Résumé IA · arXiv: 1812.11828v1 · physics.ed-ph
Modèles de jeux sérieux collaboratifs et mobiles
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This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational gamification, and learning through game creation. Educational serious games are digital games that support learning objectives. Gamification is defined as the use of "game design elements and game thinking in a non-gaming context" (Deterding et al. 2011, p. 13). Educational gamification is not developed through a digital game but includes game elements for supporting the learning objectives. Learning through game creation is focused on the process of design…
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The present text provides a short, non-technical account of some historical and educational background and, based on this, of the rationale of the use of mobile devices in physics education.
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In the modern world in the conditions of informatization of society and high level of competition at the labor-market the problem of preparation of specialists appears to the use of modern information and of communication technologies. Modern higher educational establishment must become the core of innovative education with problem preparation of specialists of new generation. Especially it touches preparation professionally of competent teachers, capable easily to adapt oneself in a modern educational environment, be competitive in the conditions of modern labor-market. Purpose. To highlight the definition of mobile information and educational environment of higher educational institution. …
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Teachers' response to the real-time needs of diverse learners in the classroom is important for each learner's success. Teachers who give differentiated instruction (DI) provide pertinent support to each student and acknowledge their differences in learning style and pace. However, due to the already complex and intensive routines in classrooms, it is demanding and time-consuming for teachers to implement DI on-the-spot. This study aims to explore how to ease teachers' classroom differentiation by enabling effortless, low-threshold student-teacher communications through a peripheral interactive system. Namely, we present a six-week study, in which we iteratively co-designed and field-tested …
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This is a report on a qualitative study of students' learning where a physics computer simulation session is used to supplement lectures on the topic. Drawing on phenomenography as the analytical framework, the students' learning-focuses were analysed. The result is a description of four distinctly different learning-focuses that emerged when the students involved in the study interacted with the computer simulations. These learning-focuses were then analysed in terms of the level of interaction, the nature of physics knowledge and views of learning experienced by the students. These results were then used to identify advantages and disadvantages of learning through interaction with simulati…
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