pedagogists attempt to develop not only a pedagogy of critique, but also to build a pedagogy of hope. Fundamentally, the aim of…

  15. Integrating EIL Pedagogy in a Pre-Service Teacher Education Program

    ERIC Educational Resources Information Center

    Zacharias, Nugrahenny T.

    2014-01-01

    Among the existing pedagogies to teach English, many scholars have claimed that English as International Language (EIL) pedagogy is the most suitable pedagogy to the changing sociolinguistic landscape of English and English users. Despite such strong claims, little is actually known on how EIL pedagogy is experienced by teachers. The present…

  16. Pedagogy of Language Learning in Higher Education: An Introduction. Advances in Foreign Language Pedagogy, Volume 2.

    ERIC Educational Resources Information Center

    Brauer, Gerd, Ed.

    This second volume in the series "Advances in Foreign and Second Language Pedagogy" is an introduction to the pedagogy of language learning in higher education focusing on learner motivation, classroom environments, relationships for learning, and the future of language education. The book reveals numerous links to language education on the…

  17. Old Wine in New Bottles: A Response to Claims That Teaching Games for Understanding Was Not Developed as A Theoretically Based Pedagogical Framework

    ERIC Educational Resources Information Center

    Harvey, Stephen; Pill, Shane; Almond, Len

    2018-01-01

    Background: Teaching games for understanding (TGfU) has stimulated so much attention, research and debate since the 1980s that it is easy for its origins to become refracted and misunderstood. For example, in a recent edition of the "Physical Education and Sport Pedagogy" journal there was paper arguing a constraints-led approach (CLA)…

  18. Towards a Pedagogy of Land: The Urban Context

    ERIC Educational Resources Information Center

    Styres, Sandra; Haig-Brown, Celia; Blimkie, Melissa

    2013-01-01

    This article examines the possibilities when shifting what we have come to call a pedagogy of Land from rural to urban contexts. The authors explore some persisting questions around what it means to bring a pedagogy of Land into classrooms and communities in urban settings. The authors consider the ways a pedagogy of Land might translate from…

  19. A Theoretical Framework for Serious Game Design: Exploring Pedagogy, Play and Fidelity and Their Implications for the Design Process

    ERIC Educational Resources Information Center

    Rooney, Pauline

    2012-01-01

    It is widely acknowledged that digital games can provide an engaging, motivating and "fun" experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which…

  20. Using Appreciative Inquiry to Explore Australian Football Coaches' Experience with Game Sense Coaching

    ERIC Educational Resources Information Center

    Pill, Shane

    2015-01-01

    This paper reports on a project framed as a strengths-based case study in the field of sport coaching. The aim of this research was twofold. First, the project trialled. Appreciate Inquiry (AI) for sport pedagogy research and explain how AI can be used in sport coaching research. Second, using an appreciative perspective, the aim of the research…

  1. Three Generations of Distance Education Pedagogy

    ERIC Educational Resources Information Center

    Anderson, Terry; Dron, Jon

    2011-01-01

    This paper defines and examines three generations of distance education pedagogy. Unlike earlier classifications of distance education based on the technology used, this analysis focuses on the pedagogy that defines the learning experiences encapsulated in the learning design. The three generations of cognitive-behaviourist, social constructivist,…

  2. Combining Modeling and Gaming for Predictive Analytics

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22

    Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describemore » our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.« less

  3. Structural symmetry in evolutionary games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-10-06

    In evolutionary game theory, an important measure of a mutant trait (strategy) is its ability to invade and take over an otherwise-monomorphic population. Typically, one quantifies the success of a mutant strategy via the probability that a randomly occurring mutant will fixate in the population. However, in a structured population, this fixation probability may depend on where the mutant arises. Moreover, the fixation probability is just one quantity by which one can measure the success of a mutant; fixation time, for instance, is another. We define a notion of homogeneity for evolutionary games that captures what it means for two single-mutant states, i.e. two configurations of a single mutant in an otherwise-monomorphic population, to be 'evolutionarily equivalent' in the sense that all measures of evolutionary success are the same for both configurations. Using asymmetric games, we argue that the term 'homogeneous' should apply to the evolutionary process as a whole rather than to just the population structure. For evolutionary matrix games in graph-structured populations, we give precise conditions under which the resulting process is homogeneous. Finally, we show that asymmetric matrix games can be reduced to symmetric games if the population structure possesses a sufficient degree of symmetry. © 2015 The Author(s).

  4. Structural symmetry in evolutionary games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    In evolutionary game theory, an important measure of a mutant trait (strategy) is its ability to invade and take over an otherwise-monomorphic population. Typically, one quantifies the success of a mutant strategy via the probability that a randomly occurring mutant will fixate in the population. However, in a structured population, this fixation probability may depend on where the mutant arises. Moreover, the fixation probability is just one quantity by which one can measure the success of a mutant; fixation time, for instance, is another. We define a notion of homogeneity for evolutionary games that captures what it means for two single-mutant states, i.e. two configurations of a single mutant in an otherwise-monomorphic population, to be ‘evolutionarily equivalent’ in the sense that all measures of evolutionary success are the same for both configurations. Using asymmetric games, we argue that the term ‘homogeneous’ should apply to the evolutionary process as a whole rather than to just the population structure. For evolutionary matrix games in graph-structured populations, we give precise conditions under which the resulting process is homogeneous. Finally, we show that asymmetric matrix games can be reduced to symmetric games if the population structure possesses a sufficient degree of symmetry. PMID:26423436

  5. Public Relations Education: Where is Pedagogy?

    ERIC Educational Resources Information Center

    Coombs, W. Timothy; Rybacki, Karyn

    1999-01-01

    Uses data from a national survey and from the 1998 National Communication Association Summer Conference, both described elsewhere in this issue, to examine the strengths and weaknesses of public-relations pedagogy; to compare educator and practitioner perceptions of pedagogy; and to offer a set of concerns and recommendations. (SR)

  6. Teacher Characteristics for Culturally Responsive Pedagogy

    ERIC Educational Resources Information Center

    Rychly, Laura; Graves, Emily

    2012-01-01

    Culturally responsive pedagogy, as defined by one of the most prominent authors in the field, Geneva Gay (2002), is "using the cultural characteristics, experiences, and perspectives of ethnically diverse students as conduits for teaching them more effectively". Culturally responsive pedagogy can be thought of, then, as teaching practices that…

  7. Redistribution, Recognition and Representation: Working against Pedagogies of Indifference

    ERIC Educational Resources Information Center

    Lingard, Bob; Keddie, Amanda

    2013-01-01

    This paper reports on an Australian government-commissioned research study that documented classroom pedagogies in 24 Queensland schools. The research created the model of "productive pedagogies", which conjoined what Nancy Fraser calls a politics of redistribution, recognition and representation. In this model pedagogies are…

  8. Designing action games for appealing to buyers.

    PubMed

    Hsu, Shang Hwa; Lee, Feng-Liang; Wu, Muh-Cherng

    2005-12-01

    This study aims to identify design features for action games that would appeal to game-buyers, rather than game-players. Sixteen frequent-buyers of computer games identified 39 design features that appeal to buyers by contrasting different versions of Pacman games. Twenty-eight versions of Pacman were then evaluated in terms of the identified design features by 45 participants (27 male and 18 female college students). Qnet2000 neural network software was used to determine the relative importance of these design features. The results indicated that the top 10 most important design features could account for more than 50% of "perceived fun" among these 39 design features. The feature of avatar is important to game-buyers, yet not revealed in previous player-oriented studies. Moreover, six design factors underlying the 39 features were identified through factor analysis. These factors included "novelty and powerfulness," "appealing presentation," "interactivity," "challenging," "sense of control," and "rewarding," and could account for 54% of total variance. Among these six factors, appealing presentation has not been emphasized by player-oriented research. Implications of the findings were discussed.

  9. Pedagogy and Practice for Online English Language Teacher Education

    ERIC Educational Resources Information Center

    Pawan, Faridah; Wiechart, Kelly A.; Warren, Amber N.; Park, Jaehan

    2016-01-01

    Pedagogy--not technology--drives effective online instruction. The authors of "Pedagogy and Practice for Online English Language Teacher Education" discuss foundational theories of pedagogy and link those theories with their own practices in online courses for language teacher education and language teaching. This book discusses and…

  10. Recognition-Based Pedagogy: Teacher Candidates' Experience of Deficit

    ERIC Educational Resources Information Center

    Parkison, Paul T.; DaoJensen, Thuy

    2014-01-01

    This study seeks to introduce what we call "recognition-based pedagogy" as a conceptual frame through which teachers and instructors can collaboratively develop educative experiences with students. Recognition-based pedagogy connects the theories of critical pedagogy, identity politics, and the politics of recognition with the educative…

  11. Problematizing Public Engagement within Public Pedagogy Research and Practice

    ERIC Educational Resources Information Center

    Sandlin, Jennifer A.; Burdick, Jake; Rich, Emma

    2017-01-01

    In this article, we explore issues related to how scholars attempt to "enact public pedagogy" (i.e. doing "public engagement" work) and how they "research public pedagogy" (i.e. framing and researching artistic and activist "public engagement" as public pedagogy). We focus specifically on three interrelated…

  12. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    NASA Astrophysics Data System (ADS)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  13. [Intensity of depression in pedagogy students].

    PubMed

    Pietras, Tadeusz; Witusik, Andrzej; Panek, Michał; Zielińska-Wyderkiewicz, Ewa; Kuna, Piotr; Górski, Paweł

    2012-03-01

    The teacher's profession is regarded to be susceptible to professional burnout. Its early markers include high neuroticism and tendency to depressive reactions. The aim of the study was to assess the depression intensity and the occurrence of mood disorders in the population of full-time and extramural course students of pedagogy aged 19-30, as well as the difference in intensity of the measured constructs between men and women. The study was carried out on the group of 223 women and 162 men aged 19-30 studying pedagogy at Piotrków Trybunalski Division of Jan Kochanowski Memorial University in Kielce in the years 2008-2011. The control group consisted of 76 women and 88 men studying economics. Students of full-time and extramural courses were included. All the participants were assessed with Beck Depression Inventory. Depression as a syndrome was diagnosed if the score of 10 of more was obtained. Among female students of pedagogy, 21 out of 223 obtained Beck Depression Inventory scores equal to, or above 10; whereas among female students of economics 1 out of 76 obtained such a result. The relative risk of developing depression (understood as Beck Depression Inventory result of 10 or more) was found to be significantly higher among female pedagogues (OR 7.797; CI 1.0306 to 58.9856) than among female economists. Among male pedagogy students, 2 out of 162 obtained 10 points, or more. It means that the risk of depression in female pedagogues was as much as over eight-fold higher than in male pedagogues (OR 8.3168; CI 1.9215 - 35.9979). The risk of depression in men studying pedagogy was not higher than in men studying economics, who obtained the Beck Depression Inventory scores of 10 or more in 1 case out of 88 (OR 1.1; CI 0.0983 to 12.3032). Considering all pedagogues irrespectively of gender versus all economists, the risk of depression in the group of pedagogues is over five-fold higher than among economists (OR 5.1464; CI 1.1991 to 22.0885). In the whole group of

  14. Biogeography as critical nursing pedagogy: Breathing life into nurse education.

    PubMed

    Kyle, Richard G; Atherton, Iain M

    2016-09-01

    Insights from the social sciences, including geography, sociology, and anthropology, have long been incorporated into pre-registration nursing programmes. However, scholars have suggested that their inclusion has been sporadic and lacks clear theoretical rationale. In this paper we argue anew that the social sciences - and particularly, human geography - could be central to nurse education. Specifically, we recast the concept of 'biogeography' drawn from human geography that emphasises the interplay between life (bio) and place (geo) to propose pedagogy that theoretically justifies and practically enables the inclusion of the social sciences in nurse education. Biogeography can breathe new life into nursing curricula by animating our students through the cultivation of three 'spirits of nursing'. First, a 'spirit of empathy' that can shatter patient-professional dualisms by facilitating person-centred and place-sensitive care. Second, a 'spirit of engagement' that situates practice in social structures awakening a desire to effect change by fomenting an acute sense of social justice. Third, a 'spirit of enquiry' that holds in critical tension the theory-practice gap by fostering continual questioning and pursuit of evidence. In so doing, biogeographical pedagogy releases the latent potential of the social sciences to revitalise nurse education, reinvigorate our students, and renew ourselves as nurse educators. Copyright © 2016 Elsevier Ltd. All rights reserved.

  15. Psychological motives and online games addiction: a test of flow theory and humanistic needs theory for Taiwanese adolescents.

    PubMed

    Wan, Chin-Sheng; Chiou, Wen-Bin

    2006-06-01

    Obviously, the negative impact of online games has received much attention as well as having become a popular research topic. This research explored, from flow theory and humanistic needs theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. The purpose of Study 1 was to investigate the relationship between players' flow state and their online games addiction. The results indicated that flow state was negatively correlated with addictive inclination and it was not a significant predictor for players' subsequent additive inclination. Findings also revealed that the addicts' flow state was significantly lower than the nonaddicts. Thus, flow state might not be the key psychological mechanism of players' addiction. In Study 2, the results showed that the psychological needs of players of online games were close to the two-factor theory which depicts satisfaction and dissatisfaction dimensions. Addicted players' need-gratification was similar to the feature of dissatisfactory factor. That is, the absence of playing online games is more likely to generate sense of dissatisfaction; the addicts' compulsive use of online games seems to stem from the relief of dissatisfaction rather than the pursuit of satisfaction. In contrast, online games tend to provide the nonaddicts with a sense of satisfaction rather than a sense of dissatisfaction.

  16. Aligning Pedagogy with Physical Learning Spaces

    ERIC Educational Resources Information Center

    van Merriënboer, Jeroen J. G.; McKenney, Susan; Cullinan, Dominic; Heuer, Jos

    2017-01-01

    The quality of education suffers when pedagogies are not aligned with physical learning spaces. For example, the architecture of the triple-decker Victorian schools across England fits the information transmission model that was dominant in the industrial age, but makes it more difficult to implement student-centred pedagogies that better fit a…

  17. Study on GIS-based sport-games information system

    NASA Astrophysics Data System (ADS)

    Peng, Hongzhi; Yang, Lingbin; Deng, Meirong; Han, Yongshun

    2008-10-01

    With the development of internet and such info-technologies as, Information Superhighway, Computer Technology, Remote Sensing(RS), Global Positioning System(GPS), Digital Communication and National Information Network(NIN),etc. Geographic Information System (GIS) becomes more and more popular in fields of science and industries. It is not only feasible but also necessary to apply GIS to large-scale sport games. This paper firstly discussed GIS technology and its application, then elaborated on the frame and content of Sport-Games Geography Information System(SG-GIS) with the function of gathering, storing, processing, sharing, exchanging and utilizing all kind of spatial-temporal information about sport games, and lastly designed and developed a public service GIS for the 6th Asian Winter Games in Changchun, China(CAWGIS). The application of CAWGIS showed that the established SG-GIS was feasible and GIS-based sport games information system was able to effectively process a large amount of sport-games information and provide the real-time sport games service for governors, athletes and the public.

  18. Natural pedagogy as evolutionary adaptation

    PubMed Central

    Csibra, Gergely; Gergely, György

    2011-01-01

    We propose that the cognitive mechanisms that enable the transmission of cultural knowledge by communication between individuals constitute a system of ‘natural pedagogy’ in humans, and represent an evolutionary adaptation along the hominin lineage. We discuss three kinds of arguments that support this hypothesis. First, natural pedagogy is likely to be human-specific: while social learning and communication are both widespread in non-human animals, we know of no example of social learning by communication in any other species apart from humans. Second, natural pedagogy is universal: despite the huge variability in child-rearing practices, all human cultures rely on communication to transmit to novices a variety of different types of cultural knowledge, including information about artefact kinds, conventional behaviours, arbitrary referential symbols, cognitively opaque skills and know-how embedded in means-end actions. Third, the data available on early hominin technological culture are more compatible with the assumption that natural pedagogy was an independently selected adaptive cognitive system than considering it as a by-product of some other human-specific adaptation, such as language. By providing a qualitatively new type of social learning mechanism, natural pedagogy is not only the product but also one of the sources of the rich cultural heritage of our species. PMID:21357237

  19. Advancing Biosocial Pedagogy for HIV Education

    ERIC Educational Resources Information Center

    Davis, Mark David McGregor

    2011-01-01

    This article develops the concept of biosocial pedagogy in HIV education for this era of expanding biomedical forms of HIV control. With reference to critical pedagogy and teaching and learning materials addressing HIV treatment and prevention, I explain how HIV education can problematize its own role in HIV control. I also discuss how educational…

  20. Improving Curriculum through Blended Learning Pedagogy

    ERIC Educational Resources Information Center

    Darojat, Ojat

    2016-01-01

    This paper is a study of blended learning pedagogy in open and distance learning (ODL), involving two universities in Southeast Asia, STOU Thailand and UT Indonesia. The purpose of this study is to understand the issues related to the implementation of blended-learning pedagogy. Qualitative case study was employed to optimize my understanding of…

  1. Designing Contributing Student Pedagogies to Promote Students' Intrinsic Motivation to Learn

    ERIC Educational Resources Information Center

    Herman, Geoffrey L.

    2012-01-01

    In order to maximize the effectiveness of our pedagogies, we must understand how our pedagogies align with prevailing theories of cognition and motivation and design our pedagogies according to this understanding. When implementing Contributing Student Pedagogies (CSPs), students are expected to make meaningful contributions to the learning of…

  2. Public Speaking Pedagogy in the Media Age.

    ERIC Educational Resources Information Center

    Haynes, W. Lance

    1990-01-01

    Asserts that media systems and pedagogy affect each other, that electronic media increasingly dominate the society, and that pedagogy must respond. Outlines a heuristic model for talking and thinking pedagogically about the process of speech in the electronic media environment. (MG)

  3. Educational Change: A Case for a "Pedagogy of Compassion"

    ERIC Educational Resources Information Center

    Vandeyar, Saloshna; Swart, Ronel

    2016-01-01

    This paper sets out to advance the concept of an "epistemology of compassion" first proposed by Vandeyar (2013; 2016). Utilising a single embedded case study and the theoretical mooring of post-conflict pedagogy this paper attempts to find links between Jansen's perceptions of a post-conflict pedagogy and Freirean pedagogy and to argue a…

  4. Impact of Sustainability Pedagogies on Pre-Service Teachers' Self-Efficacy

    ERIC Educational Resources Information Center

    Evans, Neus; Tomas, Louisa; Woods, Cindy

    2016-01-01

    Education for sustainable development (ESD) espouses student-centred, transformative pedagogies that promote learning through active, participatory and experiential learning. Yet, traditional lectures provide limited opportunities for engaging students in such pedagogies. This article reports on the inclusion of sustainability pedagogies within…

  5. Improving Approximate Number Sense Abilities in Preschoolers: PLUS Games

    ERIC Educational Resources Information Center

    Van Herwegen, Jo; Costa, Hiwet Mariam; Passolunghi, Maria Chiara

    2017-01-01

    Previous studies in both typically and atypically developing children have shown that approximate number system (ANS) abilities predict formal mathematical knowledge later on in life. The current study investigated whether playing specially designed training games that targets the ANS system using nonsymbolic stimuli only would improve preschool…

  6. Critiquing Child-Centred Pedagogy to Bring Children and Early Childhood Educators into the Centre of a Democratic Pedagogy

    ERIC Educational Resources Information Center

    Langford, Rachel

    2010-01-01

    Child-centred pedagogy is both an enduring approach and a revered concept in Western-based teacher preparation. This article weaves together major critiques of child-centred pedagogy that draw on critical feminist, postmodernist and post-structural theories. These critiques have particular relevance for conceptualizing what it can mean to be, and…

  7. Pursuit-evasion games with information uncertainties for elusive orbital maneuver and space object tracking

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Jia, Bin; Chen, Genshe; Blasch, Erik; Pham, Khanh

    2015-05-01

    This paper develops and evaluates a pursuit-evasion (PE) game approach for elusive orbital maneuver and space object tracking. Unlike the PE games in the literature, where the assumption is that either both players have perfect knowledge of the opponents' positions or use primitive sensing models, the proposed PE approach solves the realistic space situation awareness (SSA) problem with imperfect information, where the evaders will exploit the pursuers' sensing and tracking models to confuse their opponents by maneuvering their orbits to increase the uncertainties, which the pursuers perform orbital maneuvers to minimize. In the game setup, each game player P (pursuer) and E (evader) has its own motion equations with a small continuous low-thrust. The magnitude of the low thrust is fixed and the direction can be controlled by the associated game player. The entropic uncertainty is used to generate the cost functions of game players. The Nash or mixed Nash equilibrium is composed of the directional controls of low-thrusts. Numerical simulations are emulated to demonstrate the performance. Simplified perturbations models (SGP4/SDP4) are exploited to calculate the ground truth of the satellite states (position and speed).

  8. Games Unplugged! "Dolanan Anak," Traditional Javanese Children's Singing Games in the 21st-Century General Music Classroom

    ERIC Educational Resources Information Center

    Wang, Jui-Ching

    2015-01-01

    Educated in a digital world, millennial children lack social interaction and actual hands-on activities involving tactile and kinesthetic training. To counteract this educational trend, traditional singing games that allow children to explore and make sense of their world physically can be valuable. This article introduces the traditional Javanese…

  9. Strong quantum solutions in conflicting-interest Bayesian games

    NASA Astrophysics Data System (ADS)

    Rai, Ashutosh; Paul, Goutam

    2017-10-01

    Quantum entanglement has been recently demonstrated as a useful resource in conflicting-interest games of incomplete information between two players, Alice and Bob [Pappa et al., Phys. Rev. Lett. 114, 020401 (2015), 10.1103/PhysRevLett.114.020401]. The general setting for such games is that of correlated strategies where the correlation between competing players is established through a trusted common adviser; however, players need not reveal their input to the adviser. So far, the quantum advantage in such games has been revealed in a restricted sense. Given a quantum correlated equilibrium strategy, one of the players can still receive a higher than quantum average payoff with some classically correlated equilibrium strategy. In this work, by considering a class of asymmetric Bayesian games, we show the existence of games with quantum correlated equilibrium where the average payoff of both the players exceeds the respective individual maximum for each player over all classically correlated equilibriums.

  10. On Pedagogy

    ERIC Educational Resources Information Center

    Gergely, Gyorgy; Egyed, Katalin; Kiraly, Ildiko

    2007-01-01

    Humans are adapted to spontaneously transfer relevant cultural knowledge to conspecifics and to fast-learn the contents of such teaching through a human-specific social learning system called "pedagogy" ( Csibra & Gergely, 2006). Pedagogical knowledge transfer is triggered by specific communicative cues (such as eye-contact, contingent reactivity,…

  11. Pedagogy for rural health.

    PubMed

    Reid, Stephen J

    2011-04-01

    As the body of literature on rural health has grown, the need to develop a unifying theoretical framework has become more apparent. There are many different ways of seeing the same phenomenon, depending on the assumptions we make and the perspective we choose. A conceptual and theoretical basis for the education of health professionals in rural health has not yet been described. This paper examines a number of theoretical frameworks that have been used in the rural health discourse and aims to identify relevant theory that originates from an educational paradigm. The experience of students in rural health is described phenomenologically in terms of two complementary perspectives, using a geographic basis on the one hand, and a developmental viewpoint on the other. The educational features and implications of these perspectives are drawn out. The concept of a 'pedagogy of place' recognizes the importance of the context of learning and allows the uniqueness of a local community to integrate learning at all levels. The theory of critical pedagogy is also found relevant to education for rural health, which would ideally produce 'transformative' graduates who understand the privilege of their position, and who are capable of and committed to engaging in the struggles for equity and justice, both within their practices as well as in the wider society. It is proposed that a 'critical pedagogy of place,' which gives due acknowledgement to local peculiarities and strengths, while situating this within a wider framework of the political, social and economic disparities that impact on the health of rural people, is an appropriate theoretical basis for a distinct rural pedagogy in the health sciences.

  12. Pedagogy: East and West, Then and Now

    ERIC Educational Resources Information Center

    Cheng, Kai-Ming

    2011-01-01

    This is the first of six commentaries discussing Zongjie Wu's essay, "Interpretation, autonomy, and transformation". Wu's analyses of pedagogy have opened a new window for looking at the essence of education. The comparison of Confucius's pedagogy with contemporary teaching in China provides a striking contrast. However, perhaps it is…

  13. The Audacity of Hope: Towards Poorer Pedagogies

    ERIC Educational Resources Information Center

    Fenwick, Tara

    2006-01-01

    This paper critically examines popular discourses of pedagogy circulating in adult education theory and practice: pedagogy as (heroic or nurturing) person, as prescriptive strategy, as political purpose, and as situated practices. I argue that problematic conceptions and desires can be identified across these discourses that lead to orientations…

  14. Embracing a Critical Pedagogy in Art Education.

    ERIC Educational Resources Information Center

    Yokley, Shirley Hayes

    1999-01-01

    Describes a "critical pedagogy" that encourages reflective self-examination of attitudes, values, and beliefs within historical and cultural critique. Highlights an art lesson for preservice teachers that illustrates the use of a critical pedagogy of representation, focusing on self-portraits by Frida Kahlo and Leonora Carrington. Discusses the…

  15. Learning "Number Sense" through Digital Games with Intrinsic Feedback

    ERIC Educational Resources Information Center

    Laurillard, Diana

    2016-01-01

    The paper proposes a new interdisciplinary approach to helping low attaining learners in basic mathematics. It reports on the research-informed design and user testing of an adaptive digital game based on constructionist tasks with intrinsic feedback. The approach uses findings from the neuroscience of dyscalculia, cognitive science research on…

  16. A Pedagogy of Abundance or a Pedagogy to Support Human Beings? Participant Support on Massive Open Online Courses

    ERIC Educational Resources Information Center

    Kop, Rita; Fournier, Helene; Mak, John Sui Fai

    2011-01-01

    This paper examines how emergent technologies could influence the design of learning environments. It will pay particular attention to the roles of educators and learners in creating networked learning experiences on massive open online courses (MOOCs). The research shows that it is possible to move from a pedagogy of abundance to a pedagogy that…

  17. Coalition Formation and Spectrum Sharing of Cooperative Spectrum Sensing Participants.

    PubMed

    Zhensheng Jiang; Wei Yuan; Leung, Henry; Xinge You; Qi Zheng

    2017-05-01

    In cognitive radio networks, self-interested secondary users (SUs) desire to maximize their own throughput. They compete with each other for transmit time once the absence of primary users (PUs) is detected. To satisfy the requirement of PU protection, on the other hand, they have to form some coalitions and cooperate to conduct spectrum sensing. Such dilemma of SUs between competition and cooperation motivates us to study two interesting issues: 1) how to appropriately form some coalitions for cooperative spectrum sensing (CSS) and 2) how to share transmit time among SUs. We jointly consider these two issues, and propose a noncooperative game model with 2-D strategies. The first dimension determines coalition formation, and the second indicates transmit time allocation. Considering the complexity of solving this game, we decompose the game into two more tractable ones: one deals with the formation of CSS coalitions, and the other focuses on the allocation of transmit time. We characterize the Nash equilibria (NEs) of both games, and show that the combination of these two NEs corresponds to the NE of the original game. We also develop a distributed algorithm to achieve a desirable NE of the original game. When this NE is achieved, the SUs obtain a Dhp-stable coalition structure and a fair transmit time allocation. Numerical results verify our analyses, and demonstrate the effectiveness of our algorithm.

  18. Social Pedagogy: Historical Traditions and Transnational Connections

    ERIC Educational Resources Information Center

    Schugurensky, Daniel; Silver, Michael

    2013-01-01

    With over 150 years of history, social pedagogy is both an interdisciplinary scholarly field of inquiry and a field of practice that is situated in the intersection of three areas of human activity: education, social work and community development. Although social pedagogy has different emphases and approaches depending on particular historical…

  19. Positioning Pedagogy--A Matter of Children's Rights

    ERIC Educational Resources Information Center

    Devine, Dympna; McGillicuddy, Deirdre

    2016-01-01

    This paper foregrounds pedagogy in the realisation of children's rights to non-discrimination and serving their best interests, as articulated in the UNCRC. Drawing on a mixed methodological study of teachers in 12 schools it does so through exploring teacher pedagogies in terms of how they "think", "do" and "talk"…

  20. Toward a Race Pedagogy for Black Faculty

    ERIC Educational Resources Information Center

    Closson, Rosemary B.; Bowman, Lorenzo; Merriweather, Lisa R.

    2014-01-01

    Educators are consciously or unconsciously guided by pedagogy and make critical decisions about praxis--content, strategy, structure--based on their pedagogical beliefs. The intentional use of pedagogy is often advanced as a key to being an effective educator. A wealth of literature is directed toward helping White educators develop a race…

  1. Essentials of Basic Writing Pedagogy for Librarians

    ERIC Educational Resources Information Center

    King, Reabeka

    2012-01-01

    There is an ongoing paradigm shift in librarianship that prompts the application of pedagogy throughout our professional practice. In light of the special attention to basic writing development in community college curricula, this article provides an overview of basic writing pedagogy. It discusses the overall college-level writing and research…

  2. Inclusive Pedagogy and Knowledge in Special Education: Addressing the Tension

    ERIC Educational Resources Information Center

    Mintz, Joseph; Wyse, Dominic

    2015-01-01

    There has been an increasing focus in policy and practice on adopting inclusive pedagogy as a way of reconceptualising how schools work with children with special educational needs (SEN). The paper considers the split between knowledge and pedagogy inherent in some dominant strains of "inclusive pedagogy". Drawing on the "knowledge…

  3. Critical Revolutionary Pedagogy Spiced by Pedagogical Love

    ERIC Educational Resources Information Center

    FitzSimmons, Robert; Uusiautti, Satu

    2013-01-01

    The latest incidents demonstrating human beings' inhumanity to their fellow human beings have given impetus to dissect the connection between critical revolutionary pedagogy and the idea of pedagogical love. In this essay we attempt to answer the following questions: How do these two pedagogies complement each other? What can they offer for…

  4. Authentic Pedagogy and Students with Severe Disabilities

    ERIC Educational Resources Information Center

    Stephenson, Jennifer; Bo, Tony; Chavez, Deborah; Fayle, Leanne; Gavel, Julie

    2007-01-01

    This paper describes a project carried out by the first author, an academic in special education, with the other authors, teachers of students with severe disabilities. It aimed to explore the application of the New South Wales (NSW) model of pedagogy, derived from authentic pedagogy, to the education of students with severe intellectual…

  5. A Pedagogy of Emotion in Teaching about Social Movement Learning

    ERIC Educational Resources Information Center

    Walker, Judith; Palacios, Carolina

    2016-01-01

    This article explores the role of emotion in teaching about social issues in higher education. We draw and expand upon Boler's notion of a "Pedagogy of Discomfort," Goodman's and Curry-Steven's concept of a "Pedagogy for the Privileged," and on Freire's idea of a "Pedagogy of Hope," in reflecting on our own…

  6. Signature Pedagogies for E-Learning in Higher Education and Beyond

    ERIC Educational Resources Information Center

    Eaton, Sarah Elaine; Brown, Barbara; Schroeder, Meadow; Lock, Jennifer; Jacobsen, Michele

    2017-01-01

    Purpose: This report explores the notion of signature pedagogies within the field of e-learning for higher education. Methodology: We build on previous work that examined signature pedagogies in education, linking the concepts of signature pedagogies, the profession of education and e-learning as a means to help educators develop their practice…

  7. Mobile Pedagogy

    ERIC Educational Resources Information Center

    Schlenker, Lee

    2013-01-01

    How can higher education leverage information technology to address the importance of social and geographical context in learning? This reflection paper begins with a review of the literature on learning technologies to identify the key questions of study. Building upon the missing links of pedagogy, context and process, the author proposes an…

  8. Empowerment Pedagogy

    ERIC Educational Resources Information Center

    Loizou, Eleni; Charalambous, Nasia

    2017-01-01

    This study aims to unfold the framework of empowerment pedagogy by describing an approach of listening to the children, supporting their rights, and enhancing participation through the lens of a learning community. The authors draw from the literature that acknowledges children as active agents and supports them in participating in their daily…

  9. Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games

    ERIC Educational Resources Information Center

    Schneider, Edward F.; Lang, Annie; Shin, Mija; Bradley, Samuel D.

    2004-01-01

    This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not…

  10. Clinical feasibility of interactive motion-controlled games for stroke rehabilitation.

    PubMed

    Bower, Kelly J; Louie, Julie; Landesrocha, Yoseph; Seedy, Paul; Gorelik, Alexandra; Bernhardt, Julie

    2015-08-02

    Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the feasibility of using a suite of motion-controlled games in individuals with stroke undergoing rehabilitation. Four games, which utilised a depth-sensing camera (PrimeSense), were developed and tested. The games could be played in a seated or standing position. Three games were controlled by movement of the torso and one by upper limb movement. Phase 1 involved consecutive recruitment of 40 individuals with stroke who were able to sit unsupported. Participants were randomly assigned to trial one game during a single session. Sixteen individuals from Phase 1 were recruited to Phase 2. These participants were randomly assigned to an intervention or control group. Intervention participants performed an additional eight sessions over four weeks using all four game activities. Feasibility was assessed by examining recruitment, adherence, acceptability and safety in both phases of the study. Forty individuals (mean age 63 years) completed Phase 1, with an average session time of 34 min. The majority of Phase 1 participants reported the session to be enjoyable (93 %), helpful (80 %) and something they would like to include in their therapy (88 %). Sixteen individuals (mean age 61 years) took part in Phase 2, with an average of seven 26-min sessions over four weeks. Reported acceptability was high for the intervention group and improvements over time were seen in several functional outcome measures. There were no serious adverse safety events reported in either phase of the study; however, a number of participants reported minor increases in pain. A post-stroke intervention using interactive motion-controlled games shows promise as a feasible and potentially effective treatment approach. This paper

  11. Narrative pedagogy in midwifery education.

    PubMed

    Gilkison, Andrea

    2013-09-01

    Narrative pedagogy is an approach to midwifery education which can promote strategies for teaching and learning which effectively prepare graduates for the complex nature of midwifery practice. Knowledge and skills are fundamental to midwifery practice, but knowing about how to use them is the art of practice. Teaching and learning midwifery skills and competencies is straight forward in comparison to teaching and learning about the art of midwifery, yet both are essential for safe practice. Narrative pedagogy may be one way that enhances undergraduate midwifery students' learning about the art of practice.

  12. Sight-Singing Pedagogy: A Content Analysis of Choral Methods Textbooks

    ERIC Educational Resources Information Center

    Floyd, Eva G.; Haning, Marshall A.

    2015-01-01

    The purpose of this study was to examine the sight-singing pedagogy content of choral methods textbooks, with the intent of determining what elements of sight-singing pedagogy are most commonly included in these resources. A content analysis was conducted to analyze information related to sight-singing pedagogy in 10 textbooks that are commonly…

  13. Player guild dynamics and evolution in massively multiplayer online games.

    PubMed

    Chen, Chien-Hsun; Sun, Chuen-Tsai; Hsieh, Jilung

    2008-06-01

    In the latest versions of massively multiplayer online games (MMOGs), developers have purposefully made guilds part of game environments. Guilds represent a powerful method for giving players a sense of online community, but there is little quantitative data on guild dynamics. To address this topic, we took advantage of a feature found in one of today's most popular MMOGs (World of Warcraft) to collect in-game data: user interfaces that players can modify and refine. In addition to collecting data on in-game player activities, we used this feature to observe and investigate how players join and leave guilds. Data were analyzed for the purpose of identifying factors that propel game-world guild dynamics and evolution. After collecting data for 641,805 avatars on 62 Taiwanese World of Warcraft game servers between February 10 and April 10, 2006, we created five guild type categories (small, large, elite, newbie, and unstable) that have different meanings in terms of in-game group dynamics. By viewing players as the most important resource affecting guild life cycles, it is possible to analyze game worlds as ecosystems consisting of evolving guilds and to study how guild life cycles reflect game world characteristics.

  14. Supporting pre-service science teachers in developing culturally relevant pedagogy

    NASA Astrophysics Data System (ADS)

    Krajeski, Stephen

    This study employed a case study methodology to investigate a near-authentic intervention program designed to support the development of culturally relevant pedagogy and its impact on pre-service science teachers' notions of culturally relevant pedagogy. The unit of analysis for this study was the discourse of pre-service science teachers enrolled in a second semester science methods course, which was the site of the intervention program. Data for this study was collected from videos of classroom observations, audio recordings of personal interviews, and artifacts created by the pre-service science teachers during the class. To determine how effective science teacher certification programs are at supporting the development of culturally relevant pedagogy without an immersion aspect, two research questions were investigated: 1) How do pre-service science teachers view and design pedagogy while participating in an intervention designed to support the development of culturally relevant pedagogy? 2) How do pre-service science teachers view the importance of culturally relevant pedagogy for supporting student learning? How do their practices in the field change these initial views?

  15. Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment

    NASA Astrophysics Data System (ADS)

    Peters, James F.; Szturm, Tony; Borkowski, Maciej; Lockery, Dan; Ramanna, Sheela; Shay, Barbara

    This chapter introduces a wireless, pervasive computing approach to adaptive therapeutic telegaming considered in the context of near set theory. Near set theory provides a formal basis for observation, comparison and classification of perceptual granules. A perceptual granule is defined by a collection of objects that are graspable by the senses or by the mind. In the proposed pervasive computing approach to telegaming, a handicapped person (e.g., stroke patient with limited hand, finger, arm function) plays a video game by interacting with familiar instrumented objects such as cups, cutlery, soccer balls, nozzles, screw top-lids, spoons, so that the technology that makes therapeutic exercise game-playing possible is largely invisible (Archives of Physical Medicine and Rehabilitation 89:2213-2217, 2008). The basic approach to adaptive learning (AL) in the proposed telegaming environment is ethology-inspired and is quite different from the traditional approach to reinforcement learning. In biologically-inspired learning, organisms learn to achieve some goal by durable modification of behaviours in response to signals from the environment resulting from specific experiences (Animal Behavior, 1995). The term adaptive is used here in an ethological sense, where learning by an organism results from modifying behaviour in response to perceived changes in the environment. To instill adaptivity in a video game, it is assumed that learning by a video game is episodic. During an episode, the behaviour of a player is measured indirectly by tracking the occurrence of gaming events such as a hit or a miss of a target (e.g., hitting a moving ball with a game paddle). An ethogram provides a record of behaviour feature values that provide a basis a functional registry for handicapped players for gaming adaptivity. An important practical application of adaptive gaming is therapeutic rehabilitation exercise carried out in parallel with playing action video games. Enjoyable and

  16. Scientific Pedagogy Revisited.

    ERIC Educational Resources Information Center

    Loeffler, Margaret

    1994-01-01

    Examines the role of classroom-based research in relation to Montessori's thoughts about scientific pedagogy. Presents three models of on-site evaluation of pedagogical effectiveness that can be carried out by classroom teachers who work with children every day. (BB)

  17. Course Management Systems for Learning: Beyond Accidental Pedagogy

    ERIC Educational Resources Information Center

    McGee, Patricia; Carmean, Colleen; Jafari, Ali

    2005-01-01

    "Course Management Systems for Learning: Beyond Accidental Pedagogy" is a comprehensive overview of standards, practices and possibilities of course management systems in higher education. "Course Management Systems for Learning: Beyond Accidental Pedagogy" focuses on what the current knowledge is (in best practices, research, standards and…

  18. Social Pedagogy and Pastoral Care in Schools

    ERIC Educational Resources Information Center

    Kyriacou, Chris

    2015-01-01

    In the context of this paper, social pedagogy concerns how a person trained in social pedagogy can take up the role of a trusted and caring adult to help, support and empower troubled and vulnerable pupils to meet the demands they face in their lives so that they are better able to lead fulfilling and satisfying lives and can, in their turn,…

  19. Pedagogy, Democracy, and Feminism: Rethinking the Public Sphere.

    ERIC Educational Resources Information Center

    Hernandez, Adriana

    This book provides a shifting interplay of the terms pedagogy, democracy, and feminism around the idea of an emancipatory political project. Chapter 1, "Remapping Pedagogical Boundaries: Critical Pedagogy, Feminism, and a Discourse of Possibility," examines the pedagogical within a discourse of critique and possibility, and discusses the…

  20. Forum: Communication Activism Pedagogy. Four Typologies of Communication Activism Pedagogy

    ERIC Educational Resources Information Center

    Hartnett, Stephen J.

    2017-01-01

    This concluding response to the articles in this forum maps out the main arguments in the responses to the stimulus essay, "Communication Activism Pedagogy and Research: Communication Education Scholarship to Promote Social Justice," which fall into four broad categories: (1) post-Marxist imaginings of social change; (2) existentialist…

  1. Enterprise Pedagogy in Music: An Exploration of Multiple Pedagogies

    ERIC Educational Resources Information Center

    Garnett, James

    2013-01-01

    This article investigates the nature of enterprise pedagogy in music. It presents the results of a research project that applied the practices of enterprise learning developed in the post-compulsory music curriculum in England to the teaching of the National Curriculum for music for 11-14 year olds. In doing so, the article explores the nature of…

  2. Motivating Distance Learners in Online Gaming Worlds

    ERIC Educational Resources Information Center

    Marvel, Michele D.

    2012-01-01

    Massively multiplayer online games (MMOGs) have potential as educational tools. Existing literature shows that MMOG-based courses can foster a more immediate sense of community among students than traditional distance learning interfaces. The immersive technology of MMOGs opens the door for students to be able to virtually walk through the college…

  3. Queer Pedagogy and the Limits of Thought: Teaching Sexualities at University

    ERIC Educational Resources Information Center

    Allen, Louisa

    2015-01-01

    What are the limits of queer pedagogy's thought [Britzman, D. (1995). Is there a queer pedagogy or stop reading straight. "Educational Theory," 45(2), 151-165]? This question is considered in relation to how queer pedagogy unfolds in a first-year university course entitled "Learning Sexualities." Examples of how queer pedagogy…

  4. Thomas Gordon's Communicative Pedagogy in Modern Educational Realities

    ERIC Educational Resources Information Center

    Leshchenko, Maria; Isaieva, Svitlana

    2014-01-01

    In the article the principles, strategies, methods, techniques of communicative pedagogy of American scientist Thomas Gordon and system components of effective communication training for parents, teachers and administrators are enlightened. It has been determined that the main principle of Thomas Gordon's pedagogy is an interactive way of knowing…

  5. Repositioning Pedagogies and Postcolonialism: Theories, Contradictions and Possibilities

    ERIC Educational Resources Information Center

    Lavia, Jennifer

    2007-01-01

    This paper explores the ways in which pedagogies for social inclusion can be informed by the context of postcoloniality. Both "postcolonialism" and "pedagogy" are treated as contentious and ambiguous constructs, yet their unity is to be found in a critical discussion about knowledge, power, culture and politics. In confronting…

  6. Practicing Radical Pedagogy: Balancing Ideals with Institutional Constraints.

    ERIC Educational Resources Information Center

    Sweet, Stephen

    1998-01-01

    Describes radical pedagogy and observes that an overview of "Teaching Sociology" suggests that few teachers fully practice it. Argues that while professors are free to teach radical theory, radical pedagogy is hindered by institutional constraints. Concludes that radical teachers may benefit from remaining more within the confines imposed by their…

  7. Diffusing STEM Pedagogies: The Role of Opinion Leaders

    ERIC Educational Resources Information Center

    Larson, R. Sam; Meyer, Gary

    2006-01-01

    Faculty may learn of new pedagogies through mass communication channels such as Web sites, journals, and workshops. Faculty are likely to be persuaded to try these new pedagogies, however, by interpersonal communication with an opinion leader. Using literature and exploratory data we contrast awareness and persuasion and suggest that opinion…

  8. Shades of Freire: Exorcising the Spectre Haunting Pedagogy

    ERIC Educational Resources Information Center

    Wilkins, Andrew

    2013-01-01

    In the second part of this special issue on neoliberalism, pedagogy and curriculum, I explore the contributions of each author to confronting neo-liberal reforms of education, notably the spectre of neo-liberalism haunting aspects of pedagogy, teaching and curriculum. Exemplary of the scholarly work produced by many critical educators, the…

  9. A Modest Critical Pedagogy for English as a Foreign Language Education

    ERIC Educational Resources Information Center

    Kim, Mi Kyong; Pollard, Vikki Ann

    2017-01-01

    This paper uses the introduction of critical pedagogy to an English as a Foreign Language class in the Republic of Korea as a case study for a "modest critical pedagogy" (Tinning 2002). Focusing on the stress and resistances experienced during the introduction, we suggest a modest critical pedagogy that 1) makes the paradigm itself an…

  10. Professional Preparation of Students of Social Pedagogy in the Czech Republic

    ERIC Educational Resources Information Center

    Martincová, Jana; Andrysová, Pavla

    2017-01-01

    This paper addresses the professional preparation of future teachers of social pedagogy (social educators) in the context of current tasks which the social pedagogy in the Czech Republic still has. Based on the results of the research which aims to present the professional characteristics of students of social pedagogy, we propose an innovation of…

  11. Examining the Effects of Learning Motivation and of Course Design in an Instructional Simulation Game

    ERIC Educational Resources Information Center

    Chang, Y. C.; Peng, H. Y.; Chao, H. C.

    2010-01-01

    In recent years, games have been proven to be an effective tool in supplementing traditional teaching methods. Through game playing, students can strengthen their cognitive-recognition architecture and can gain satisfaction as well as a sense of achievement. This study presents a conceptual framework for examining various effective strategies by…

  12. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections.

    PubMed

    Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da

    2017-04-01

    To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  13. Pedagogy and "Romantic" Love

    ERIC Educational Resources Information Center

    Halpin, David

    2009-01-01

    This paper, which is significantly inspired by and based upon aspects of the writings of particular British nineteenth-century Romantic poets, outlines a positive, necessary even, role for friendship, love and passion in pedagogy.

  14. Liberation Theology and Liberatory Pedagogies: Renewing the Dialogue

    ERIC Educational Resources Information Center

    Stenberg, Shari J.

    2006-01-01

    In this essay, the author argues that the potential for achieving the goals of critical pedagogy would be enriched if teachers had a fuller understanding of the ties between critical pedagogy and Christian liberation theology. While many are familiar with Paulo Freire's roots in Marxism, the fact that his vision of praxis and conscientization…

  15. Pedagogy with Information and Communications Technologies in Transition

    ERIC Educational Resources Information Center

    Webb, Mary

    2014-01-01

    This paper presents an analysis of ways in which pedagogy with information and communications technologies (ICTs) may need to adapt to accommodate to a major shift in our conceptions of knowledge and learning. A holistic approach to this analysis based on Checkland's "systems thinking" suggested changes in pedagogy needed for 21st…

  16. Guattari's Ecosophy and Implications for Pedagogy

    ERIC Educational Resources Information Center

    Greenhalgh-Spencer, Heather

    2014-01-01

    Guattari's ecosophy has implications for many types of pedagogy practiced in the school. While Guattari never explicitly advocated the educational use of ecosophy, I explore in this article how it can be used as a lens to "read" pedagogy in nuanced ways, highlighting oppressive premises and practices. I first discuss Guattari's…

  17. The Role of Writing Pedagogy in Vocabulary Improvement

    ERIC Educational Resources Information Center

    Mirhassani, Seyyed Akbar; Samar, Reza Ghafar; Fattahipoor, Majid

    2006-01-01

    To improve and activate the vocabulary of EFL learners, an alternative to common advice in trying to use them in speech can be invited. As two quite different methodologies in writing pedagogy are process and product writing, it is of concern to find which holds more promise for the vocabulary improvement. Product writing pedagogy encompasses…

  18. Place and Pedagogy

    ERIC Educational Resources Information Center

    Orr, David

    2013-01-01

    David Orr's classic article links education to living in the outdoors and studying all disciplines through the unifying lens of place. Pedagogy of place counters abstraction, it is the natural world embodying principles of learning that involve direct observation, investigation, experimentation, and manual skills. Place is the laboratory providing…

  19. PEDAGOGY AND CYBERNETICS.

    ERIC Educational Resources Information Center

    STOIAN, STANCIU

    CYBERNETICS, OR "THE ART OF ENSURING THE EFFICIENCY OF ACTIONS," MUST BE A TOOL SUPPORTING PEDAGOGY, THE EDUCATIONAL PHENOMENON, THAT IS DETERMINED BY COMMUNIST PARTY POLICY. ALTHOUGH ANALOGIES BETWEEN MEN AND MACHINES DERIVE FROM THE CONCEPTS OF A SYSTEM (A CONFIGURATION OF STABLE ELEMENTS), INFORMATION (A PROBABILITY SCIENCE),…

  20. Rereading Comprehension Pedagogies: Toward a Dialogic Teaching Ethic That Honors Student Sensemaking

    ERIC Educational Resources Information Center

    Aukerman, Maren

    2013-01-01

    This conceptual essay critiques reading comprehension pedagogies that are part of the current educational landscape. I argue that comprehension pedagogy generally reflects one of three differing orientations, each with its own assumptions about what comprehension is: comprehension-as-outcome pedagogies, which emphasize getting textual meaning…

  1. Kinship, Family, and Gender Effects in the Ultimatum Game.

    PubMed

    Macfarlan, Shane J; Quinlan, Robert J

    2008-09-01

    Kinship and reciprocity are two main predictors of altruism. The ultimatum game has been used to study altruism in many small-scale societies. We used the ultimatum game to examine effects of individuals' family and kin relations on altruistic behavior in a kin-based horticultural community in rural Dominica. Results show sex-specific effects of kin on ultimatum game play. Average coefficient of relatedness to the village was negatively associated with women's ultimatum game proposals and had little effect on men's proposals. Number of brothers in the village was positively associated with men's ultimatum game proposals and negatively associated with women's proposals. Similarly, presence of father in the village was associated with higher proposals by men and lower proposals by women. We interpret the effect of brothers on men's proposals as a consequence of local competition among brothers. We speculate that daughter-biased parental care in this community creates a sense of entitlement among women with brothers, which may explain the inverse relation between number of brothers and women's ultimatum game proposals. The pattern of results may be consistent with how matrifocality affects cultural models of fairness differently along gender and family lines.

  2. Dialogic & Critical Pedagogies: An Interview with Ira Shor

    ERIC Educational Resources Information Center

    Shor, Ira; Matusov, Eugene; Marjanovic-Shane, Ana; Cresswel, lJames

    2017-01-01

    In 2016, the Main Editors of "Dialogic Pedagogy Journal" issued a call for papers and contributions to a wide range of dialogic pedagogy scholars and practitioners. One of the scholars who responded to our call is famous American educator Ira Shor, a professor at the College of Staten Island, City University of New York. Shor has been…

  3. Changing classroom designs: Easy; Changing instructors' pedagogies: Not so easy...

    NASA Astrophysics Data System (ADS)

    Lasry, Nathaniel; Charles, Elizabeth; Whittaker, Chris; Dedic, Helena; Rosenfield, Steven

    2013-01-01

    Technology-rich student-centered classrooms such as SCALE-UP and TEAL are designed to actively engage students. We examine what happens when instructors adopt the classroom but not the pedagogy that goes with it. We measure the effect of using socio-technological spaces on students' conceptual change and compare learning gains made in groups using different pedagogies (active learning vs. conventional instruction). We also correlate instructors' self-reported instructional approach (teacher-centered, student-centered) with their classes' normalized FCI gains. We find that technology-rich spaces are only effective when implemented with student-centered active pedagogies. In their absence, the technology-rich classroom is not significantly different from conventional teacher-centered classrooms. We also find that instructors' self-reported perception of student-centeredness accounts for a large fraction of the variance (r2 = 0.83) in their class' average normalized gain. Adopting student-centered pedagogies appears to be a necessary condition for the effective use of technology-rich spaces. However, adopting a new pedagogy seems more difficult than adopting new technology.

  4. Pedagogy of Hate

    ERIC Educational Resources Information Center

    Neary, Mike

    2017-01-01

    This paper is a critical engagement with Peter McLaren's book "Pedagogy of Insurrection: From Resurrection to Revolution". The paper focusses on a number of key themes in the book: the historical Jesus; the dialectic of love and hate; cognition and consciousness; and the relationship between capitalist abstraction and revolutionary…

  5. Telling Active Learning Pedagogies Apart: From Theory to Practice

    ERIC Educational Resources Information Center

    Cattaneo, Kelsey Hood

    2017-01-01

    Designing learning environments to incorporate active learning pedagogies is difficult as definitions are often contested and intertwined. This article seeks to determine whether classification of active learning pedagogies (i.e., project-based, problem-based, inquiry-based, case-based, and discovery-based), through theoretical and practical…

  6. Feminist music therapy pedagogy: a survey of music therapy educators.

    PubMed

    Hahna, Nicole D; Schwantes, Melody

    2011-01-01

    This study surveyed 188 music therapy educators regarding their views and use of feminist pedagogy and feminist music therapy. The purpose of this study was two-fold: (a) to determine how many music therapy educators used feminist pedagogy and (b) to determine if there was a relationship between the use of feminist pedagogy and academic rank of the participants. Seventy-two participants responded to this study, with 69 participants included for data analysis. Stake and Hoffman's (2000) feminist pedagogy survey was adapted for this study, examining four subscales of feminist pedagogy: (a) participatory learning, (b) validation of personal experience/development of confidence, (c) political/ social activism, and (d) critical thinking/open-mindedness. The results revealed that 46% (n=32) of participants identified as feminist music therapists and 67% (n=46) of participants identified as using feminist pedagogy. Results of a mixed analysis of variance revealed a statistically significant difference within the four survey subscales (p<.0001), no significant difference (p=.32) for academic rank, and no significant interaction (p=.08) of academic rank and the four survey subscales. Tukey's post hoc analysis of the data indicated that the survey subscale measuring political activism (p<.0001) was significantly lower than the other three survey subscales. In addition, a qualitative analysis on open-ended responses is also included. Discussion of the results, limitations, and areas for future research are addressed.

  7. Multimodal Pedagogies in Diverse Classrooms: Representation, Rights and Resources

    ERIC Educational Resources Information Center

    Stein, Pippa

    2012-01-01

    Multimodal Pedagogies in Diverse Classrooms examines how the classroom can become a democratic space founded on the integration of different histories, modes of representation, feelings, languages and discourses, and is essential reading for anyone interested in the connection between multimodality, pedagogy, democracy and social justice in…

  8. Freire's Liberatory Learning: A New Pedagogy Reflecting Traditional Beliefs.

    ERIC Educational Resources Information Center

    Best, Linda

    A discussion of Paulo Freire's contemporary pedagogy looks at the philosophy underlying the approach in the context of traditional educational philosophy. Freire's pedagogy of the oppressed, Liberatory Learning, which was originally developed as a reponse to illiteracy among Brazilian peasants, also holds significance for other culture and…

  9. Analyzing Peace Pedagogies

    ERIC Educational Resources Information Center

    Haavelsrud, Magnus; Stenberg, Oddbjorn

    2012-01-01

    Eleven articles on peace education published in the first volume of the Journal of Peace Education are analyzed. This selection comprises peace education programs that have been planned or carried out in different contexts. In analyzing peace pedagogies as proposed in the 11 contributions, we have chosen network analysis as our method--enabling…

  10. Anger and Pedagogy

    ERIC Educational Resources Information Center

    Mayo, Cris

    2016-01-01

    In his discussion of safety on campus, Eamonn Callan (2016) suggests a way to distinguish between two sorts of safety: "dignity safety" and "intellectual safety." As much as this author has some concerns that student activists should think more about pedagogy, she is not sure that "dignity" is the best approach to…

  11. What Is Feminist Pedagogy? Useful Ideas for Teaching Chemistry

    NASA Astrophysics Data System (ADS)

    Hurt Middlecamp, Catherine; Subramaniam, Banu

    1999-04-01

    In our experience, scientists are likely to be newcomers to the scholarship that has arisen from the field of women's studies. This paper will examine one such area of scholarship, feminist pedagogy, and relate it to the teaching and learning of chemistry. More correctly, one should refer to feminist pedagogies, as this scholarship is evolving and is a topic for continual debate. Generally speaking, feminist pedagogies share a number of themes: a focus on women/gender, authority, position, empowerment, voice, and non-neutrality. Each of these themes is described and then applied to the chemistry classroom. Examples include using technology to give students a voice, using same-sex groupings, instituting a class board of directors, examining textbook questions, and asking new or different questions as you teach. Although feminist pedagogy aims to make science classrooms and laboratories more hospitable to women, it can inform our teaching practices and benefit all our students.

  12. Hack-proof Synchronization Protocol for Multi-player Online Games

    NASA Astrophysics Data System (ADS)

    Fung, Yeung Siu; Lui, John C. S.

    Modern multi-player online games are popular and attractive because they provide a sense of virtual world experience to users: players can interact with each other on the Internet but perceive a local area network responsiveness. To make this possible, most modern multi-player online games use similar networking architecture that aims to hide the effects of network latency, packet loss, and high variance of delay from players. Because real-time interactivity is a crucial feature from a player's point of view, any delay perceived by a player can affect his/her performance [16]. Therefore, the game client must be able to run and accept new user commands continuously regardless of the condition of the underlying communication channel, and that it will not stop responding because of waiting for update packets from other players. To make this possible, multi-player online games typically use protocols based on "dead-reckoning" [5, 6, 9] which allows loose synchronization between players.

  13. Flexible Pedagogies: New Pedagogical Ideas. Flexible Pedagogies: Preparing for the Future Series

    ERIC Educational Resources Information Center

    Ryan, Alex; Tilbury, Daniella

    2014-01-01

    This publication is part of our five-strand research project "Flexible Pedagogies: preparing for the future". It identifies six "new pedagogical ideas" offering new pathways for learning. These include: (1) actively involving students in learning development and processes of "co-creation" thereby challenging existing…

  14. Postmethod Pedagogy and Its Influence on EFL Teaching Strategies

    ERIC Educational Resources Information Center

    Chen, Mingyao

    2014-01-01

    Postmethod pedagogy is first put forward by Kumaravadivelu in 1994. It emerged to respond the demand for a most optimal way of teaching English free from the method-based restrictions. Kumaravadivelu views postmethod pedagogy as a three dimensional system with three pedagogic parameters: particularity, practicality, and possibility; and he…

  15. Educational Technologies and Mathematics: Signature Pedagogies and Learner Impacts

    ERIC Educational Resources Information Center

    Passey, Don

    2012-01-01

    In this article the author focuses on signature pedagogies that are associated with different forms of educational technologies. The author categorizes forms of technologies that support the teaching and learning of mathematics in different ways, and identifies signature pedagogies associated with each category. Outcomes and impacts of different…

  16. Museum, Memorial and Mall: Postcolonialism, Pedagogies, Racism and Reconciliation

    ERIC Educational Resources Information Center

    Crowley, Vicki; Matthews, Julie

    2006-01-01

    Through museum and shopping mall and the possibilities, subtleties, banalities and disparities of reconciliation in South Africa and Australia, this paper immerses itself in the question of pedagogies and in particular the pedagogies of reconciliation, public spaces and postcolonialism. In both Australia and South Africa postcolonialism as theory…

  17. Paulo Freire's Last Laugh: Rethinking Critical Pedagogy's Funny Bone through Jacques Ranciere

    ERIC Educational Resources Information Center

    Lewis, Tyson Edward

    2010-01-01

    In several enigmatic passages, Paulo Freire describes the pedagogy of the oppressed as a "pedagogy of laughter". The inclusion of laughter alongside problem-posing dialogue might strike some as ambiguous, considering that the global exploitation of the poor is no laughing matter. And yet, laughter seems to be an important aspect of the pedagogy of…

  18. Narrative Pedagogy: Transforming Nursing Education Through 15 Years of Research in Nursing Education.

    PubMed

    Ironside, Pamela M

    This article provides a review of current disciplinary understanding of Narrative Pedagogy and describes the implications for ongoing transformation in nursing education. Narrative Pedagogy has been enacted and investigated by teachers around the world for more than 15 years. Few nursing educational innovations or pedagogies in nursing have been adopted in such an array of settings/levels. A review of the nursing literature was conducted to locate reports of research on and teaching innovations derived from Narrative Pedagogy. Narrative Pedagogy has an extensive and longitudinal body of research describing how the approach contributes to the educational transformation the discipline seeks. Narrative Pedagogy and the growing literature describing how it is enacted provides a way for teachers and students to persist in questioning their current understanding of nursing, the ways they think about the situations they encounter, and how their practice can best be learned.

  19. Critical Pedagogy in Undergraduate English Writing Classes in Taiwan

    ERIC Educational Resources Information Center

    Chi, Gen-Hua

    2011-01-01

    This one-year study explores the possibility of integrating critical pedagogy into undergraduate English writing classes in Taiwan. The participants were the students in 2 first-year writing classes taught by the researcher. For these classes, I reinvented Freire's (2000) pedagogy of the oppressed, which emphasizes problem-posing, dialogue, and…

  20. "Inside-out Pedagogy": Theorising Pedagogical Transformation through Teaching Philosophy

    ERIC Educational Resources Information Center

    Scholl, Rosie

    2014-01-01

    This retrospective interview study focused on the impact that training and implementation of Philosophy, in Lipman's tradition of Philosophy for Children, had on the pedagogy of 14 primary teachers at one school. Semi-structured interviews were conducted to document the impact of teaching Philosophy on pedagogy, the resources required to…

  1. Learning to Enact Social Justice Pedagogy in Mathematics Classrooms

    ERIC Educational Resources Information Center

    Leonard, Jacqueline; Moore, Cara M.

    2014-01-01

    Some mathematics educators assert that P-12 students respond better to mathematics when it is taught for cultural relevance and social justice. Providing teachers with examples of how to use culturally relevant pedagogy and social justice pedagogy (SJP) is critical to enacting these strategies in mathematics classrooms. The results of this…

  2. Creative Pedagogy of Play--The Work of Gunilla Lindqvist

    ERIC Educational Resources Information Center

    Nilsson, Monica E.

    2010-01-01

    This article presents the work by the Swedish play scholar Gunilla Lindqvist, particularly what she calls "creative pedagogy of play" and "playworlds." Creative pedagogy of play is an educational approach, which advocates the joint participation of children and adults in a collectively created and shared world of fiction--a playworld. Gunilla…

  3. A Ghetto Land Pedagogy: An Antidote for Settler Environmentalism

    ERIC Educational Resources Information Center

    Paperson, La

    2014-01-01

    A ghetto land pedagogy begins with two axioms that align it with land education more broadly, and that distinguish it from the general umbrella of environmental education. First, ghetto colonialism is a specialization of settler colonialism. Second, land justice requires decolonization, not just environmental justice. A ghetto land pedagogy thus…

  4. Democratising Turkey through Student-Centred Pedagogy: Opportunities and Pitfalls

    ERIC Educational Resources Information Center

    Altinyelken, Hülya Kosar

    2015-01-01

    Global reform talk on pedagogy has been converging around student-centred pedagogy (SCP) in recent decades. One of the significant appeals of this pedagogical model is its democratisation potentials. This article seeks to empirically study SCP's role in democratising learning and promoting social democratisation by taking the case of Turkey, a…

  5. Science Pedagogy as a Category of Historical Analysis: Past, Present, and Future

    ERIC Educational Resources Information Center

    Olesko, Kathryn M.

    2006-01-01

    Historical studies of science pedagogy have flourished in recent years. This essay offers an assessment of the literature on science pedagogy from the 1930s to the present. It argues that rather than focusing on the work of Thomas Kuhn and Michel Foucault, historians of science pedagogy could with profit turn to the work of Ludwik Fleck. Fleck…

  6. Authentic Assessment in Physical Education: A Case Study of Game Sense Pedagogy

    ERIC Educational Resources Information Center

    Georgakis, Steve; Wilson, Rachel; Evans, John Robert

    2015-01-01

    The use and promotion of the term authentic assessment (AA) in the literature and among physical education (PE) practitioners is widespread. However, the meaning and application of this concept are misunderstood, in education generally, in its application to PE, and in its application to specific pedagogical approaches within PE, such as Game…

  7. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes.

    PubMed

    Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R

    2016-08-01

    Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.

  8. Pedagogies of Interpretation, Argumentation, and Formation: From Understanding to Identity in Jewish Education

    ERIC Educational Resources Information Center

    Shulman, Lee S.

    2008-01-01

    The author summarizes current thinking about signature pedagogies in "learning to profess" and explores the extent to which these ideas apply to Jewish education. Three signature pedagogies for Jewish education are proposed: the d'var Torah, "chevruta", and pedagogies of argumentation ("machloket"). (Contains 1 figure.)

  9. Becoming a Border Pedagogy Educator: Rooting Practice in Paradox

    ERIC Educational Resources Information Center

    Garza, Elizabeth

    2007-01-01

    Reflecting on her experiences as an educator over the past four years, the author realizes that the Center for the Study of Border Pedagogy (Bord Pedagogy) has profoundly shaped her vision for education, significantly changed her instructional practice, and effectively focused her efforts for social justice and equity in multicultural schools.…

  10. Dialogic Pedagogy in Creative Practice: A Conversation in Examples

    ERIC Educational Resources Information Center

    Archer, Carol; Kelen, Christopher

    2015-01-01

    This paper surveys examples of dialogic pedagogy in creative practices in the areas of Visual Studies and Creative Writing at universities in Hong Kong and Macao. The authors describe their own participant-observer experience of evolving pedagogy for creative practice through on-site and remote interaction, with colleagues and with and between…

  11. Critical Pedagogy, Cultural Politics, and the Discourse of Experience.

    ERIC Educational Resources Information Center

    Giroux, Henry A.

    1985-01-01

    Analyzes how traditional and liberal discourses treat the intersection of culture, power, and knowledge in fashioning a view of teaching and learning. Argues that both traditions fail as modes of critical pedagogy and that it is necessary to develop a critical discourse that embraces pedagogy as a form of cultural politics. (Author/GC)

  12. Reculturing Pedagogical Practice: Probing Teachers' Cultural Models of Pedagogy

    ERIC Educational Resources Information Center

    Chafi, Essaid; Elkhouzai, Elmostapha

    2017-01-01

    A number of educational reform attempts, chief among which are pedagogy by objectives, competency-based approach, and pedagogy of integration, have been made to establish pedagogical reform in Moroccan public primary school. However, results have not been up to par. Failure of school reform has been largely rationalized in terms of technical…

  13. Rereading "A Pedagogy of Multiliteracies": Bodies, Texts, and Emergence

    ERIC Educational Resources Information Center

    Leander, Kevin; Boldt, Gail

    2013-01-01

    In this article, we explore our concern with the way youth identities and literacy research and practices are framed through a dominant conceptual paradigm in new literacy studies, namely, as articulated in the 1996 New London Group's "A Pedagogy of Multiliteracies: Designing Social Futures." More than any other text, "A Pedagogy of…

  14. Games and Toys for Blind Children in Preschool Age.

    ERIC Educational Resources Information Center

    Pielasch, Helmut, Ed.; And Others

    The booklet, a contribution to the International Year of the Child, is intended to help parents enhance the development and education of their blind preschoolers. Parent-child interaction games to promote manual dexterity and sense of touch, listening skills and social communication, mobility, comprehension of the physical environment, artistic…

  15. Plantation Pedagogy: A Postcolonial and Global Perspective. Global Studies in Education. Volume 16

    ERIC Educational Resources Information Center

    Bristol, Laurette S. M.

    2012-01-01

    "Plantation Pedagogy" originates from an Afro-Caribbean primary school teacher's experience. It provides a discourse which extends and illuminates the limitations of current neo-liberal and global rationalizations of the challenges posed to a teacher's practice. Plantation pedagogy is distinguished from critical pedagogy by its historical presence…

  16. Flexible Pedagogies: Technology-Enhanced Learning. Flexible Pedagogies: Preparing for the Future Series

    ERIC Educational Resources Information Center

    Gordon, Neil

    2014-01-01

    This publication is part of our five-strand research project "Flexible Pedagogies: preparing for the future". It focuses on a better understanding of technology-enhanced learning (TEL) and: (1) identifies key international drivers in the move towards technology-enhanced learning; (2) highlights some of the challenges and opportunities…

  17. Research-informed Outreach informs Research: Using games to inform and understand farmer decisions in Sri Lanka

    NASA Astrophysics Data System (ADS)

    Gunda, T.; Yeung, K.; Hornberger, G. M.

    2016-12-01

    Researchers from the Agricultural Decision Making and Adaptation to Precipitation Trends in Sri Lanka (ADAPT-SL) team have been working for the past six years to understand Sri Lanka's agricultural vulnerability to climate change and how farmers and policy makers can adapt to and mitigate the variety of threats and uncertainties that climate change brings. In addition to academic publications, the compiled and developed knowledge from the ADAPT-SL research efforts are shared routinely with Sri Lankan stakeholders directly. While presentations are the norm for academic and government stakeholder outreach, we decided that an interactive component would increase farmers' learning. Drawing on teaching pedagogies, we designed a place-based, hands-on game that incorporated local climate and market characteristics to convey the impact of climate change on crop water needs for the Sri Lanka farmers. The process of developing the game, however, revealed gaps in our research knowledge, specifically regarding how farmers balance uncertainties associated with weather and market conditions. So we took advantage of the opportunity offered by the outreach effort to collect data; findings from the game led to the development of a system dynamics model. The game was well received by farmers and other Sri Lankan stakeholders in January 2016, with the former expressing that they played the game as if it was emulating actual farming decisions. The farmers also expressed a desire for more outreach efforts to be designed in such an interactive way. The game has since been used to engage U.S. students (from 5th grade to college seniors majoring in Sociology) regarding the complexities of tackling climate change issues.

  18. The Pedagogy of Leadership and Educating a Global Workforce

    ERIC Educational Resources Information Center

    Davis, Dannielle Joy

    2014-01-01

    No Child Left Behind illustrates policy that stifles pedagogy and the effective training of a global workforce. In an effort to enhance the educational outcomes of students, critical pedagogy and Gardner's Five Minds for the Future are presented as tools for the cultivation of a more innovative workforce. The pedagogical strategies and…

  19. Developing a Pedagogy of "Making" through Collaborative Self-Study

    ERIC Educational Resources Information Center

    Bullock, Shawn M.; Sator, Andrea

    2018-01-01

    We believe that the ideas associated with the Maker Movement have profound implications for teacher education. We have isolated the pedagogical principles of hack, adapt, design, and create as central to exploring how they work with teacher candidate participants in a maker pedagogy lab. We frame these ideas as Maker Pedagogy, which is the…

  20. Preparation of Teacher-Trainees in Pedagogy in Kenyan Universities

    ERIC Educational Resources Information Center

    Genvieve, Nasimiyu

    2017-01-01

    There has been a concern about the quality of school teachers being prepared at the university especially in pedagogy. The main objective of the study was to investigate the preparation of teacher-trainees in pedagogy in Kenyan universities.The theoretical framework of the study was based on Shulman's concept of pedagogical content knowledge. The…

  1. Mutual Vulnerability: A Key Principle in a Humanising Pedagogy in Post-Conflict Societies

    ERIC Educational Resources Information Center

    Zinn, Denise; Proteus, Kimberley; Keet, Andre

    2009-01-01

    In this article we argue that education in post-conflict and traumatised societies should be partly underpinned by the principle of "mutual vulnerability" as central to a humanising pedagogy. We explain the conceptual links between "reconciliation pedagogies", "mutual vulnerability" and "humanising pedagogies" and associate them with the broader…

  2. Use of game-theoretical methods in biochemistry and biophysics.

    PubMed

    Schuster, Stefan; Kreft, Jan-Ulrich; Schroeter, Anja; Pfeiffer, Thomas

    2008-04-01

    Evolutionary game theory can be considered as an extension of the theory of evolutionary optimisation in that two or more organisms (or more generally, units of replication) tend to optimise their properties in an interdependent way. Thus, the outcome of the strategy adopted by one species (e.g., as a result of mutation and selection) depends on the strategy adopted by the other species. In this review, the use of evolutionary game theory for analysing biochemical and biophysical systems is discussed. The presentation is illustrated by a number of instructive examples such as the competition between microorganisms using different metabolic pathways for adenosine triphosphate production, the secretion of extracellular enzymes, the growth of trees and photosynthesis. These examples show that, due to conflicts of interest, the global optimum (in the sense of being the best solution for the whole system) is not always obtained. For example, some yeast species use metabolic pathways that waste nutrients, and in a dense tree canopy, trees grow taller than would be optimal for biomass productivity. From the viewpoint of game theory, the examples considered can be described by the Prisoner's Dilemma, snowdrift game, Tragedy of the Commons and rock-scissors-paper game.

  3. Using a Council of Beings to Ascertain Student Understanding of the Relationship between Sense-of-Place and Environmental Sustainability

    ERIC Educational Resources Information Center

    Bogan, Margaret B.

    2012-01-01

    A modified J. Seed, Council of Beings is used to ascertain participants' understanding of their sense of place within the environment. Over the past 15 years, students in environmental education, teachers in-service programs or undergraduate face-to-face and Internet sustainability education courses have been exposed to pedagogy that leads to the…

  4. On psychoanalytic supervision as signature pedagogy.

    PubMed

    Watkins, C Edward

    2014-04-01

    What is signature pedagogy in psychoanalytic education? This paper examines that question, considering why psychoanalytic supervision best deserves that designation. In focusing on supervision as signature pedagogy, I accentuate its role in building psychoanalytic habits of mind, habits of hand, and habits of heart, and transforming theory and self-knowledge into practical product. Other facets of supervision as signature pedagogy addressed in this paper include its features of engagement, uncertainty, formation, and pervasiveness, as well as levels of surface, deep, and implicit structure. Epistemological, ontological, and axiological in nature, psychoanalytic supervision engages trainees in learning to do, think, and value what psychoanalytic practitioners in the field do, think, and value: It is, most fundamentally, professional preparation for competent, "good work." In this paper, effort is made to shine a light on and celebrate the pivotal role of supervision in "making" or developing budding psychoanalysts and psychoanalytic psychotherapists. Now over a century old, psychoanalytic supervision remains unparalleled in (1) connecting and integrating conceptualization and practice, (2) transforming psychoanalytic theory and self-knowledge into an informed analyzing instrument, and (3) teaching, transmitting, and perpetuating the traditions, practice, and culture of psychoanalytic treatment.

  5. Imploding the Boundaries of Transformative/Critical Pedagogy and Research in Physical Education and Sport Pedagogy: Looking Inward for (Self-)Consciousness/Knowledge and Transformation

    ERIC Educational Resources Information Center

    Fernández-Balboa, Juan-Miguel

    2017-01-01

    The purpose of this paper is to analyze the concept of "transformative pedagogy" (TP) in physical education and sport pedagogy (PESP) and research in order to provide an alternative perspective on freedom, justice and the limits of transformation. Although some of the limits of TP have already been pointed out in the literature, such…

  6. Introducing the Physical Education and Sport Pedagogy 2012 Scholar Lecture

    ERIC Educational Resources Information Center

    Flintoff, Anne; Fitzgerald, Hayley

    2014-01-01

    This commentary introduces David Kirk's paper entitled "Making a career in Physical Education and Sport Pedagogy in the corporatized university: Reflections on hegemony, resistance, collegiality and scholarship", which was presented in the 2012 Physical Education and Sport Pedagogy (PESP) "scholar lecture" at the British…

  7. The 1963 Hip-Hop Machine: Hip-Hop Pedagogy as Composition.

    ERIC Educational Resources Information Center

    Rice, Jeff

    2003-01-01

    Proposes an alternative invention strategy for research-based argumentative writing. Investigates the coincidental usage of the term "whatever" in hip-hop, theory, and composition studies. Presents a "whatever-pedagogy" identified as "hip-hop pedagogy," a writing practice that models itself after digital sampling's…

  8. "Singing into Language": Sudanese Australian Young Women Create Public Pedagogy

    ERIC Educational Resources Information Center

    Harris, Anne

    2011-01-01

    This article examines the ethnocinematic research project "Cross-Marked: Sudanese Australian Young Women Talk Education", and its relationship to the evolving notion of public pedagogies. The project explores the potential of alternative pedagogies, which include popular culture, especially audiovisual forms, to engage teachers and…

  9. Variation and Mathematics Pedagogy

    ERIC Educational Resources Information Center

    Leung, Allen

    2012-01-01

    This discussion paper put forwards variation as a theme to structure mathematical experience and mathematics pedagogy. Patterns of variation from Marton's Theory of Variation are understood and developed as types of variation interaction that enhance mathematical understanding. An idea of a discernment unit comprising mutually supporting variation…

  10. The Process of Adapting a German Pedagogy for Modern Mathematics Teaching in Japan

    ERIC Educational Resources Information Center

    Yamamoto, Shinya

    2006-01-01

    Modern geometry teaching in schools in Japan was modeled on the pedagogies of western countries. However, the core ideas of these pedagogies were often radically changed in the process of adaptation, resulting in teaching differing fundamentally from the original models. This paper discusses the radical changes the pedagogy of a German mathematics…

  11. Critical Pedagogy and its Complicities: A Praxis of Stuck Places.

    ERIC Educational Resources Information Center

    Lather, Patti

    1998-01-01

    Critiques two articles on critical pedagogy, approaching critical pedagogy via a move away from legislating meaning and toward contradictory voices, counternarratives, and competing understandings and proposing thought within Derrida's ordeal of the undecidable and its obligations to openness, passage, and nonmastery. The paper discusses the state…

  12. Early Childhood Pedagog"ies": Spaces for Young Children to Flourish

    ERIC Educational Resources Information Center

    Murray, Jane

    2015-01-01

    This paper introduces the Special Issue of "Early Child Development and Care" focused on "Early Childhood Pedagogy." It opens by considering past and present discourses concerning early childhood pedagogy, and focus is given to established philosophical underpinnings in the field and their translation to contemporary guidance,…

  13. Nintendo Wii video-gaming ability predicts laparoscopic skill.

    PubMed

    Badurdeen, Shiraz; Abdul-Samad, Omar; Story, Giles; Wilson, Clare; Down, Sue; Harris, Adrian

    2010-08-01

    Studies using conventional consoles have suggested a possible link between video-gaming and laparoscopic skill. The authors hypothesized that the Nintendo Wii, with its motion-sensing interface, would provide a better model for laparoscopic tasks. This study investigated the relationship between Nintendo Wii skill, prior gaming experience, and laparoscopic skill. In this study, 20 participants who had minimal experience with either laparoscopic surgery or Nintendo Wii performed three tasks on a Webcam-based laparoscopic simulator and were assessed on three games on the Wii. The participants completed a questionnaire assessing prior gaming experience. The score for each of the three Wii games correlated positively with the laparoscopic score (r = 0.78, 0.63, 0.77; P < 0.001), as did the combined Wii score (r = 0.82; P < 0.001). The participants in the top tertile of Wii performance scored 60.3% higher on the laparoscopic tasks than those in the bottom tertile (P < 0.01). Partial correlation analysis with control for the effect of prior gaming experience showed a significant positive correlation between the Wii score and the laparoscopic score (r = 0.713; P < 0.001). Prior gaming experience also correlated positively with the laparoscopic score (r = 0.578; P < 0.01), but no significant difference in the laparoscopic score was observed when the participants in the top tertile of experience were compared with those in the bottom tertile (P = 0.26). The study findings suggest a skill overlap between the Nintendo Wii and basic laparoscopic tasks. Surgical candidates with advanced Nintendo Wii ability may possess higher baseline laparoscopic ability.

  14. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  15. "With Grace under Pressure": How Critique as Signature Pedagogy Fosters Effective Music Performance

    ERIC Educational Resources Information Center

    Hastings, David M.

    2017-01-01

    Inspired by seminal writings on Critique as Signature Pedagogy in the Arts and performance as Signature Pedagogy in Music, this article unifies these two concepts into a study of how critique as signature pedagogy in music-performance promotes student learning. This essay seeks to first define the notion of different mindsets as musicians perform…

  16. Cognitive Psychology and College-Level Pedagogy: Two Siblings that Rarely Communicate.

    ERIC Educational Resources Information Center

    Matlin, Margaret W.

    2002-01-01

    Following an introduction on the literature on cognitive psychology and pedagogy, provides an annotated bibliography listing several dozen resources that have explored how principles of cognitive psychology can be used to enhance college-level pedagogy. (EV)

  17. Hybrid High-Impact Pedagogies: Integrating Service-Learning with Three Other High-Impact Pedagogies

    ERIC Educational Resources Information Center

    Bringle, Robert G.

    2017-01-01

    This article proposes enhancing student learning through civic engagement by considering the advantages of integrating service-learning with study away, research, and internships and pre-professional courses into first-order, second-order, and third-order hybrid high-impact pedagogies. Service-learning contributes numerous attributes to the other…

  18. Dialogue on Dialogic Pedagogy

    ERIC Educational Resources Information Center

    Matusov, Eugene; Miyazaki, Kiyotaka

    2014-01-01

    In September 2011 in Rome at the International Society for Cultural and Activity Research conference, Eugene Matusov (USA), Kiyotaka Miyazaki (Japan), Jayne White (New Zealand), and Olga Dysthe (Norway) organized a symposium on Dialogic Pedagogy. Formally during the symposium and informally after the symposium several heated discussions started…

  19. Field Education as the Signature Pedagogy of Social Work Education

    ERIC Educational Resources Information Center

    Wayne, Julianne; Bogo, Marion; Raskin, Miriam

    2010-01-01

    In its EPAS, CSWE (2008) identifies field education as the signature pedagogy (Shulman, 2005b) of social work education. This article analyzes the field education-signature pedagogy fit. It finds congruence in selected organizational arrangements that are pervasive and routine, and disparities with respect to expectations about public student…

  20. Critical Education, Critical Pedagogies, Marxist Education in the United States

    ERIC Educational Resources Information Center

    Foley, Jean Ann; Morris, Doug; Gounari, Panayota; Agostinone-Wilson, Faith

    2015-01-01

    As critical pedagogy becomes more mainstream on the educational landscape in the United States, it is important to revisit the original tenets of critical pedagogy and explore their current manifestations. Since the beginning of "criticalism" from the theoretical/foundational work of the Frankfurt School of Critical Social Theory,…

  1. Experimental classroom games: a didactic tool in palliative care.

    PubMed

    Alonso, Ana Isabel López; Martínez, Maria Elena Fernández; Presa, Cristina Liébana; Casares, Ana Maria Vázquez; González, Maria Paz Castro

    2018-01-01

    Objective To evaluate the effect of a games-based intervention on palliative care nursing students' scores on the Collett-Lester Fear of Death Scale. The challenge was to innovate and integrate grief-related theory and experiences into the classroom. Method Quasi-experimental study. Before and after the games-based intervention, 101 and 111 students completed the questionnaires, respectively. The intervention was performed in the context of a palliative care class taught during the first semester of the third year of the nursing programme. Results The students obtained moderate mean scores on the variable fear of death (between 14 and 19) at both time points (pre- and post-intervention). Both men and women indicated a heightened sense of fear post-intervention and a decrease in self-perceived emotional preparedness, which support the value of the games for exposing the student to situations that closely approximated reality. Conclusion The use of games as a didactic tool in the classroom context helped the students recognize the fear generated by proximity to death in the patient and family and in the student him- or herself.

  2. The linguistic roots of natural pedagogy.

    PubMed

    Mattos, Otávio; Hinzen, Wolfram

    2015-01-01

    Natural pedagogy is a human-specific capacity that allows us to acquire cultural information from communication even before the emergence of the first words, encompassing three core elements: (i) a sensitivity to ostensive signals like eye contact that indicate to infants that they are being addressed through communication, (ii) a subsequent referential expectation (satisfied by the use of declarative gestures) and (iii) a biased interpretation of ostensive-referential communication as conveying relevant information about the referent's kind (Csibra and Gergely, 2006, 2009, 2011). Remarkably, the link between natural pedagogy and another human-specific capacity, namely language, has rarely been investigated in detail. We here argue that children's production and comprehension of declarative gestures around 10 months of age are in fact expressions of an evolving faculty of language. Through both declarative gestures and ostensive signals, infants can assign the roles of third, second, and first person, building the 'deictic space' that grounds both natural pedagogy and language use. Secondly, we argue that the emergence of two kinds of linguistic structures (i.e., proto-determiner phrases and proto-sentences) in the one-word period sheds light on the different kinds of information that children can acquire or convey at different stages of development (namely, generic knowledge about kinds and knowledge about particular events/actions/state of affairs, respectively). Furthermore, the development of nominal and temporal reference in speech allows children to cognize information in terms of spatial and temporal relations. In this way, natural pedagogy transpires as an inherent aspect of our faculty of language, rather than as an independent adaptation that pre-dates language in evolution or development (Csibra and Gergely, 2006). This hypothesis is further testable through predictions it makes on the different linguistic profiles of toddlers with developmental

  3. The linguistic roots of natural pedagogy

    PubMed Central

    Mattos, Otávio; Hinzen, Wolfram

    2015-01-01

    Natural pedagogy is a human-specific capacity that allows us to acquire cultural information from communication even before the emergence of the first words, encompassing three core elements: (i) a sensitivity to ostensive signals like eye contact that indicate to infants that they are being addressed through communication, (ii) a subsequent referential expectation (satisfied by the use of declarative gestures) and (iii) a biased interpretation of ostensive-referential communication as conveying relevant information about the referent’s kind (Csibra and Gergely, 2006, 2009, 2011). Remarkably, the link between natural pedagogy and another human-specific capacity, namely language, has rarely been investigated in detail. We here argue that children’s production and comprehension of declarative gestures around 10 months of age are in fact expressions of an evolving faculty of language. Through both declarative gestures and ostensive signals, infants can assign the roles of third, second, and first person, building the ‘deictic space’ that grounds both natural pedagogy and language use. Secondly, we argue that the emergence of two kinds of linguistic structures (i.e., proto-determiner phrases and proto-sentences) in the one-word period sheds light on the different kinds of information that children can acquire or convey at different stages of development (namely, generic knowledge about kinds and knowledge about particular events/actions/state of affairs, respectively). Furthermore, the development of nominal and temporal reference in speech allows children to cognize information in terms of spatial and temporal relations. In this way, natural pedagogy transpires as an inherent aspect of our faculty of language, rather than as an independent adaptation that pre-dates language in evolution or development (Csibra and Gergely, 2006). This hypothesis is further testable through predictions it makes on the different linguistic profiles of toddlers with developmental

  4. Developing a pedagogy for nursing teaching-learning.

    PubMed

    Horsfall, Jan; Cleary, Michelle; Hunt, Glenn E

    2012-11-01

    Each nurse educator's pedagogy underpins their understanding of and approach to teaching and learning, regardless of whether this has been reflected upon or articulated. In this paper, we overview factors and issues that should be considered when developing a teaching philosophy of nursing education and set out broad differences between traditional and contemporary pedagogic models and various ways of knowing. As values underpin any teaching framework these are considered in relation to pedagogies, epistemologies and their relevance to nursing practice. Key teacher roles and strategies that are congruent with a contemporary pedagogy for teaching nursing in the classroom or the clinical setting are also outlined. A premise for writing this paper was that clarifying one's own understandings of education and knowledge and the implicit values held within those terms and processes will contribute to greater self-awareness and more effective teaching of nursing. Education approaches underpinned by a sound teaching philosophy and framework can facilitate an educationally sound and positive experience for learners. Copyright © 2011 Elsevier Ltd. All rights reserved.

  5. Revisiting the Wittgensteinian Legacy: Perspectives on Representational and Non-Representational Language-Games for Educational History and Theory

    ERIC Educational Resources Information Center

    Smeyers, Paul; Fendler, Lynn

    2015-01-01

    Debates in science seem to depend on referential language-games, but in other senses they do not. Language works in more complex ways, even in work that purports to be purely scientific. This article investigates the scope and limitations of language-games in educational history and theory. The study addresses concepts and pictures as examples of…

  6. Making sense of the complex entanglement between emotion and pedagogy: contributions of the affective turn

    NASA Astrophysics Data System (ADS)

    Zembylas, Michalinos

    2016-09-01

    The purpose of this paper is to highlight three recent contributions of the affective turn: moving beyond the emotion/reason dichotomy; highlighting the politics of emotion and affect; and, strengthening the intersections of the psychic and the social. While these contributions are not necessarily paradigmatic of scholarship in the affective turn, they do highlight some important threads of thinking about affect theory in several fields of study, and thus they can be insightful in the context of science education as well. This discussion is motivated by the notion that science teaching and learning can benefit theoretically from these latest developments of affect theory. Although the question of why science teaching and learning has not paid so much attention to emotion and affect in the past is no less important, this paper will move past this in an effort to focus on the openings that are created for pedagogy in general.

  7. The Dollar Game Curriculum: Inspiring Wealth Creation in Rural Communities

    ERIC Educational Resources Information Center

    Braak, Willem J.; Lewin, Paul A.

    2015-01-01

    Rural wealth creation and local entrepreneurship are emerging economic development approaches that bring back a sense of self-determination to rural communities. However, their potential is often greatly diminished by preconceived and opposing notions within the community on what drives economic growth. The Dollar Game is an innovative curriculum…

  8. Undergraduate Student Perceptions of the Pedagogy Used in a Leadership Course: A Qualitative Examination

    ERIC Educational Resources Information Center

    Odom, Summer F.

    2015-01-01

    This exploratory, qualitative, descriptive study examined undergraduate student perspectives of pedagogy used in an undergraduate leadership elective course to describe how students view the effectiveness and impact of pedagogies used in the course. Undergraduate students (n = 28) reflected on the effectiveness of the pedagogies and the learning…

  9. From Liberation to Salvation: Revolutionary Critical Pedagogy Meets Liberation Theology

    ERIC Educational Resources Information Center

    McLaren, Peter; Jandric, Petar

    2017-01-01

    This conversation between Peter McLaren and Petar Jandric brings about some of the most recent and deepest of McLaren's insights into the relationship between revolutionary critical pedagogy and liberation theology, and outlines the main directions of development of McLaren's thought during and after "Pedagogy of Insurrection." In the…

  10. "Worldly" Pedagogy: A Way of Conceptualising Teaching towards Global Citizenship

    ERIC Educational Resources Information Center

    Fanghanel, Joelle; Cousin, Glynis

    2012-01-01

    In this paper, we discuss the characteristics of a form of pedagogy capable of addressing differences across nations and cultures in ways that do not inflate differences. We suggest that those conceptual insights are particularly relevant to the teaching of "global citizenship". We have labelled this a "worldly" pedagogy,…

  11. Critical Pedagogy in the Community Music Education Programmes of Brazil

    ERIC Educational Resources Information Center

    Abrahams, Frank

    2007-01-01

    Paulo Freire (1970) developed critical pedagogy to teach oppressed Brazilian adults to read. Freire documented his ideas in a landmark publication entitled Pedagogy of the Oppressed. This article discusses and reports my findings on Freirean methods evident in music education programmes in Rio de Janeiro, Alvorada, Recife and Sao Caetano.

  12. Exploring outcomes and evaluation in narrative pedagogy: An integrative review.

    PubMed

    Brady, Destiny R; Asselin, Marilyn E

    2016-10-01

    To identify narrative pedagogy learning outcomes and evaluation methods used for pre-licensure nursing students. Recommend areas for expanding narrative pedagogy research. An integrative review using a modified version of Cooper's 1998 framework, as described by Whittemore and Knafl (2005). A computer-assisted search of the literature from 1995 to 2015 was performed using the search terms narrative pedagogy and nursing. Databases included the Cumulative Index to Nursing and Allied Health Literature, Academic Search Premier, Educational Resources Information Center, Educational Research Complete, Medline, PsychArticles, PsychINFO, and the Teacher Reference Center. Ancestry searches led to the inclusion of additional articles. Twenty-six texts met the criteria for full review and were evaluated for methodological rigor and relevance to the review aims. Nine articles achieved an acceptable quality score and were used for thematic analysis. Learning outcomes associated with narrative pedagogy were grouped into five themes: thinking, empowerment, interconnectedness, learning as a process of making meaning, and ethical/moral judgment. Multiple methods of evaluation are necessary to evaluate these learning outcomes. Narrative pedagogy may be a beneficial philosophical approach to teaching. However, at this time, there is insufficient evidence to recommend its universal adoption. It is too broad in its approach to reliably measure its effectiveness. Future research should examine the effectiveness of specific teaching strategies to promote desired learning outcomes. Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. Responding to "Cross-Pollinating Culturally Sustaining Pedagogy and Universal Design for Learning: Toward an Inclusive Pedagogy That Accounts for Dis/Ability". A Harvard Educational Review Forum

    ERIC Educational Resources Information Center

    Alim, H. Samy; Baglieri, Susan; Ladson-Billings, Gloria; Paris, Django; Rose, David H.; Valente, Joseph Michael

    2017-01-01

    In the fall of 2016, the "Harvard Educational Review" ("HER") published "Cross-Pollinating Culturally Sustaining Pedagogy and Universal Design for Learning: Toward an Inclusive Pedagogy that Accounts for Dis/Ability" by Federico R. Waitoller, assistant professor in the Department of Special Education at the University…

  14. Toward a Signature Pedagogy in Educational Leadership Preparation and Program Assessment

    ERIC Educational Resources Information Center

    Black, William R.; Murtadha, Khaula

    2007-01-01

    In this article, we work towards developing a signature pedagogy for educational leadership preparation programs. A signature pedagogy that engenders theory-building processes and leadership practices includes complex case studies, inquiry-centered internships, collaborative and interdisciplinary leadership institutes, and continuous assessments…

  15. Emerging Pedagogies for the Use of iPads in Schools

    ERIC Educational Resources Information Center

    Geer, Ruth; White, Bruce; Zeegers, Yvonne; Au, Wing; Barnes, Alan

    2017-01-01

    iPads are becoming popular as 1:1 devices in many classrooms, enabling teachers to implement pedagogies that will enhance student learning. Such mobile tools offer many affordances which can increase student motivation and autonomy. Nevertheless, without a change in pedagogy, they are unlikely to bring about any significant impact on student…

  16. Healthy Gaming - Video Game Design to promote Health.

    PubMed

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  17. Emergence of Disability Pedagogy

    ERIC Educational Resources Information Center

    Nocella, Anthony J., II

    2008-01-01

    It is without a doubt that education is liberation and when individuals are marginalized, segregated, and have no access to education, there exists, as Paulo Freire the founder of critical pedagogy would note, oppression (1997). People are of course oppressed for a diversity of reasons--race, class, gender, age, nationality, ethnicity, religion,…

  18. Science Pedagogy as a Category of Historical Analysis: Past, Present, and Future

    NASA Astrophysics Data System (ADS)

    Olesko, Kathryn M.

    2006-11-01

    Historical studies of science pedagogy have flourished in recent years. This essay offers an assessment of the literature on science pedagogy from the 1930s to the present. It argues that rather than focusing on the work of Thomas Kuhn and Michel Foucault, historians of science pedagogy could with profit turn to the work of Ludwik Fleck. Fleck offers three categories of historical analysis - experience, sensation, and cognition - that are embedded in science pedagogy. He furthermore argues unequivocally for the central importance of considering the cultural context of science pedagogy. Fleck’s interpretation of the role of publishing in science is used in the final section of this essay to assess scientific publishing and textbook culture, topics that are the principal concern of the articles in this volume. Among the novelties of the articles in this volume on textbooks are (1) the connections they draw between textbooks and social structure; (2) the relationships they suggest between textbooks and the public sphere; and (3) their identification of the eighteenth century as the crucial transformative century in textbook production.

  19. On the Human Challenges of Multiliteracies Pedagogy (Response to Sandra Hesterman)

    ERIC Educational Resources Information Center

    Simon, Rob

    2011-01-01

    Drawing on examples from classroom practice, this article explores implications of regarding multiliteracies pedagogy in early childhood settings as relationally and culturally situated. The author argues that investigating human dimensions of multiliteracies pedagogy involves interrogating assumptions about children and their capacities--viewing…

  20. Pedagogy against the State: The Ban on Ethnic Studies in Arizona

    ERIC Educational Resources Information Center

    Wanberg, Kyle

    2013-01-01

    Drawing on the traditions of critical pedagogy from Paulo Freire and Henry Giroux to recent critical research developed in the "Journal of Pedagogy," this study explores how a particular case of curriculum reform in the US is entangled with racial neoliberalism and paranoia.

  1. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  2. Buddhist Pedagogy in Teacher Education: Cultivating Wisdom by Skillful Means

    ERIC Educational Resources Information Center

    Ma Rhea, Zane

    2018-01-01

    This paper draws on research I have conducted about the cultivation of wisdom in Thailand and Australia. I examine the ancient pedagogy of pavi?aupaya skillful means investigating how this pedagogy can inform contemporary development of teacher educators and teachers. I examine the Panjaawi´tee Wisdom Method that has its foundations in the…

  3. Video Pedagogy as Political Activity.

    ERIC Educational Resources Information Center

    Higgins, John W.

    1991-01-01

    Asserts that the education of students in the technology of video and audio production is a political act. Discusses the structure and style of production, and the ideologies and values contained therein. Offers alternative approaches to critical video pedagogy. (PRA)

  4. The Role of Comparative Pedagogy in the Training of Pedagogues in Serbia and Slovenia

    ERIC Educational Resources Information Center

    Spasenovic, Vera; Vujisic Zivkovic, Natasa; Ermenc, Klara Skubic

    2012-01-01

    This paper considers three issues arising from the study of the development and the current state of Comparative Pedagogy in Serbia and Slovenia. First, the development of Comparative Pedagogy as a distinctive discipline in Serbia and Slovenia is discussed. Second, the role and the content of Comparative Pedagogy courses in university programmes…

  5. Clearing up the Table: Food Pedagogies and Environmental Education--Contributions, Challenges and Future Agendas

    ERIC Educational Resources Information Center

    Swan, Elaine; Flowers, Rick

    2015-01-01

    In our paper, we draw on recent scholarship on food pedagogies and pedagogy studies to explore themes in the collection of articles in this special issue. In particular, we show how the articles variously conceptualise formal and informal pedagogies, their curricula, aims, and potential effects in relation to food and sustainability. Drawing on…

  6. What Are We Seeking to Sustain through Culturally Sustaining Pedagogy? A Loving Critique Forward

    ERIC Educational Resources Information Center

    Paris, Django; Alim, H. Samy

    2014-01-01

    In this article, Django Paris and H. Samy Alim use the emergence of Paris's concept of culturally sustaining pedagogy (CSP) as the foundation for a respectful and productive critique of previous formulations of asset pedagogies. Paying particular attention to asset pedagogy's failures to remain dynamic and critical in a constantly evolving global…

  7. Exercise Science Principles and the Vocal Warm-up: Implications for Singing Voice Pedagogy.

    PubMed

    Hoch, Matthew; Sandage, Mary J

    2018-01-01

    Principles from exercise science literature were applied to singing warm-up pedagogy as a method for examining parallels between athletic and voice training. Analysis of the use of exercise principles in vocal warm-up should illuminate aspects of voice training that may be further developed in the future. A selected canon of standard voice pedagogy texts and well-regarded warm-up methods were evaluated for use of exercise science principles for skill acquisition and fatigue resistance. Exercises were then categorized according to whether they were used for the purpose of skill acquisition (specificity), training up to tasks (overload), or detraining (reversibility). A preliminary review of well-established voice pedagogy programs reveals a strong bias toward the skill acquisition aspects of vocal warm-up, with little commentary on the fatigue management aspects. Further, the small number of vocalises examined that are not skill-acquisition oriented fall into a third "habilitative" category that likewise does not relate to overload but may play a role in offsetting reversibility. Although a systematic pedagogy for skill acquisition has emerged in the literature and practice of voice pedagogy, a parallel pedagogy for fatigue management has yet to be established. Identification of a systematic pedagogy for training up to specific singing genres and development of a singing maintenance program to avoid detraining may help the singer avoid injury. Copyright © 2018 The Voice Foundation. Published by Elsevier Inc. All rights reserved.

  8. Learning Technology through Three Generations of Technology Enhanced Distance Education Pedagogy

    ERIC Educational Resources Information Center

    Anderson, Terry; Dron, Jon

    2012-01-01

    This paper updates earlier work in which we defined three generations of distance education pedagogy. We then describe emerging technologies that are most conducive to instructional designs that evolve with each generation. Finally we discuss matching the pedagogies with learning outcomes. (Contains 3 figures.)

  9. Against Critical Thinking Pedagogy

    ERIC Educational Resources Information Center

    Hayes, David

    2015-01-01

    Critical thinking pedagogy is misguided. Ostensibly a cure for narrowness of thought, by using the emotions appropriate to conflict, it names only one mode of relation to material among many others. Ostensibly a cure for fallacies, critical thinking tends to dishonesty in practice because it habitually leaps to premature ideas of what the object…

  10. Enterprise Education as Pedagogy

    ERIC Educational Resources Information Center

    Jones, Brian; Iredale, Norma

    2010-01-01

    Purpose: This paper seeks to suggest that the most appropriate way to construe the concept of enterprise education is from a pedagogical viewpoint. Enterprise education as pedagogy is argued to be the most appropriate way to think about the concept and serves to demarcate it from entrepreneurship education, which is very much about business…

  11. What Is Diversity Pedagogy?

    ERIC Educational Resources Information Center

    Sheets, Rosa Hernandez

    2009-01-01

    Diversity Pedagogy Theory (DPT) is a set of principles that point out the natural and inseparable connection between culture and cognition. In other words, to be effective as a teacher, he/she must understand and acknowledge the critical role culture plays in the teaching-learning process. DPT maintains that culturally inclusive teachers (a)…

  12. Culturally Relevant Pedagogy 2.0: a.k.a. the Remix

    ERIC Educational Resources Information Center

    Ladson-Billings, Gloria

    2014-01-01

    In this article, Ladson-Billings reflects on the history of her theory of culturally relevant pedagogy and the ways it has been used and misused since its inception. She argues for the importance of dynamic scholarship and suggests that it is time for a "remix" of her original theory: culturally sustaining pedagogy, as proposed by Paris…

  13. Dual Language Teachers' Stated Barriers to Implementation of Culturally Relevant Pedagogy

    ERIC Educational Resources Information Center

    Freire, Juan A.; Valdez, Verónica E.

    2017-01-01

    Culturally relevant pedagogy receives limited attention in many U.S. dual language classrooms. This article focuses on understanding the barriers eight elementary Spanish-English dual language teachers saw as preventing the implementation of culturally relevant pedagogy in their urban classrooms. Employing critical sociocultural theory and drawing…

  14. Survey of outcomes in a faculty development program on simulation pedagogy.

    PubMed

    Roh, Young Sook; Kim, Mi Kang; Tangkawanich, Thitiarpha

    2016-06-01

    Although many nursing programs use simulation as a teaching-learning modality, there are few systematic approaches to help nursing educators learn this pedagogy. This study evaluates the effects of a simulation pedagogy nursing faculty development program on participants' learning perceptions using a retrospective pre-course and post-course design. Sixteen Thai participants completed a two-day nursing faculty development program on simulation pedagogy. Thirteen questionnaires were used in the final analysis. The participants' self-perceived learning about simulation teaching showed significant post-course improvement. On a five-point Likert scale, the composite mean attitude, subjective norm, and perceived behavioral control scores, as well as intention to use a simulator, showed a significant post-course increase. A faculty development program on simulation pedagogy induced favorable learning and attitudes. Further studies must test how faculty performance affects the cognitive, emotional, and social dimensions of learning in a simulation-based learning domain. © 2015 Wiley Publishing Asia Pty Ltd.

  15. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    PubMed

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  16. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    PubMed Central

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  17. Colonial and Communist Pedagogy

    ERIC Educational Resources Information Center

    Leslie, Esther

    2016-01-01

    Walter Benjamin wrote about pedagogy from the start of his writing life to its close. He was also an activist in the youth movement in Germany. This essay explores the importance of childhood, play, toys and education to his wider body of work--including his interests in photography, literary form, language acquisition and use, modern art. The…

  18. Pedagogy Corner: Spatial Counting

    ERIC Educational Resources Information Center

    Lovitt, Charles

    2017-01-01

    This article describes how Charles Lovitt found a classroom activity in a resource book and by peering through a pedagogy lens, enhanced, tweaked, adapted, and extended the idea into a richer, healthier, well balanced classroom lesson. The task described in the article is often presented to students as a flash card for a limited time with the…

  19. Music, Pedagogy, Therapy: Suggestopaedia.

    ERIC Educational Resources Information Center

    Racle, Gabriel L.

    Suggestopaedia seems to be the only pedagogical approach using music as an integral part or essential component of the teaching process, in spite of the fact that the contribution of music to pedagogy and successful learning has been recognized for some time. In a suggestopaedic course, music plays a large part in creating a pleasant suggestive…

  20. The Successes and Challenges of Dialogic Pedagogy in Critical Multicultural Education for Pre-Service Teachers

    ERIC Educational Resources Information Center

    Abd Elkader, Nermine Medhat

    2013-01-01

    This research study investigates the challenges and opportunities of dialogic pedagogy in multicultural education within a conventional higher education institution. The study findings suggest that in spite of the several challenges that dialogic pedagogy faced in the context of conventional education, dialogic pedagogy also experienced several…

  1. Technology-Enhanced Formative Assessment: A Research-Based Pedagogy for Teaching Science with Classroom Response Technology

    ERIC Educational Resources Information Center

    Beatty, Ian D.; Gerace, William J.

    2009-01-01

    "Classroom response systems" (CRSs) are a promising instructional technology, but most literature on CRS use fails to distinguish between technology and pedagogy, to define and justify a pedagogical perspective, or to discriminate between pedagogies. "Technology-enhanced formative assessment" (TEFA) is our pedagogy for CRS-based science…

  2. Critiquing Un/Critical Pedagogies to Move toward a Pedagogy of Responsibility in Teacher Education

    ERIC Educational Resources Information Center

    Berchini, Christina N.

    2017-01-01

    Transformative work with teacher candidates relies on a critique of the tenets of Critical Pedagogy and subsequent Critical Whiteness Studies (CWS). I employ analyses of extant scholarship to argue that these specific domains, as popularly framed, might be responsible for uncritical examinations of the White teacher education students who…

  3. Seeing and Playing as Labor: Toward a Visual Materialist Pedagogy of Video Games through Walter Benjamin

    ERIC Educational Resources Information Center

    Bulut, Ergin

    2013-01-01

    In this article, the author draws specifically on the work of Walter Benjamin and engages with the world of video games by focusing on the constitution of labor as it unfolds in modding practices, as well as approaching the very act of seeing labor in a highly visual culture where value is extracted not just through the labor process but also…

  4. Engaging Bioanthropology College Students: The Role of Active and Cooperative Pedagogies

    ERIC Educational Resources Information Center

    Soluri, Kathaeryne Elizabeth

    2010-01-01

    This dissertation examines the design and implementation of an active, cooperative pedagogy in an undergraduate biological anthropology course. The research draws upon a theoretical framework constructed from anthropology, education, and psychology research. The pedagogy studied was developed for and used in the laboratory component of a large,…

  5. Signature Pedagogy: A Literature Review of Social Studies and Technology Research

    ERIC Educational Resources Information Center

    Beck, Dennis; Eno, Jenni

    2012-01-01

    A literature review of 121 peer-reviewed articles, books, and conference proceedings was conducted to determine the signature pedagogies of social studies education and technology integration. The authors found that the signature social studies pedagogy is based on two primary instructional models: direct-instruction and inquiry-based,…

  6. Critical Aesthetic Pedagogy: Toward a Theory of Self and Social Empowerment

    ERIC Educational Resources Information Center

    Medina, Yolanda

    2012-01-01

    This book introduces a progressive type of education called Critical Aesthetic Pedagogy. This pedagogy utilizes the arts to promote critical learning, and incorporates particular types of aesthetic experiences into pedagogical practices to increase students' social empowerment and commitment to social justice. The first coherent body of work that…

  7. Andragogy And Pedagogy Theories Of Learning In Joint Professional Military Education

    DTIC Science & Technology

    2015-09-27

    States government. iii Abstract This paper examines how the Department of Defense incorporates pedagogical and... pedagogical approach is often necessary—therefore a blended pedagogy/andragogy approach is critical. 1 ANDRAGOGY AND PEDAGOGY...the education and training environment? Joint Professional Military Education, though heavily based on pedagogical teaching methods, would

  8. On Whether to Convert from a Rhetorical to a Psychoanalytic Pedagogy

    ERIC Educational Resources Information Center

    Kraemer, Don J.

    2010-01-01

    Like psychoanalysis, psychoanalytic pedagogy is a particular way of paying attention, a way of paying attention that deflects attention away from other pedagogies' means and goals. Looking for what psychoanalysis deems the "root cause" of writing problems--intrapsychic conflict--foregrounds that kind of conflict, relegating to the background other…

  9. Language Practitioners' Reflections on Method-Based and Post-Method Pedagogies

    ERIC Educational Resources Information Center

    Soomro, Abdul Fattah; Almalki, Mansoor S.

    2017-01-01

    Method-based pedagogies are commonly applied in teaching English as a foreign language all over the world. However, in the last quarter of the 20th century, the concept of such pedagogies based on the application of a single best method in EFL started to be viewed with concerns by some scholars. In response to the growing concern against the…

  10. Cultural Capital and Innovative Pedagogy: A Case Study among Indigenous Communities in Mexico and Honduras

    ERIC Educational Resources Information Center

    Gregorcic, Marta

    2009-01-01

    This article introduces case studies of innovative approaches to pedagogy among indigenous Mayan communities in Chiapas (Mexico) and Lencan communities in Intibuca (Honduras). Innovative approaches to researching alternative theories and practices of pedagogy are used by the author to develop an epistemology of critical pedagogy and its potential…

  11. Bringing home the health humanities: narrative humility, structural competency, and engaged pedagogy.

    PubMed

    Tsevat, Rebecca K; Sinha, Anoushka A; Gutierrez, Kevin J; DasGupta, Sayantani

    2015-11-01

    As health humanities programs grow and thrive across the country, encouraging medical students to read, write, and become more reflective about their professional roles, educators must bring a sense of self-reflexivity to the discipline itself. In the health humanities, novels, patient histories, and pieces of reflective writing are often treated as architectural spaces or "homes" that one can enter and examine. Yet, narrative-based learning in health care settings does not always allow its participants to feel "at home"; when not taught with a critical attention to power and pedagogy, the health humanities can be unsettling and even dangerous. Educators can mitigate these risks by considering not only what they teach but also how they teach it.In this essay, the authors present three pedagogical pillars that educators can use to invite learners to engage more fully, develop critical awareness of medical narratives, and feel "at home" in the health humanities. These pedagogical pillars are narrative humility (an awareness of one's prejudices, expectations, and frames of listening), structural competency (attention to sources of power and privilege), and engaged pedagogy (the protection of students' security and well-being). Incorporating these concepts into pedagogical practices can create safe and productive classroom spaces for all, including those most vulnerable and at risk of being "unhomed" by conventional hierarchies and oppressive social structures. This model then can be translated through a parallel process from classroom to clinic, such that empowered, engaged, and cared-for learners become empowering, engaging, and caring clinicians.

  12. International Aid Agencies, Learner-Centred Pedagogy and Political Democratisation: A Critique.

    ERIC Educational Resources Information Center

    Tabulawa, Richard

    2003-01-01

    Since 1989, international aid agencies have shown a marked interest in and preference for learner-centered pedagogy. This change follows a shift in agency ideology from modernization theory to neoliberalism, which sees democratic social relations as a prerequisite to free-market capitalism. Thus, the pedagogy represents a process of Westernization…

  13. ICT and an Exploratory Pedagogy for Classroom-Based Chinese Language Learning

    ERIC Educational Resources Information Center

    Zhao, XingLong; Wang, MinJuan; Wu, Juan; He, KeKang

    2011-01-01

    This paper reports on a new pedagogy for Chinese language teaching and learning at elementary schools through exploratory classroom instruction using Information and Communication Technologies. The study used quantitative method to collect data from two elementary schools of China. The results showed that: (1) the three-in-one pedagogy of…

  14. The Rhythms of Pedagogy: An Ethnographic Study of Parenting Education Practices

    ERIC Educational Resources Information Center

    Hopwood, Nick

    2014-01-01

    Educational research is increasingly turning to conceptual frameworks from a range of disciplines in order to enrich understandings of education, pedagogy and learning. This paper draws on the work of Henri Lefebvre, specifically rhythmanalysis, to explore the nature and the function of pedagogy. The context is an ethnographic study of parenting…

  15. Learner Agency and Social Justice: What Can Creative Pedagogy Contribute to Socially Just Pedagogies?

    ERIC Educational Resources Information Center

    Hempel-Jorgensen, Amelia

    2015-01-01

    This article extends the ongoing debate about socially just pedagogy by arguing that disadvantaged learners' capacity to exercise learner agency, which is essential for learning but has been shown to be unequally constrained, can be more effectively enabled. This is accomplished by critically discussing the possibilities and limits of a selection…

  16. The use of ambient audio to increase safety and immersion in location-based games

    NASA Astrophysics Data System (ADS)

    Kurczak, John Jason

    The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a

  17. A Critical Performance Pedagogy that Matters

    ERIC Educational Resources Information Center

    Denzin, Norman K.

    2009-01-01

    This paper outlines a critical performance pedagogy relevant to a postmodern democracy in a globalised post 9/11/01 world. A militant utopianism which challenges a politically conservative postpositivism is discussed. (Contains 9 notes.)

  18. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  19. Pedagogy and Human Movement: Theory, Practice, Research. Routledge Studies in Physical Education and Youth Sport

    ERIC Educational Resources Information Center

    Tinning, Richard

    2011-01-01

    Across the full range of human movement studies and their many sub-disciplines, established institutional practices and forms of pedagogy are used to (re)produce valued knowledge about human movement. "Pedagogy and Human Movement" explores this pedagogy in detail to reveal its applications and meanings within individual fields. This unique book…

  20. Fusion Teaching: Utilizing Course Management Technology to Deliver an Effective Multimodal Pedagogy

    ERIC Educational Resources Information Center

    Childs, Bradley D.; Cochran, Howard H.; Velikova, Marieta

    2013-01-01

    Fusion teaching merges several pedagogies into a coherent whole. Course management technology allows for the digitization and delivery of pedagogies in an effective and exciting manner. Online course management options more easily enable outcome assessment and monitoring for continuous improvement.

  1. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  2. Psycho-Pedagogy and Personalised Learning

    ERIC Educational Resources Information Center

    Burton, Diana

    2007-01-01

    Over the past decade international discussions of pedagogy have increasingly clustered around a few ubiquitous and popular ideas drawn ostensibly from psychological research. The internet has been a powerful force in disseminating and globalising pedagogically relevant research into such matters as metacognition, multiple forms of intelligence,…

  3. The New Writing Pedagogy

    ERIC Educational Resources Information Center

    Pascopella, Angela; Richardson, Will

    2009-01-01

    It's been almost 40 years since the teaching of writing in schools had its last major shift, a move to an emphasis on the "writing process," which still holds sway in most classrooms today. But with the advent of Web-based social networking tools like blogs and wikis, YouTube and Facebook, it may be that the next revision of writing pedagogy is…

  4. Using Arts-Based Methods in Pre-Service Teacher Education: Perzine Pedagogies

    ERIC Educational Resources Information Center

    Grushka, Kathryn; Young, Brieahn

    2014-01-01

    The possibilities afforded by perzine pedagogies to nurture reflexivity in pre-service student teachers are presented and explored in this article. Perzine pedagogy as arts-based inquiry is grounded in the events of practical life and may provide a learning context for exploring the problematised nature of teaching. It considers how this reflexive…

  5. Signature Pedagogies and Legal Education in Universities: Epistemological and Pedagogical Concerns with Langdellian Case Method

    ERIC Educational Resources Information Center

    Hyland, Aine; Kilcommins, Shane

    2009-01-01

    This paper offers an analysis of Lee S. Shulman's concept of "signature pedagogies" as it relates to legal education. In law, the signature pedagogy identified by Shulman is the Langdellian case method. Though the concept of signature pedagogies provides an excellent infrastructure for the exchange of teaching ideas, Shulman has a tendency to…

  6. Resource analysis applications in Michigan. [NASA remote sensing

    NASA Technical Reports Server (NTRS)

    Schar, S. W.; Enslin, W. R.; Sattinger, I. J.; Robinson, J. G.; Hosford, K. R.; Fellows, R. S.; Raad, J. H.

    1974-01-01

    During the past two years, available NASA imagery has been applied to a broad spectrum of problems of concern to Michigan-based agencies. These demonstrations include the testing of remote sensing for the purposes of (1) highway corridor planning and impact assessments, (2) game management-area information bases, (3) multi-agency river basin planning, (4) timber resource management information systems, (5) agricultural land reservation policies, and (6) shoreline flooding damage assessment. In addition, cost accounting procedures have been developed for evaluating the relative costs of utilizing remote sensing in land cover and land use analysis data collection procedures.

  7. Culturally Sustaining Pedagogies: Teaching and Learning for Justice in a Changing World

    ERIC Educational Resources Information Center

    Paris, Django, Ed.; Alim, H. Samy, Ed.

    2017-01-01

    "Culturally Sustaining Pedagogies" raises fundamental questions about the purpose of schooling in changing societies. Bringing together an intergenerational group of prominent educators and researchers, this volume engages and extends the concept of culturally sustaining pedagogy (CSP)--teaching that perpetuates and fosters linguistic,…

  8. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  9. Exploring the Potential and Complexity of a Critical Pedagogy of Place in Urban Science Education

    ERIC Educational Resources Information Center

    Schindel Dimick, Alexandra

    2016-01-01

    What does it mean to engage in critical pedagogy of place in formal science education? Although Gruenewald's (2003a) theoretical construct of a critical pedagogy of place has been heavily cited, there is nonetheless a lack of empirical research on critical pedagogy of place, particularly within formal science education. This paper provides a case…

  10. Teachers as Designers of Learning Environments: The Importance of Innovative Pedagogies. Educational Research and Innovation

    ERIC Educational Resources Information Center

    Paniagua, Alejandro; Istance, David

    2018-01-01

    Pedagogy is at the heart of teaching and learning. Preparing young people to become lifelong learners with a deep knowledge of subject matter and a broad set of social skills requires a better understanding of how pedagogy influences learning. Focusing on pedagogies shifts the perception of teachers from technicians who strive to attain the…

  11. Pedagogy Corner: The Year Puzzle

    ERIC Educational Resources Information Center

    Lovitt, Charles

    2017-01-01

    As a self described lesson collector, author Charles Lovett enjoys gathering "interesting" lessons and teasing them apart to find out what makes them "tick", particularly the pedagogy. He often wonders what decisions the teacher made that generated such an interesting and successful learning environment. Here he describes a…

  12. Reconciliation and Pedagogy. Postcolonial Politics

    ERIC Educational Resources Information Center

    Ahluwalia, Pal, Ed.; Atkinson, Stephen, Ed.; Bishop, Peter, Ed.; Christie, Pam, Ed.; Hattam, Robert, Ed.; Matthews, Julie, Ed.

    2012-01-01

    Reconciliation is one of the most significant contemporary challenges in the world today. In this innovative new volume, educational academics and practitioners across a range of cultural and political contexts examine the links between reconciliation and critical pedagogy, putting forward the notion that reconciliation projects should be regarded…

  13. Culturally Responsive Pedagogy: Indigenizing Curriculum

    ERIC Educational Resources Information Center

    Ragoonaden, Karen; Mueller, Lyle

    2017-01-01

    This article examines the impact of culturally responsive pedagogy in an introduction to university course developed in collaboration with local and place-based First Nations communities, Aboriginal Access Studies and the Faculty of Education of the University of British Columbia's Okanagan Campus. In keeping with requests that Indigenous…

  14. Hard to Teach: Inclusive Pedagogy in Social Science Research Methods Education

    ERIC Educational Resources Information Center

    Nind, Melanie; Lewthwaite, Sarah

    2018-01-01

    Amidst major new initiatives in research that are beginning to address the pedagogic dimension of building capacity in social science research methods, this paper makes the first move to apply the lens of inclusive pedagogy to research methods pedagogy. The paper explores the ways in which learning social science research methods is hard and may…

  15. Islamic Pedagogy and Embodiment: An Anthropological Study of a British Madrasah

    ERIC Educational Resources Information Center

    Hardaker, Glenn; Sabki, Aishah Ahmad

    2015-01-01

    This anthropological study of a higher education British Madrasah was undertaken to increase our awareness of the spectrum of sensory experiences that shape Islamic pedagogy. We started our anthropological study from an Islamic premise of the inseparable nature of knowledge and the sacred. Pedagogy is defined as not a matter of simple methods and…

  16. From Designing to Organizing New Social Futures: Multiliteracies Pedagogies for Today

    ERIC Educational Resources Information Center

    Penuel, William R.; O'Connor, Kevin

    2018-01-01

    More than 20 years ago, literacy pedagogies informed by the emerging networked world defined by local diversity and global connectedness, new digital media and fast capitalism. Modern people now fully inhabit the world they described, but the contours of that world's racial dynamics and growing inequality call for a refinement of pedagogies that…

  17. Physiologically Modulating Videogames or Simulations which use Motion-Sensing Input Devices

    NASA Technical Reports Server (NTRS)

    Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Blanson, Nina Marie (Inventor)

    2014-01-01

    New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  18. Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment

    NASA Astrophysics Data System (ADS)

    Thin, Alasdair G.; Poole, Nicola

    Dance is a form of exercise that is considered to have widespread popular appeal and in particular to adolescent females. Dance-based body-movement controlled video games are a popular form of ExerGaming that is being adopted for use in school-based physical activity health promotion programs. The results of this study indicate that the game play mechanics and skill demands of the dance-based ExerGames would appear to have limited the subjects' level of physical exertion over the period of study. After training there was an increase in enjoyment rating for the Step Aerobics game which appears related to a perceptible improvement in game performance. It is therefore recommended that ExerGames should be designed with very low initial skill demands in order to maximize the user's level of exertion and to realize and reward progress, thereby helping to promote an enjoyable exercise experience and counterbalance any sense of exertional discomfort. Keywords: exercise; health promotion; exergaming; user experience; design; video game; enjoyment.

  19. Culturally Responsive Pedagogy for Teacher Candidates of Color in Teacher Education Programs

    ERIC Educational Resources Information Center

    Gist, Conra D.

    2011-01-01

    This dissertation study uses culturally responsive pedagogy as a conceptual framework for exploring how teacher educators structure content, pedagogy, and classroom communities for teacher candidates of color at two model teacher education programs. Using multiple data sources including interviews, focus groups, classroom observations, faculty and…

  20. Forum: Communication Activism Pedagogy. Critical Pedagogy Meets Transformation: Creating the Being of Communication Activists

    ERIC Educational Resources Information Center

    Donovan, Matthew C. J.; Tracy, Sarah J.

    2017-01-01

    Communication activism pedagogy (CAP) is rooted in many of the same ideals as participatory action research (e.g., attending to issues of social inequality and oppression with the goal of enacting social change). Not only does participatory action serve an important role in taking research outside of the ivory tower, but also it notably gives…

  1. Flexible Pedagogies: Employer Engagement and Work-Based Learning. Flexible Pedagogies: Preparing for the Future Series

    ERIC Educational Resources Information Center

    Kettle, Jane

    2013-01-01

    This publication focuses on national and international policy initiatives to develop a better understanding of work-based learners and the types of flexibility that may well enhance their study especially pedagogically. As part of our five-strand research project "Flexible Pedagogies: preparing for the future" it: (1) highlights the…

  2. The Emergence of Agent-Based Technology as an Architectural Component of Serious Games

    NASA Technical Reports Server (NTRS)

    Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel

    2010-01-01

    The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).

  3. Humanistic Pedagogies and EFL Experiments

    ERIC Educational Resources Information Center

    Lin, Grace Hui Chin; Chien, Paul Shih Chieh; Jarvie, Douglas S.; Purcell, John Anthony; Perkins, Lawrence Larry

    2012-01-01

    This paper argues that all research should be based on humanistic pedagogies with educational functions. While conducting research associated with issues of teaching English as a foreign language (EFL), researchers should pay attention to whether the samples have also been well educated. This study emphasizes that when focusing on significances of…

  4. Professional Collaboration as Responsive Pedagogy

    ERIC Educational Resources Information Center

    Brown, Barbara; Eaton, Sarah Elaine; Dressler, Roswita; Jacobsen, Michele

    2015-01-01

    In this paper, action research is explored as a process for professional learning and collaboration among post secondary teachers. Qualitative data from reflective journals maintained by instructors who taught multiple sections of a masters research course over a two-year period informed the exploration of responsive pedagogy. Action research is…

  5. Educational games for mental health professionals.

    PubMed

    Bhoopathi, P S; Sheoran, R

    2006-04-19

    In traditional didactic teaching, the learner has a passive role, digesting the knowledge presented by the teacher. Stimulating and active teaching processes may be better at instilling information than more pedestrian approaches. Games involving repetition, reinforcement, association and use of multiple senses have been proposed as part of experiential learning. To assess the effects of educational games on the knowledge and clinical skill of mental health professionals compared to the effects of standard teaching approaches. We performed electronic searches of AMED (1998 - November 2005), British Nursing Index (November 2005), Cochrane Library (Issue 3, 2005), Cochrane Schizophrenia Group Trials Register (November 2005), CINAHL (November 2005) EMBASE (November 2005), Educational Resources Information Centre on CSA (1966 - November 2005), MEDLINE (November 2005), PsycINFO (November 2005). We also searched references of all selected articles and contacted authors of included trials for more information. Randomised controlled trials comparing any educational game aiming at increasing knowledge and/or skills with a standard educational approach for mental health professionals. We extracted data independently and analysed on an intention-to-treat basis. We analysed the individual person data using fixed effect Peto Odds Ratio (OR) calculated the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. We identified one trial (n=34) of an educational game for mental health nursing students of only a few hours follow up. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]') those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more

  6. A Signature Pedagogy for Leadership Education: Preparing Principals through Participatory Action Research

    ERIC Educational Resources Information Center

    Sappington, Neil; Baker, Paul J.; Gardner, Dianne; Pacha, Joe

    2010-01-01

    This study proposes participatory action research as a signature pedagogy for principal preparation programs. Signature pedagogies bring professional knowledge and core values together in distinctive teaching and learning arrangements. A rationale and learning results are presented that describe key components of action research intended to help…

  7. Dialogue, Knowledge, and Teacher-Student Relations: Freirean Pedagogy in Theory and Practice

    ERIC Educational Resources Information Center

    Bartlett, Lesley

    2005-01-01

    Paulo Freire's revolutionary theory of pedagogy has influenced progressive educational practice and inspired educational activism around the world. Many contemporary nonformal educational efforts are deeply influenced by Freire's work. In Latin America approaches that draw on Freire's pedagogy are broadly known as popular education, while in the…

  8. Problematising Problematisation: Insights from Critical Pedagogy in a Writing Lesson in Bangladesh

    ERIC Educational Resources Information Center

    Talukder, Ali Azgor; Samuel, Moses

    2018-01-01

    Problematisation is the means by which critical pedagogy attempts to destabilise power relations related to gender, race, class, identity etc. Studies in critical pedagogy in language teaching explore different ways of problematisation treating problematisation as classroom practice. However, they do not specifically address the teacher's struggle…

  9. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  10. Transforming pathophysiology instruction through narrative pedagogy and Socratic questioning.

    PubMed

    Rogge, M M

    2001-01-01

    Pathophysiology, heavily content driven, has typically been taught through the use of traditional behavioral pedagogy and a reliance on the formal lecture. The author describes the limitations of this approach to teaching pathophysiology and describes the use of narrative pedagogy and Socratic questioning as alternative methods of instruction to augment lecture methods. Specific strategies for transforming traditional classroom teaching by using Socratic questions in a pathophysiology course for nurse practitioners are described. Student and faculty reactions to the initial efforts to transform pathophysiology instruction are also described.

  11. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    PubMed

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  12. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

    Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…

  13. Tobacco Content in Video Games: Categorization of Tobacco Typologies and Gamer Recall.

    PubMed

    Forsyth, Susan R; Malone, Ruth E

    2017-11-15

    Tobacco content has been identified in popular video games played by adolescents. To date, there are no established instruments for categorizing tobacco content. We describe development and demonstrate the use of an instrument to categorize types of tobacco content. Interviews were conducted with 61 participants: 20 adolescents (mean age 17.7), and 41 adults (mean age 23.9), who discussed favorite games and recalled tobacco content. All games mentioned were examined for tobacco content by watching movies of game play on YouTube, examining individual game Wiki sites, and reviewing content descriptors provided by the Entertainment Software Rating Board (ESRB), Common Sense Media and the Internet Movie Database (IMDb). A typology of tobacco content was created and correlated with gamer recall of tobacco content. Participants together mentioned 366 games, of which 152 were unique. Tobacco content was verified in 39.5% (60/152) of games. Six categories of content were identified, including "no tobacco content." Of games containing tobacco, 88% (53/60) contained at least two categories of content. Games with more categories were associated with greater gamer recall of tobacco content. Tobacco content is present in video games and consciously recalled by players, with higher accuracy of recall associated with games featuring multiple types of tobacco content and more engaging, player-active content. Playing video games is now a daily part of most adolescents' lives. Tobacco content is present in many popular games. Currently there are no published instruments to assist in categorizing tobacco content in video games. This study describes a systematic approach to categorizing tobacco content in video games and demonstrates that games featuring more categories of tobacco content are associated with more accurate gamer recall of the presence of tobacco content when compared with games with fewer categories of content. Understanding the extent of such content will be essential

  14. Pedagogy of the Anxious: Rethinking Critical Pedagogy in the Context of Neoliberal Autonomy and Responsibilization

    ERIC Educational Resources Information Center

    De Lissovoy, Noah

    2018-01-01

    Critical pedagogy, and the work of Paulo Freire in particular, understands the struggle for emancipation as involving the emergence, as historical subjects, of those who have been marginalized. In this regard, this tradition could be said to foreground a "politics of the subject" as central to its philosophy. However, scholars of…

  15. Enacting a Critical Pedagogy: A View inside an Introduction to Fiction Classroom

    ERIC Educational Resources Information Center

    Scales, Sheryl Diahanna

    2009-01-01

    This is a qualitative instrumental case study that explores the intersections of critical theory, critical pedagogy, and critical literacy. Additionally, it describes the pedagogy of an English graduate assistant, Stella Lane, who taught a freshman-sophomore literature course at a large Midwestern Research I university. This dissertation examines…

  16. Forum: Communication Activism Pedagogy. Look to Our Campuses for Focus and Inspiration

    ERIC Educational Resources Information Center

    McConnell, Kathleen F.

    2017-01-01

    Lawrence R. Frey and David L. Palmer describe communication activism pedagogy (CAP) as "putting meat on critical pedagogy's theoretical bones" and applying theory to real-life activist movements (Frey & Palmer 2014). Their hope is to inspire students "beyond matriculation to develop their roles as activists," and Frey and…

  17. Relationships within the Shattered Rainbow: A Search for a Pedagogy of Attunement

    ERIC Educational Resources Information Center

    Blades, Genny; Bester, Lucas

    2013-01-01

    This paper explores "relationships with others" in outdoor environmental education through a search for a pedagogy of attunement, which we propose is a relational-responsive pedagogy. We have primarily drawn from Martin Buber's philosophy of dialogue and its pedagogical significance. Buber offers insights into articulating the…

  18. Thai English Teachers' Understanding of "Postmethod Pedagogy": Case Studies of University Lecturers

    ERIC Educational Resources Information Center

    Saengboon, Saksit

    2013-01-01

    This qualitative case study aimed to solicit Thai EFL university lecturers' opinions concerning postmethod pedagogy. It was motivated by an interest in how local teachers construe pedagogical innovations such as postmethod pedagogy vis-à-vis their own teaching conditions. More often than not, local teachers encounter many challenges in…

  19. Signature Pedagogies in Outdoor Education

    ERIC Educational Resources Information Center

    Thomas, Glyn

    2015-01-01

    The new National health and physical education curriculum in Australia includes outdoor education activities as a viable way to achieve intended learning outcomes. However, most health and physical education teacher education courses do not provide a strong focus on the theories, skills and pedagogies that are unique to the effective use of…

  20. Open Education and Critical Pedagogy

    ERIC Educational Resources Information Center

    Farrow, Robert

    2017-01-01

    This paper argues for a revaluation of the potential of open education to support more critical forms of pedagogy. Section 1 examines contemporary discourses around open education, offering a commentary on the perception of openness as both a disruptive force in education, and a potential solution to contemporary challenges. Section 2 examines the…

  1. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    ERIC Educational Resources Information Center

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

  2. SLA Research and L2 Pedagogy: Misapplications and Questions of Relevance

    ERIC Educational Resources Information Center

    Spada, Nina

    2015-01-01

    There has been considerable debate about the relevance and applicability of SLA theory and research for L2 pedagogy. There are those who maintain that SLA must be applicable to L2 pedagogy: a view based on the argument that because SLA is a subfield of applied linguistics, it should have direct relevance to L2 teaching. Others take the view that…

  3. A systematic review of serious games in medical education: quality of evidence and pedagogical strategy.

    PubMed

    Gorbanev, Iouri; Agudelo-Londoño, Sandra; González, Rafael A; Cortes, Ariel; Pomares, Alexandra; Delgadillo, Vivian; Yepes, Francisco J; Muñoz, Óscar

    2018-12-01

    The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process.

  4. A systematic review of serious games in medical education: quality of evidence and pedagogical strategy

    PubMed Central

    Gorbanev, Iouri; Agudelo-Londoño, Sandra; González, Rafael A.; Cortes, Ariel; Pomares, Alexandra; Delgadillo, Vivian; Yepes, Francisco J.; Muñoz, Óscar

    2018-01-01

    ABSTRACT Introduction: The literature shows an optimistic landscape for the effectiveness of games in medical education. Nevertheless, games are not considered mainstream material in medical teaching. Two research questions that arise are the following: What pedagogical strategies do developers use when creating games for medical education? And what is the quality of the evidence on the effectiveness of games? Methods: A systematic review was made by a multi-disciplinary team of researchers following the Cochrane Collaboration Guidelines. We included peer-reviewed journal articles which described or assessed the use of serious games or gamified apps in medical education. We used the Medical Education Research Study Quality Instrument (MERSQI) to assess the quality of evidence in the use of games. We also evaluated the pedagogical perspectives of such articles. Results: Even though game developers claim that games are useful pedagogical tools, the evidence on their effectiveness is moderate, as assessed by the MERSQI score. Behaviourism and cognitivism continue to be the predominant pedagogical strategies, and games are complementary devices that do not replace traditional medical teaching tools. Medical educators prefer simulations and quizzes focused on knowledge retention and skill development through repetition and do not demand the use of sophisticated games in their classrooms. Moreover, public access to medical games is limited. Discussion: Our aim was to put the pedagogical strategy into dialogue with the evidence on the effectiveness of the use of medical games. This makes sense since the practical use of games depends on the quality of the evidence about their effectiveness. Moreover, recognition of said pedagogical strategy would allow game developers to design more robust games which would greatly contribute to the learning process. PMID:29457760

  5. Green Chemistry Pedagogy

    NASA Astrophysics Data System (ADS)

    Kolopajlo, Larry

    2017-02-01

    This chapter attempts to show how the practice of chemistry teaching and learning is enriched by the incorporation of green chemistry (GC) into lectures and labs. To support this viewpoint, evidence from a wide range of published papers serve as a cogent argument that GC attracts and engages both science and nonscience students, enhances chemistry content knowledge, and improves the image of the field, while preparing the world for a sustainable future. Published pedagogy associated with green and sustainable chemistry is critically reviewed and discussed.

  6. A Spectrum Pedagogy for Christian Ethics: Respecting Difference without Resorting to Relativism

    ERIC Educational Resources Information Center

    Heim, Joel J.; Scovill, Nelia Beth

    2010-01-01

    This paper presents an overview of a newly developed spectrum pedagogy of Christian ethics that emerged from the authors' experience of teaching a contemporary Christian ethics course for seven years. A spectrum pedagogy is a comprehensive approach to teaching Christian ethics that combines the modeling of key dispositions using specific tools…

  7. Constructing Culturally Relevant Pedagogy in Chinese Heritage Language Classrooms: A Multiple-Case Study

    ERIC Educational Resources Information Center

    Wu, Hsu-Pai

    2011-01-01

    Culturally relevant pedagogy uses cultural references to develop students' knowledge and identities thereby empowering them academically, socially and politically. This article examined how four Chinese heritage languages teachers constructed culturally relevant pedagogy in their language instructions. Qualitative cross-case analysis indicated…

  8. Learning as a Path, Not a Goal: Contemplative Pedagogy--Its Principles and Practices

    ERIC Educational Resources Information Center

    Grace, Fran

    2011-01-01

    What is contemplative pedagogy and how is it practiced in Religious Studies classrooms? Contemplative pedagogy cultivates inner awareness through first-person investigations, often called "contemplative practices." Contemplative teaching practices range widely: silent sitting meditation, compassion practices, walking meditation, deep listening,…

  9. What Is True Halving in the Payoff Matrix of Game Theory?

    PubMed

    Ito, Hiromu; Katsumata, Yuki; Hasegawa, Eisuke; Yoshimura, Jin

    2016-01-01

    In game theory, there are two social interpretations of rewards (payoffs) for decision-making strategies: (1) the interpretation based on the utility criterion derived from expected utility theory and (2) the interpretation based on the quantitative criterion (amount of gain) derived from validity in the empirical context. A dynamic decision theory has recently been developed in which dynamic utility is a conditional (state) variable that is a function of the current wealth of a decision maker. We applied dynamic utility to the equal division in dove-dove contests in the hawk-dove game. Our results indicate that under the utility criterion, the half-share of utility becomes proportional to a player's current wealth. Our results are consistent with studies of the sense of fairness in animals, which indicate that the quantitative criterion has greater validity than the utility criterion. We also find that traditional analyses of repeated games must be reevaluated.

  10. Navajo Games.

    ERIC Educational Resources Information Center

    Cliff, Janet M.

    1990-01-01

    Reviews 163 sources on Navajo games, play, and toys. Includes an annotated bibliography of those materials. Examines relationships between games and religion, origin myths, and ceremonies. Discusses attitudes toward games, gambling, and cheating; and the dichotomy between children's and adults' games. Describes specific toys, games, and play…

  11. The Intersectionality of Border Pedagogy and Latino/a Youth: Enacting Border Pedagogy in Multiple Spaces

    ERIC Educational Resources Information Center

    Ramirez, Pablo C.; Ross, Lydia; Jimenez-Silva, Margarita

    2016-01-01

    In this one-year qualitative study, the authors examined how border pedagogy is enacted by two Latino/a high school teachers in a border community in Southern California. Through classroom observations, the authors documented powerful student discussions that named complex borders (Giroux, 1992) that existed in their daily lives. We drew from…

  12. Forum: Communication Activism Pedagogy. Long-Term Impacts of Communication Activism Pedagogy: Guiding Principles for Future Research

    ERIC Educational Resources Information Center

    Russell, Vincent; Congdon, Mark, Jr.

    2017-01-01

    Communication activism pedagogy (CAP) illuminates an array of ways to intervene into oppressive systems to promote just conditions, and CAP's transformative effects on students and communities have been substantively demonstrated (Frey & Palmer 2014). Yet, Frey and Palmer recognize that "social justice issues are long-term, large-scale…

  13. Intelligent cognitive radio jamming - a game-theoretical approach

    NASA Astrophysics Data System (ADS)

    Dabcevic, Kresimir; Betancourt, Alejandro; Marcenaro, Lucio; Regazzoni, Carlo S.

    2014-12-01

    Cognitive radio (CR) promises to be a solution for the spectrum underutilization problems. However, security issues pertaining to cognitive radio technology are still an understudied topic. One of the prevailing such issues are intelligent radio frequency (RF) jamming attacks, where adversaries are able to exploit on-the-fly reconfigurability potentials and learning mechanisms of cognitive radios in order to devise and deploy advanced jamming tactics. In this paper, we use a game-theoretical approach to analyze jamming/anti-jamming behavior between cognitive radio systems. A non-zero-sum game with incomplete information on an opponent's strategy and payoff is modelled as an extension of Markov decision process (MDP). Learning algorithms based on adaptive payoff play and fictitious play are considered. A combination of frequency hopping and power alteration is deployed as an anti-jamming scheme. A real-life software-defined radio (SDR) platform is used in order to perform measurements useful for quantifying the jamming impacts, as well as to infer relevant hardware-related properties. Results of these measurements are then used as parameters for the modelled jamming/anti-jamming game and are compared to the Nash equilibrium of the game. Simulation results indicate, among other, the benefit provided to the jammer when it is employed with the spectrum sensing algorithm in proactive frequency hopping and power alteration schemes.

  14. Behaviorism, Constructivism, and Socratic Pedagogy

    ERIC Educational Resources Information Center

    Boghossian, Peter

    2006-01-01

    This paper examines the relationship among behaviorism, constructivism and Socratic pedagogy. Specifically, it asks if a Socratic educator can be a constructivist or a behaviorist. In the first part of the paper, each learning theory, as it relates to the Socratic project, is explained. In the last section, the question of whether or not a…

  15. Notes on Heidegger's Authoritarian Pedagogy

    ERIC Educational Resources Information Center

    Peterson, Thomas E.

    2005-01-01

    To examine Heidegger's pedagogy is to be invited into a particular era and cultural reality--starting in Weimar Germany and progressing into the rise and fall of the Third Reich. In his attempt to reform the German university in a strictly hierarchical, authoritarian and nationalistic mold, Heidegger addressed one group of students and professors…

  16. Beyond Pedagogy: Theorizing without Teachers

    ERIC Educational Resources Information Center

    Williams, Amy D.

    2014-01-01

    Composition theory and pedagogy have variously understood writing as a noun or as a verb, a product or a process. This paper proposes a shift to theorizing writing as a gerund (writing "g.") and argues that this approach opens a space for more productive composition theory. A gerund orientation focuses attention on the virtual and…

  17. Transformative Pedagogy for Social Capital

    ERIC Educational Resources Information Center

    Willis, Peter

    2007-01-01

    This paper explores ways in which pedagogy for an elaborated form of transformative learning can be a useful catalyst for the development of social capital in community and workplace groups and networks. I begin with an example and then explore ideas of learning challenges embedded in building and maintaining social capital. I consider the…

  18. Peacebuilding Dialogue Pedagogies in Canadian Classrooms

    ERIC Educational Resources Information Center

    Bickmore, Kathy

    2014-01-01

    Constructively critical and inclusive dialogue about conflictual issues is one necessary ingredient of both democratic citizenship and peacebuilding learning. However, in North American classrooms populated by heterogeneous and non-affluent students, pedagogies involving discussion of conflicts are rarely fully implemented, sustained, or inclusive…

  19. Designing contributing student pedagogies to promote students' intrinsic motivation to learn

    NASA Astrophysics Data System (ADS)

    Herman, Geoffrey L.

    2012-12-01

    In order to maximize the effectiveness of our pedagogies, we must understand how our pedagogies align with prevailing theories of cognition and motivation and design our pedagogies according to this understanding. When implementing Contributing Student Pedagogies (CSPs), students are expected to make meaningful contributions to the learning of their peers, and consequently, instructors inherently give students power and control over elements of the class. With this loss of power, instructors will become more aware that the quality of the learning environment will depend on the level of students' motivation and engagement rather than the instructor's mastery of content or techniques. Given this greater reliance on student motivation, we will discuss how motivation theories such as Self-Determination Theory (SDT) match and support the use of CSP and how CSP can be used to promote students' intrinsic motivation (IM) to learn. We conclude with examples of how we use principles of SDT to guide our design and use of CSP. We will particularly focus on how we changed the discussion sections of a large, required, sophomore-level class on digital logic and computer organization at a large, research university at relatively low-cost to the presiding class instructor.

  20. [Game addiction].

    PubMed

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  1. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  2. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  3. Video game addiction, ADHD symptomatology, and video game reinforcement.

    PubMed

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  4. A Critical Urban Environmental Pedagogy: Relevant Urban Environmental Education for and by Youth

    ERIC Educational Resources Information Center

    Bellino, Marissa E.; Adams, Jennifer D.

    2017-01-01

    This article reimagines environmental education (EE), moving away from traditional models of EE rooted in nature studies and pro-environmental behaviors. Using the pedagogical praxis and intent of critical pedagogy and participatory methodologies, this critical urban environmental pedagogy (CUEP) investigates relevant socioenvironmental issues…

  5. Sense of fairness: not by itself a moral sense and not a foundation of a lot of morality.

    PubMed

    Ramlakhan, Nalini; Brook, Andrew

    2013-02-01

    Baumard et al. make a good case that a sense of fairness evolved and that showing this requires reciprocity games with choice of partner. However, they oversimplify both morality and the evolution of morality. Where fairness is involved in morality, other things are, too, and fairness is often not involved. In the evolution of morality, other things played a role. Plus, the motive for being fair originally was self-interest, not anything moral.

  6. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  7. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  8. Computer and video game addiction-a comparison between game users and non-game users.

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  9. Navigable networks as Nash equilibria of navigation games.

    PubMed

    Gulyás, András; Bíró, József J; Kőrösi, Attila; Rétvári, Gábor; Krioukov, Dmitri

    2015-07-03

    Common sense suggests that networks are not random mazes of purposeless connections, but that these connections are organized so that networks can perform their functions well. One function common to many networks is targeted transport or navigation. Here, using game theory, we show that minimalistic networks designed to maximize the navigation efficiency at minimal cost share basic structural properties with real networks. These idealistic networks are Nash equilibria of a network construction game whose purpose is to find an optimal trade-off between the network cost and navigability. We show that these skeletons are present in the Internet, metabolic, English word, US airport, Hungarian road networks, and in a structural network of the human brain. The knowledge of these skeletons allows one to identify the minimal number of edges, by altering which one can efficiently improve or paralyse navigation in the network.

  10. Signature Pedagogy in Theatre Arts

    ERIC Educational Resources Information Center

    Kornetsky, Lisa

    2017-01-01

    Critique in undergraduate theatre programs is at the heart of training actors at all levels. It is accepted as the signature pedagogy and is practiced in multiple ways. This essay defines critique and presents the case for why it is used as the single most important way that performers come to understand the language, values, and discourse of the…

  11. Two Heresies of Composition Pedagogy.

    ERIC Educational Resources Information Center

    Zimecki, Michael W.

    It is possible to reconcile two supposedly warring viewpoints toward composition pedagogy: that writers know what they want to say before they begin writing (a viewpoint that stresses the communicative function of writing), and that writers discover what they have to say in the act of saying it (a viewpoint that focuses on the heuristic value of…

  12. Evaluating service user pedagogy in UK higher education: Validating the Huddersfield Service User Pedagogy Scale.

    PubMed

    Tobbell, Jane; Boduszek, Daniel; Kola-Palmer, Susanna; Vaughan, Joanne; Hargreaves, Janet

    2018-04-01

    There is global recognition that the inclusion of service users in the education of health and social care students in higher education can lead to more compassionate professional identities which will enable better decision making. However, to date there is no systematic tool to explore learning and service user involvement in the curriculum. To generate and validate a psychometric instrument which will allow educators to evaluate service user pedagogy. Construction and validation of a new scale. 365 undergraduate students from health and social care departments in two universities. A two correlated factor scale. Factor 1 - perceived presence of service users in the taught curriculum and factor 2 - professionals and service users working together (correlation between factor 1 and factor 2 - r = 0.32). The Huddersfield Service User Pedagogy Scale provides a valid instrument for educators to evaluate student learning. In addition, the tool can contribute to student reflections on their shifting professional identities as they progress through their studies. Copyright © 2018 Elsevier Ltd. All rights reserved.

  13. Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices

    NASA Technical Reports Server (NTRS)

    Blanson, Nina Marie (Inventor); Stephens, Chad L. (Inventor); Pope, Alan T. (Inventor)

    2017-01-01

    New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  14. Towards a Pedagogy for Cooperative Education.

    ERIC Educational Resources Information Center

    Heinemann, Harry N.

    1983-01-01

    Discusses the need to develop an appropriate pedagogy for cooperative education to integrate the educational outcomes from the work and classroom experience. Suggests that the model should structure, guide, and provide for the systematic evaluation of the learning resulting from the cooperative education assignment. (JOW)

  15. Situating Preparedness Education within Public Pedagogy

    ERIC Educational Resources Information Center

    Kitagawa, Kaori

    2017-01-01

    Both "disaster preparedness" and "public pedagogy" have been broadly defined and diversely utilised. Preparedness has been dealt with in disciplines such as civil engineering, the sociology of disasters, public health and psychology, rather than education. Recently, inquiries into the learning and teaching of preparedness have…

  16. Hatching Plans: Pedagogy and Discourse within an El Sistema-Inspired Music Program

    ERIC Educational Resources Information Center

    Dobson, Nicolas

    2016-01-01

    In this article, I draw on my experience as an instrumental tutor with a music program inspired by and explicitly linked to El Sistema, to explore new perspectives on Sistema-based pedagogy and management. Detailed ethnographic description of an orchestral session provides a first-hand account of the program's pedagogy, which I then contextualize…

  17. Reaching for the Arts in Unexpected Places: Public Pedagogy in the Gardens

    ERIC Educational Resources Information Center

    Pelosi, Ligia

    2015-01-01

    What constitutes public pedagogy? The term is broad and can be applied in so many situations and settings to the learning that occurs outside of formal schooling. In this article, the author explores how a community event--a painting competition held in a Melbourne suburb's botanic gardens--constitutes public pedagogy. The event centres on…

  18. Digital Games as Multirepresentational Environments for Science Learning: Implications for Theory, Research, and Design

    ERIC Educational Resources Information Center

    Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim

    2015-01-01

    Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…

  19. A New Dialogue in Ballet Pedagogy: Improving Learner Self-Sufficiency through Reflective Methodology

    ERIC Educational Resources Information Center

    Weidmann, Chelsea

    2018-01-01

    Current research into reflective pedagogy in dance almost exclusively discusses the tertiary education population. Additionally, the research is primarily focused on concert modern dance and creative dance pedagogies, techniques, and choreography. Ballet technique programs in precollegiate populations have, so far, been left out of the…

  20. Correlates of problematic gaming - Is there support for proneness to risky behaviour?

    PubMed

    Šincek, Daniela; Humer, Jasmina Tomašić; Duvnjak, Ivana

    2017-09-01

    This paper explores problematic Internet gaming in the context of other forms of risky behaviour. The basic premise is that children and adolescents at risk will display different types of risky behaviour in various settings. Children and adolescents (N=1150) were surveyed about (cyber)violence, problematic gaming (habits, motives and symptoms), self-disclosure via Facebook and self-esteem. Regular gamers were more violent both face-to-face and via the Internet, and were more prone to problematic gaming than occasional gamers. Those who played games for more than five hours per day (9% of respondents) were classified as potentially problematic gamers. They experienced and committed more violence both face-to-face and via the Internet, were more involved in self-disclosure and had more problematic gaming symptoms than those who played for less than five hours a day, but these groups did not differ in self-esteem. Participants could choose from a list of eight different motives for their gaming; those motivated by peer communication, a sense of control, relaxation, conformism, self-efficacy and to distract from problems reported more symptoms of problematic gaming than those not motivated by these factors. Gender, age, self-esteem, self-disclosure and committing violence contributed to explaining the variance in problematic gaming, accounting for about 26% of its variance. Boys, lower self-esteem, more self-disclosure and committing both types of violence more regularly were connected with reporting more symptoms of problematic gaming. The results will be discussed in the context of a general proneness to risky behaviour. Committing violence against peers (both traditional and cyber) predicts significantly problematic gaming. This supports the premise that children and adolescents at risk are prone to exhibiting different forms of risky behaviour in different settings.

  1. Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy.

    PubMed

    Huber, Meghan; Rabin, Bryan; Docan, Ciprian; Burdea, Grigore C; AbdelBaky, Moustafa; Golomb, Meredith R

    2010-03-01

    The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.

  2. Effects of Three Pedagogies on Learning Outcomes in a Psychology of Gender Lecture: A Quasi-Experimental Study

    ERIC Educational Resources Information Center

    Reber, Jeffrey S.; Downs, Samuel D.; Peterson Nelson, Julie A.

    2017-01-01

    This study employed a quasi-experimental design to test the effects of three pedagogies on learning outcomes in a simulated psychology of gender lecture. Results showed that meaning and relational pedagogies, as well as a combination of meaning, relational, and explanatory pedagogies, significantly improved participant learning beyond self-study…

  3. Social activities, self-efficacy, game attitudes, and game addiction.

    PubMed

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  4. Pedagogies of Doing Good: Problematisations, Authorities, Technologies and Teleologies in Food Activism

    ERIC Educational Resources Information Center

    Flowers, Rick; Swan, Elaine

    2012-01-01

    In this paper, we apply a framework from Nikolas Rose to analyse the politics of "doing good" in food activist education, what we call food pedagogies. We argue that a detailed exploration of food pedagogies has been neglected in adult education and in the growing field of food studies, in spite of the rapidly proliferating forms and…

  5. Developing a Material-Dialogic Approach to Pedagogy to Guide Science Teacher Education

    ERIC Educational Resources Information Center

    Hetherington, Lindsay; Wegerif, Rupert

    2018-01-01

    Dialogic pedagogy is being promoted in science teacher education but the literature on dialogic pedagogy tends to focus on explicit voices, and so runs the risk of overlooking the important role that material objects often play in science education. In this paper we use the findings of a teacher survey and classroom case study to argue that there…

  6. Dis/Integrating the Gay/Queer Binary: "Reconstructed Identity Politics" for a Performative Pedagogy.

    ERIC Educational Resources Information Center

    Kopelson, Karen

    2002-01-01

    Explores some queer and performative objections, challenges, and counterproposals to the identity-based pedagogies still dominating composition studies and closely related fields, bringing to the foreground pedagogies that take the instability of identity as a starting point and move toward even greater deconstruction. Proposes a tentative…

  7. Examining Perceptions of Culturally Responsive Pedagogy in Teacher Preparation and Teacher Leadership Candidates

    ERIC Educational Resources Information Center

    Samuels, Amy J.; Samuels, Gregory L.; Cook, Tammy M.

    2017-01-01

    The study examined a multi-tiered approach for facilitating learning and examining perceptions about culturally responsive pedagogy in teacher preparation and teacher leadership programs. The study aligned with a learning unit we designed to (1) increase understanding of culturally responsive pedagogy and (2) investigate perceptions of cultural…

  8. Key Themes in Intercultural Communication Pedagogy

    ERIC Educational Resources Information Center

    Woodin, Jane

    2010-01-01

    The seminar, organised by Jane Woodin, Gibson Ferguson, Valerie Hobbs and Lesley Walker (School of Modern Languages & Linguistics and School of English, University of Sheffield), aimed to bring together those working in intercultural communication (IC) pedagogy largely--though not exclusively--in the higher education sector. It drew…

  9. "The Chinatown Foray" as Sensational Pedagogy

    ERIC Educational Resources Information Center

    Springgay, Stephanie

    2011-01-01

    Thinking through affective theories by Alfred North Whitehead, Giles Deleuze, and Brian Massumi, this paper proposes an understanding of pedagogy that is sensational. To consider affective theories and their implications for educational research, I engage with a relational artwork, "The Chinatown Foray," by Toronto-based artist Diane…

  10. Service Learning as Holistic Values Pedagogy

    ERIC Educational Resources Information Center

    Lovat, Terence; Clement, Neville

    2016-01-01

    Recent research findings have led to the conception that values pedagogy connotes a philosophy of learning and principle of curriculum organization with potential to enhance all dimensions of the learning environment. Enhancement includes student responsibility to themselves and others and positive impact on learning outcomes. Allied research…

  11. THE APPLICATION OF CYBERNETICS IN PEDAGOGY.

    ERIC Educational Resources Information Center

    ATUTOV, P.R.

    THE APPLICATION OF CYBERNETICS TO PEDAGOGY CAN CREATE A PRECISE SCIENCE OF INSTRUCTION AND EDUCATION THROUGH THE TIME-CONSUMING BUT INEVITABLE TRANSITION FROM IDENTIFICATION OF QUALITATIVE RELATIONSHIPS AMONG PEDAGOGICAL OBJECTS TO QUANTITATIVE ANALYSIS OF THESE OBJECTS. THE THEORETICAL UTILITY OF MATHEMATICAL MODELS AND FORMULAE FOR EXPLANATORY…

  12. Hopes for Confucian Pedagogy in China?

    ERIC Educational Resources Information Center

    Hayhoe, Ruth

    2014-01-01

    This commentary on Wu Zongjie's article "Interpretation, autonomy and transformation: Chinese pedagogic discourse in a cross-cultural perspective" begins by suggesting the usefulness of Wu's polar opposite depiction of Confucian and modern pedagogy as ideal types for comparative exploration. It goes on to suggest that the term…

  13. Integrating Health Behavior Theory and Design Elements in Serious Games.

    PubMed

    Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter

    2015-01-01

    Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change

  14. Integrating Health Behavior Theory and Design Elements in Serious Games

    PubMed Central

    Fleming, Theresa; Lucassen, Mathijs FG; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter

    2015-01-01

    Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found

  15. Critical Pedagogy and APA: A Resonant (and Timely) Interdisciplinary Blend.

    PubMed

    Connolly, Maureen; Harvey, William J

    2018-04-12

    Critical pedagogy owes much of its emergence, development, and ongoing relevance to the work of Paulo Freire whose legacy remains relevant for a next generation of scholars who seek to explore issues of inclusion, oppression, social justice, and authentic expression. An interdisciplinary dialogue between critical pedagogy and adapted physical activity is timely, appropriate, and should focus on complex profiles of neurodiversity, mental illness, and mental health, with emphasis on pedagogic practices of practitioners in service delivery and teacher educators who prepare them for professional practice. A case-based scenario approach is used to present practitioner and teacher educator practices. Concrete examples are provided for analyzing and understanding deeper issues and challenges related to neurodiversity in a variety of embodied dimensions in educational and activity contexts. We work with Szostak's approach to interdisciplinary research and model an analysis strategy that integrates and applies the methodological features of interdisciplinarity, adapted physical activity, and critical pedagogy.

  16. What Is True Halving in the Payoff Matrix of Game Theory?

    PubMed Central

    Hasegawa, Eisuke; Yoshimura, Jin

    2016-01-01

    In game theory, there are two social interpretations of rewards (payoffs) for decision-making strategies: (1) the interpretation based on the utility criterion derived from expected utility theory and (2) the interpretation based on the quantitative criterion (amount of gain) derived from validity in the empirical context. A dynamic decision theory has recently been developed in which dynamic utility is a conditional (state) variable that is a function of the current wealth of a decision maker. We applied dynamic utility to the equal division in dove-dove contests in the hawk-dove game. Our results indicate that under the utility criterion, the half-share of utility becomes proportional to a player’s current wealth. Our results are consistent with studies of the sense of fairness in animals, which indicate that the quantitative criterion has greater validity than the utility criterion. We also find that traditional analyses of repeated games must be reevaluated. PMID:27487194

  17. Guys and Games: Practicing 21st Century Workplace Skills in the Great Indoors

    ERIC Educational Resources Information Center

    King, Elizabeth M.

    2011-01-01

    While research indicates that an increasing number of males are experiencing a sense of disaffiliation with traditional education (Kleinfeld, 2006; Steinkuehler & King, 2009), nearly all teenage boys and young adult men (approximately 99%) regularly engage in playing video games of some sort (Roberts, Foehr & Rideout (2008). This is an interesting…

  18. Is gerontology ready for anti-racist pedagogy? A survey of educators' practices and perspectives.

    PubMed

    Karasik, Rona J; Kishimoto, Kyoko

    2018-01-01

    The older population in the United States is becoming more diverse, bringing increasing attention to the ways in which diversity and multiculturalism are addressed in gerontological education. Although diversity and multiculturalism have long been recognized as important components of the aging experience, our approach to understanding their significance and impact continues to grow and change. Anti-racist pedagogy represents one catalyst to stimulate such change. To evaluate the potential for anti-racist pedagogy in gerontology, this study explored gerontological educators' (N = 121) current practices and perspectives regarding the inclusion of diversity content in their courses, as well as the extent to which they are familiar with and/or use anti-racist pedagogy in their classes. The findings suggest that greater attention to issues of race, ethnicity, and multicultural diversity throughout the gerontological curriculum is needed and wanted. Although respondents were generally unfamiliar with the name anti-racist pedagogy, many indicated that their current teaching practices employed select components of it. Overall, the findings point toward the need for continued exploration of how anti-racist pedagogy may be brought into the gerontological classroom, as well as its implications for future research, policy, and practice.

  19. Critical Consciousness and the Christian Conscience: Making the Necessary Connections between Faith-Based Learning and Critical Pedagogy

    ERIC Educational Resources Information Center

    Lee, Heekap; Givens, Ruth

    2012-01-01

    Critical pedagogy is a by product of postmodernism, which argues that reality is always subjective, and truth is identified through each person's experiences and environment. Can critical pedagogy be applied to faith-based education? The authors claim that it can. First, the theories and practices of critical pedagogy have strengthened faith-based…

  20. Forum: Communication Activism Pedagogy. Expanding CAP's Interventionist Model and Developing Proper Learning Rubrics

    ERIC Educational Resources Information Center

    Del Gandio, Jason

    2017-01-01

    For Frey and Palmer (2014), communication activism pedagogy (CAP) "teaches students how to use their communication knowledge and resources (e.g., theories, research methods, pedagogies, and other practices) to work with community members to intervene into and reconstruct unjust discourses in more just ways." The author of this response…

  1. Prospective Teachers' Educational Beliefs and Their Views about the Principles of Critical Pedagogy

    ERIC Educational Resources Information Center

    Kaya, Çaglar; Kaya, Sinem

    2017-01-01

    The main idea behind this research is to determine prospective teachers' educational beliefs and their views about critical pedagogy. Therefore, the purpose of this research is to analyze the relationship between prospective teachers' educational beliefs and their views about critical pedagogy. In this study, "Educational Beliefs Scale"…

  2. Pedagogy of Attention: Subverting the Strong Language of Intention in Social Justice Education

    ERIC Educational Resources Information Center

    Desroches, Sarah J.

    2016-01-01

    In this paper, I explore the possibility of social justice education as pedagogy of "attention" rather than simply pedagogy of "intention." Drawing on Gert Biesta's (2010) concept of "strong" education, I begin by explaining how the language of intention in social justice education relies on a discourse in which…

  3. The Interplay between Fairness and Randomness in a Spatial Computer Game

    ERIC Educational Resources Information Center

    Paparistodemou, Efthymia; Noss, Richard; Pratt, Dave

    2008-01-01

    This article describes how children use an expressive microworld to articulate ideas about how to make a game seem fair with the use of randomness. Our aim in this study is to disentangle different flavours of fairness and to find out how children used each flavour to make sense of potentially complex behaviour. In order to achieve this, a spatial…

  4. Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience.

    PubMed

    Nacke, Lennart E; Nacke, Anne; Lindley, Craig A

    2009-10-01

    In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released "brain-training" games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2 x 2 mixed factorial design (age group: young and old x game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem-solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.

  5. Strengthening the Signature Pedagogy of Social Work: Conceptualizing Field Coordination as a Negotiated Social Work Pedagogy

    ERIC Educational Resources Information Center

    Asakura, Kenta; Todd, Sarah; Eagle, Brooke; Morris, Brenda

    2018-01-01

    Although field education is considered the signature pedagogy of social work, the work of field coordinators appear to remain peripheral to other aspects of social work education, such as coursework and research. In this article, we suggest that field coordination requires a far more complex set of knowledge and skills than merely matching…

  6. Field Systems Research: Sport Pedagogy Perspectives.

    ERIC Educational Resources Information Center

    Locke, Lawrence F.; And Others

    1992-01-01

    These articles contain responses from several scholars on the issue of field systems analysis (FSA). The scholars offer critiques from their sport pedagogy perspectives, a reaction relating FSA to personal examinations of teaching expertise, and a discussion of how computer simulation informs the study of expert teachers. (SM)

  7. Pedagogisch Tijdschrift (Journal of Pedagogy), 1994.

    ERIC Educational Resources Information Center

    Smeyers, Paul, Ed.; And Others

    1994-01-01

    This 6-issue, complete year of a Belgian-Dutch collaboration offers complete articles on pedagogical subjects, some with an English-language summary; reviews of new Dutch-language books; and titles from related Dutch-language journals. Articles include: "On the Policies of the Journal of Pedagogy" (P. Smeyers); "Pedagogic…

  8. Educational "Testimonio": Critical Pedagogy as Mentorship

    ERIC Educational Resources Information Center

    Burciaga, Rebeca; Cruz Navarro, Natalia

    2015-01-01

    This chapter chronicles the use of educational "testimonio" as one approach to critical pedagogy as mentoring in a college classroom. Written from the perspectives of an instructor and a student, it explores educational "testimonio" as one tool that has implications beyond the classroom, including retention in higher education…

  9. Thoughts on a Pedagogy OF Complexity

    ERIC Educational Resources Information Center

    Byrne, David

    2014-01-01

    There is now a developed and extensive literature on the implications of the "complexity frame of reference" (Castellani & Hafferty, 2009) for education in general and pedagogy in particular. This includes a wide range of interesting contributions which consider how complexity can inform, inter alia, research on educational systems…

  10. Academetron, Automaton, Phantom: Uncanny Digital Pedagogies

    ERIC Educational Resources Information Center

    Bayne, Sian

    2010-01-01

    This paper explores the possibility of an uncanny digital pedagogy. Drawing on theories of the uncanny from psychoanalysis, cultural studies and educational philosophy, it considers how being online defamiliarises teaching, asking us to question and consider anew established academic practices and conventions. It touches on recent thinking on…

  11. CT brush and CancerZap!: two video games for computed tomography dose minimization.

    PubMed

    Alvare, Graham; Gordon, Richard

    2015-05-12

    X-ray dose from computed tomography (CT) scanners has become a significant public health concern. All CT scanners spray x-ray photons across a patient, including those using compressive sensing algorithms. New technologies make it possible to aim x-ray beams where they are most needed to form a diagnostic or screening image. We have designed a computer game, CT Brush, that takes advantage of this new flexibility. It uses a standard MART algorithm (Multiplicative Algebraic Reconstruction Technique), but with a user defined dynamically selected subset of the rays. The image appears as the player moves the CT brush over an initially blank scene, with dose accumulating with every "mouse down" move. The goal is to find the "tumor" with as few moves (least dose) as possible. We have successfully implemented CT Brush in Java and made it available publicly, requesting crowdsourced feedback on improving the open source code. With this experience, we also outline a "shoot 'em up game" CancerZap! for photon limited CT. We anticipate that human computing games like these, analyzed by methods similar to those used to understand eye tracking, will lead to new object dependent CT algorithms that will require significantly less dose than object independent nonlinear and compressive sensing algorithms that depend on sprayed photons. Preliminary results suggest substantial dose reduction is achievable.

  12. In Real Time: From Theory to Practice in a Critical Race Pedagogy Classroom

    ERIC Educational Resources Information Center

    Lac, Van T.

    2017-01-01

    This qualitative research study employs a teacher action research methodology to study how a teacher develops and implements a critical race pedagogy (CRP) curriculum. CRP pairs the liberatory practices of critical pedagogy (Friere, 1970), such a problem-posing classroom and praxis, with the maxims of critical race theory (Delgado & Stefancic,…

  13. Nepantlera Pedagogy: An Axiological Posture for Preparing Critically Conscious Teachers in the Borderlands

    ERIC Educational Resources Information Center

    Reza-López, Elva; Huerta Charles, Luis; Reyes, Loui V.

    2014-01-01

    Latinos in U.S.-Mexican borderlands encounter language barriers and clashing cultures. If this decade is to become one of transformation, it must grapple with the "uncomfortable" realities of Latino students and other minorities of color. This article delineates the theoretical perspectives of the Nepantlera pedagogy, a pedagogy with an…

  14. Exploring the Impact of Reality Pedagogy: Understanding Its Implementation on Urban Immigrant Students

    ERIC Educational Resources Information Center

    Taher, Tanzina; Mensah, Felicia Moore; Emdin, Christopher

    2017-01-01

    This ethnographic case study follows two urban immigrant students in their yearlong journey in an urban science classroom where the first two pedagogic tools of reality pedagogy (cogenerative dialogue and co-teaching) were implemented. This study examines the role reality pedagogy plays in the science classroom for these two students, while…

  15. "It Makes You Think Anything Is Possible": Representing Diversity in Music Theory Pedagogy

    ERIC Educational Resources Information Center

    Davidson, Robert; Lupton, Mandy

    2016-01-01

    This paper critiques a traditional approach to music theory pedagogy. It argues that music theory courses should draw on pedagogies that reflect the diversity and pluralism inherent in 21st century music making. It presents the findings of an action research project investigating the experiences of undergraduate students undertaking an innovative…

  16. "Imagining the Moon": Critical Pedagogy, Discourse Tensions, and the Adult Basic Writing Classroom

    ERIC Educational Resources Information Center

    Siha, Alfred A. Z.

    2012-01-01

    The purpose of this qualitative action research study was to explore how critical pedagogy can foster writing competency and critical consciousness among adult basic writing students in a community college writing classroom. To this end, critical pedagogy and related critical discourses were used to theoretically frame this study. These theories…

  17. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    PubMed Central

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  18. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  19. "Because That's Who I Am": Extending Theories of Culturally Responsive Pedagogy to Consider Religious Identity, Belief, and Practice

    ERIC Educational Resources Information Center

    Dallavis, Christian

    2011-01-01

    In this conceptual article the author explores the intersection of culturally responsive pedagogy and religious school contexts. He extends theories of culturally responsive pedagogy to consider how religion, a dimension of student culture that has largely been overlooked in the literature surrounding culturally responsive pedagogy, can inflect…

  20. Cultivating interpretive thinking through enacting narrative pedagogy.

    PubMed

    Scheckel, Martha M; Ironside, Pamela M

    2006-01-01

    Teachers and educational researchers in nursing have persisted in their attempts to teach students critical thinking and to evaluate the effectiveness of these efforts. Yet, despite the plethora of studies investigating critical thinking, there is a paucity of research providing evidence that teachers' efforts improve students' thinking. The purpose of this interpretive phenomenological study is to explicate how students' thinking can be extended when teachers use Narrative Pedagogy. Specifically, the theme Cultivating Interpretive Thinking refers to how teachers' use of Narrative Pedagogy moves beyond the critical thinking movement's emphasis on analytical thinking (i.e., problem solving). Cultivating Interpretive Thinking offers an innovative approach for teaching and learning thinking that attends to students' embodied, reflective, and pluralistic thinking experiences. Teachers who cultivate interpretive thinking add complexity to students' thinking to better prepare them for challenging, complex, and unpredictable clinical environments.

  1. Flexible Pedagogies: Part-Time Learners and Learning in Higher Education. Flexible Pedagogies: Preparing for the Future Series

    ERIC Educational Resources Information Center

    McLinden, Michael

    2013-01-01

    This publication focuses on national and international policy initiatives to develop a better understanding of part-time learners and the types of flexibility that may enhance their study especially pedagogically. As part of our five-strand research project "Flexible Pedagogies: preparing for the future" it: (1) highlights the challenges…

  2. Navigable networks as Nash equilibria of navigation games

    PubMed Central

    Gulyás, András; Bíró, József J.; Kőrösi, Attila; Rétvári, Gábor; Krioukov, Dmitri

    2015-01-01

    Common sense suggests that networks are not random mazes of purposeless connections, but that these connections are organized so that networks can perform their functions well. One function common to many networks is targeted transport or navigation. Here, using game theory, we show that minimalistic networks designed to maximize the navigation efficiency at minimal cost share basic structural properties with real networks. These idealistic networks are Nash equilibria of a network construction game whose purpose is to find an optimal trade-off between the network cost and navigability. We show that these skeletons are present in the Internet, metabolic, English word, US airport, Hungarian road networks, and in a structural network of the human brain. The knowledge of these skeletons allows one to identify the minimal number of edges, by altering which one can efficiently improve or paralyse navigation in the network. PMID:26138277

  3. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  4. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  5. A Critical Pedagogy of Ineffability: Identity, Education and the Secret Life of Whatever

    ERIC Educational Resources Information Center

    Ford, Derek R.

    2014-01-01

    In this article I bring Giorgio Agamben's notion of "whatever singularity" into critical pedagogy. I take as my starting point the role of identity within critical pedagogy. I call upon Butler to sketch the debates around the mobilization of identity for political purposes and, conceding the contingent necessity of identity, then suggest…

  6. Enabling Pedagogy and Andragogy for 21st-Century Sign Language Users and Learners

    ERIC Educational Resources Information Center

    Hermann-Shores, Patricia

    2017-01-01

    Enabling pedagogy and andragogy is discussed as a form of lifelong learning in which learners attain competences and skills as children (pedagogy) and as adults (andragogy) that enable them to engage in independent learning in the 21st century. Throughout the article the author avoids as much as possible the labels "deaf" and…

  7. Critiquing the Critical: The Casualties and Paradoxes of Critical Pedagogy in Music Education

    ERIC Educational Resources Information Center

    Hess, Juliet

    2017-01-01

    In the twenty-first century, many music education scholars seek to reconceptualize music education toward social justice. Critical pedagogy is at the forefront of this shift. However, as teachers aim toward equity through employing critical pedagogy, some undesired effects of using this teaching approach may arise. In this paper, I consider the…

  8. Seeking Connection and Coherence in Sport Pedagogy: Minding Gaps and Contemplating a Core

    ERIC Educational Resources Information Center

    Pope, Clive C.

    2014-01-01

    Three decades after Daryl Siedentop announced sport pedagogy to be the forgotten sport science, the seven articles in this special issue collectively present sport pedagogy as an emergent field of research and practice. Each contribution presents one or more foci that invite attention to what and how we conduct our research, the political…

  9. A Place Pedagogy for "Global Contemporaneity"

    ERIC Educational Resources Information Center

    Somerville, Margaret J.

    2010-01-01

    Around the globe people are confronted daily with intransigent problems of space and place. Educators have historically called for place-based or place-conscious education to introduce pedagogies that will address such questions as how to develop sustainable communities and places. These calls for place-conscious education have included liberal…

  10. Educational Technology: Does Pedagogy Still Matter?

    ERIC Educational Resources Information Center

    Thorpe, Mary

    2012-01-01

    Failure to transform educational institutions through the use of new technologies has been blamed on the continuation of outmoded pedagogy. However, the new spaces opened up by using technology are leading to new pedagogical approaches and an expansion in its role. Three areas currently important for European educational technologists are explored…

  11. Writing Pedagogy: A Dialogue of Hope.

    ERIC Educational Resources Information Center

    Brookes, Anne-Louise; Kelly, Ursula A.

    1989-01-01

    Uses a letter format to create a dialogue regarding the practice of a critical pedagogy in the college classroom. Asserts the importance of acknowledging different dialogical spaces occupied by men and women resulting from the power differential; fundamental differences in the way they each perceive themselves; and the different social treatment…

  12. Interrupting Adult Learning through Online Pedagogy

    ERIC Educational Resources Information Center

    Stuart-Buttle, Ros

    2014-01-01

    This paper considers online pedagogy in relation to Christian adult learning and asks how this might be interpreted by theological educators. The online community of inquiry is proposed as one recognized pedagogical approach and illustrated by reference to a continuing professional development programme for online adult learners across the church…

  13. A Hopeful Pedagogy to Critical Thinking

    ERIC Educational Resources Information Center

    Nicholas, Mark C.; Raider-Roth, Miriam

    2016-01-01

    Elements of what we are calling a "hopeful pedagogy" emerged when faculty reflected on the question--Do you think your current approach to develop CT in students is successful? Faculty across disciplines and institutions used the word "hope" to characterize the outcome of their efforts. While attempting to disentangle the…

  14. Classroom Assistants for Foreign Language Pedagogy

    ERIC Educational Resources Information Center

    O'Brien, Trudy

    2017-01-01

    This paper describes how Applied Linguistics (AL) seminar students that are proficient in languages other than English intern as classroom assistants (CAs) in foreign language classrooms. The CAs gain useful insights from the seminar on theoretical and pedagogical approaches, methods and techniques in L2 pedagogy and then apply this knowledge…

  15. A MOOC Based on Blended Pedagogy

    ERIC Educational Resources Information Center

    Rayyan, S.; Fredericks, C.; Colvin, K. F.; Liu, A.; Teodorescu, R.; Barrantes, A.; Pawl, A.; Seaton, D. T.; Pritchard, D. E.

    2016-01-01

    We describe three iterations of a Massive Open Online Course (MOOC) developed from online preparation materials for a reformed introductory physics classroom at the Massachusetts Institute of Technology, in which the teaching staff interact with small groups of students doing problems using an expert problem-solving pedagogy. The MOOC contains an…

  16. Entre didactique et pedagogie: Epistemologie de l'espace/temps strategique (Between Instruction and Pedagogie: The Epistemology of Strategic Time/Space).

    ERIC Educational Resources Information Center

    Tochon, Francois, V.

    1991-01-01

    Analyzes the components of teaching, envisioning a strategic moment when instruction and pedagogy merge. Examines the way in which transformations of knowledge could be represented according to recent trends in artificial intelligence. (DMM)

  17. Game theory and environmental disputes

    NASA Astrophysics Data System (ADS)

    Lambert, Alan

    1983-09-01

    The courts have provided the traditional battleground for conflicts between environmental interest groups and those whose actions in some way have an adverse impact on the environment The judicial process is a time-consuming one in which all sides usually must concede to some points. Environmental disputes involve complex scientific issues which the court system is not set up to comprehend, so that the process gives the parties to a dispute the sense of having lost control of their own destinies. An increasing number of parties to environmental disputes are turning to negotiation, or mediation, as an alternative in which they can be active parties in the settlement-making process rather than the victims of a court-imposed solution When do the parties to a dispute choose a negotiated settlement over a court battle? To what extent does each party make the concessions necessary to reach an agreement? These questions can be answered by the game theory that provides a model for analyzing the negotiation process. This paper will apply game theory to two environmental conflict cases A series of questions pertinent to the analysis of all environmental disputes will be raised

  18. Combat games

    NASA Technical Reports Server (NTRS)

    Ardema, M. D.; Heymann, M.; Rajan, N.

    1985-01-01

    A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.

  19. Altered Brain Reactivity to Game Cues After Gaming Experience.

    PubMed

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  20. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  1. Rethinking about the Pedagogy for Pedagogical Content Knowledge in the Context of Mathematics Teaching

    ERIC Educational Resources Information Center

    Ozmantar, Mehmet Fatih

    2011-01-01

    This study reconsiders the notion of pedagogy for pedagogical content knowledge (PCK) in the context of teaching mathematics. The perspectives of critical pedagogy are employed for this reconsideration, stressing the operation of historical, social, ideological, political, institutional and cultural forces in the production of pedagogical…

  2. Using Iterative Plan-Do-Study-Act Cycles to Improve Teaching Pedagogy.

    PubMed

    Murray, Elizabeth J

    2018-01-15

    Most students entering nursing programs today are members of Generation Y or the Millennial generation, and they learn differently than previous generations. Nurse educators must consider implementing innovative teaching strategies that appeal to the newest generation of learners. The Plan-Do-Study-Act cycle is a framework that can be helpful when planning, assessing, and continually improving teaching pedagogy. This article describes the use of iterative Plan-Do-Study-Act cycles to implement a change in teaching pedagogy.

  3. A review of narrative pedagogy strategies to transform traditional nursing education.

    PubMed

    Brown, Sylvia T; Kirkpatrick, Mary K; Mangum, Dana; Avery, Jeanette

    2008-06-01

    Traditional nursing pedagogies using teacher-centered learning approaches have produced efficient, knowledgeable nursing graduates for many years. However, 21st century learners will require and demand new educational approaches. The information age of computers has challenged all facets of education to keep pace. Nursing education must evolve with ever-changing forms of communication and technology and recognize generational differences in learning. The creation of partnerships in learning, rather than the traditional hierarchy of education, is projected to meet the needs of today's learners more effectively. The National League for Nursing, in its position statements, has challenged nurse educators to develop new research-based pedagogies responsive to the changing health care environment and reflective of new partnerships between and among students, teachers, and clinicians. This article will explore examples of one approach, narrative pedagogy, and its usefulness in nursing education as a way to expand the pedagogical literacy of nurse educators.

  4. Brain activities associated with gaming urge of online gaming addiction.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  5. Game injuries in relation to game schedules in the National Basketball Association.

    PubMed

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  6. Making Art Pedagogy in the System of Education in the Republic of Kazakhstan

    ERIC Educational Resources Information Center

    Almukhambetov, Berikzhan A.; Nebessayeva, Zhanar O.; Smanova, Akmaral S.; Kakimova, Laura S.; Musakulov, Kusan T.; Sydykova, Roza S.

    2016-01-01

    The article reveals the importance of art pedagogy, art pedagogy through understanding the history of Kazakh art. The paper provides definitions of potential art of Kazakhstan and its role in the educational system of the university. It describes the main purpose of art teaching through the formation of ethnic and cultural identity of the student…

  7. Don't Forget about the Body: Exploring the Curricular Possibilities of Embodied Pedagogy

    ERIC Educational Resources Information Center

    Nguyen, David J.; Larson, Jay B.

    2015-01-01

    Traditional pedagogy divides mind and body into a dichotomy that regards the body as little more than a subordinate instrument in service to the mind. Embodied pedagogy joins body and mind in a physical and mental act of knowledge construction. In this article we offer an integration of extant literature analyzing isolated applications of embodied…

  8. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    PubMed

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  9. Conceptual physics differences by pedagogy and gender: Questioning the deficit model

    NASA Astrophysics Data System (ADS)

    Majors, Twanelle Deann Walker

    The differences in physics performance between males and females have been studied extensively (Blue & Heller, 2003; Coletta, 2015; Madsen, McKagan, & Sayre 2013; McCullough, 2002, 2004, 2011; Pollock, Finkelstein, & Kost, 2007; Zohar & Sela, 2003). The purpose of this study was to look at the ways teaching methods and assessment choices have fabricated a gender gap. Deficit ways of thinking have further marginalized women by renegotiating prior acts of power that initiated and perpetuated marginalization. Outside of the deficit model, the blame for the underperformance of females has been attributed to discourses of power as well as less-than-critical ways of evaluating learning and schooling. Students in introductory algebra-based physics courses from 2008-2014 at Tennessee Technological University were self-enrolled in PHYS2010 sections that were taught using either a traditional or constructivist, interactive-engagement Learner-centered Environment for Algebra-based Physics (LEAP) pedagogy. Propensity scoring on all feasible and relevant independent variables was used to adjust for the probability of students choosing either LEAP or traditional sections. The Force Concept Inventory (FCI) and Gender Force Concept Inventory (GFCI) were used as the measures to gauge students' performance on physics concepts. The results showed that there were no differences in the FCI or GFCI performance of males and females. Results also showed that when accounting for pretest performance and the likelihood of choosing a LEAP section, LEAP pedagogy accounted for roughly 30% of performance differences. Not only was this true on the average, it was true for both genders. This meant that the main effect of LEAP pedagogy was even stronger and more generalizable. Gender did not moderate pedagogy, indicating that a pedagogy gap focus was more appropriate for evaluating physics learners.

  10. Multiagent pursuit-evasion games: Algorithms and experiments

    NASA Astrophysics Data System (ADS)

    Kim, Hyounjin

    as high level pursuit policy computation, inter-agent communication, navigation, sensing, and regulation. We present both simulation and experimental results on real pursuit-evasion games between our fleet of UAVs and UGVs and evaluate the pursuit policies, relating expected capture times to the speed and intelligence of the evaders and the sensing capabilities of the pursuers. The architecture and algorithmsis described in this dissertation are general enough to be applied to many real-world applications.

  11. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

  12. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  13. Enhancing cognition with video games: a multiple game training study.

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  14. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  15. Ubiquitous Games for Learning (UbiqGames): Weatherlings, a Worked Example

    ERIC Educational Resources Information Center

    Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H.

    2012-01-01

    This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…

  16. Air quality in Beijing during the 2008 Olympic Games observed by satellites and ground monitors

    NASA Astrophysics Data System (ADS)

    Zhao, Q.; Liu, Y.; He, K.; Chen, L.; Wang, Z.; Koutrakis, P.; Christiani, D.

    2008-12-01

    Beijing's severe air pollution has been a major concern for hosting the 29th Olympic Games and Special Olympic Games from August 8 to August 24, 2008. It was generally expected that its air quality in 2008, at least around the period of Olympic Games, would be significantly improved through aggressive government control measures However, it is also expected that the improvement of air quality will not be sustainable due to high economic costs. Thus, the massive temporary improvement of air quality in Beijing metropolitan area induced by direct government intervention will serve as an extremely rare "natural experiment", generating a great contrast in air pollution levels in a short period of time. A ground measurement campaign was conducted to evaluate the variation of airborne particulate matters (PM2.5 and PM10) levels in Beijing from late July to early September of 2008. Satellite aerosol remote sensing data from MISR, MODIS, and OMI during this period were also analyzed to evaluate the spatial distribution of particles in Beijing and surrounding areas. Preliminary analysis indicated that city-wide ground PM10 level in August was 30% lower than that in 2007. During the Olympic Games, PM10 level was nearly 50% lower than the same period in 2007. There are a total of 14 days with daily PM10 concentrations below 50 micrograms per cubic meter, longest since the ground monitoring network was established in 2001. PM2.5 concentrations measured from three research sites showed a similar reduction. Satellite remote sensing data are limited during the Games due to extensive cloud cover. However, existing data in August and September show a substantial regional reduction of aerosol optical depth. In conclusion, the pollution control measures effectively improved the air quality in Beijing and provided insight on how the Chinese government may mitigate air pollution in many of its large cities.

  17. Pragmatism, Pedagogy, and Community Service Learning

    ERIC Educational Resources Information Center

    Yoder, Scot D.

    2016-01-01

    In this paper I explore Goodwin Liu's proposal to ground the pedagogy of service-learning in the epistemology of pragmatism from the perspective of a reflective practitioner. I review Liu's epistemology and his claim that from within it three features common to service-learning--community, diversity, and engagement--become pedagogical virtues. I…

  18. Scaling Critical Pedagogy in Higher Education

    ERIC Educational Resources Information Center

    Martin, Gregory

    2017-01-01

    Across the globe, neoliberal reforms have produced effects in the higher education sector that are multiple, convergent and embodied or performed. In this context, a growing number of activist-scholars, from a range of disciplines, have explored the role of critical pedagogy within the space of the classroom. Yet, persistent critiques and…

  19. Academics' Teacher Identities, Authenticity and Pedagogy

    ERIC Educational Resources Information Center

    Kreber, Carolin

    2010-01-01

    Nine academics participated in semi-structured interviews to explore possible linkages between their teacher identities and the pedagogies they employ. A content analysis of the interviews was performed to gain insight into the factors playing a role in how academics define themselves as teachers, the larger educational goals they espouse and the…

  20. Maximizing PEDAGOGY for Secondary Co-Teachers

    ERIC Educational Resources Information Center

    Brawand, Anne; King-Sears, Margaret E.

    2017-01-01

    Student understanding of content can be dependent on the pedagogies that co-teachers plan and implement, regardless of which co-teaching model they use. However, when co-teachers vary instruction using different co-teaching models, secondary students with and without disabilities have more opportunities to take advantage of having two teachers and…