scholarly journals Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence

2020 ◽  
Vol 10 (9) ◽  
pp. 213
Author(s):  
José Carlos Piñero Charlo

The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism, curricular alternative proposals that have focused attention on the learning process (rather than in the teaching one) have been developed. Recently, game-based learning has been developed as a problem-based learning methodology, able to achieve a deeper implication of the students. In line with this approach, the main scope of this paper is to provide evidence of the learning process in game-based learning environments. To do this, student teachers have designed an educational escape room that fits curricular learning outcomes. This manuscript reports on an educational escape room experience that was implemented in three different Primary Education Schools (total student population of 117 students, while here we present a fragment of 5 participants). In order to evaluate the development of certain knowledge, a transcribed fragment is presented and analyzed. In the reported experience, evidence of learning processes and horizontal mathematization are reported in the frame of an educational escape room. This constitutes an evidence of learning processes in gamified environments.

2019 ◽  
Vol 5 (1) ◽  
pp. 35-42
Author(s):  
Erma Yenis

Abstractlearning process  good teaching  can create a situation that allows children to learn, so that is the starting point of the success of teaching. The low quality of education depends on the management of the teaching and learning process which can be interpreted as being less effective in the teaching and learning process, the causes: (1) Low learning activities, (2) Inadequate facilities and infrastructure. The case in Solok City Middle School, the low level of student learning activities allegedly influenced the low student learning outcomes. Based on observations on class VIII A which included the superior class had not yet achieved the desired completeness, the class with the least completeness was class VIII B which was 33.33% with KKM 65 criteria. Seeing this reality, teachers were required to motivate students and foster enthusiasm student learning. Therefore, to foster students' enthusiasm for learning, the author tries to apply student learning activities through discussion methods in small groups.Keywords: Learning, discussion AbstrakProses belajar mengajar yang baik dapat menciptakan situasi yang mmemungkinkan anak belajar, sehingga merupakan titik awal keberhasilan pengajaran. Rendahnya mutu pendidikan tergantung pada pengelolaan proses belajar mengajar yang dapat diartikan kurang efektifnya proses belajar mengajar, penyebabnya: (1) Rendahnya aktifitas belajar,  (2) Sarana dan prasarana yang belum memadai. Kasus pada SMP Negeri % Kota Solok rendahnya aktifitas belajar siswa diduga berpengaruh terhadap rendahnya hasil belajar siswa. Berdasarkan pengamatanpada  kelas VIII A yang termasuk kelas unggul belum mencapai ketuntasan yang di inginkan, sedangkan kelas yang paling sedikit ketuntasannya adalah kelas VIII B yaitu sebanyak 33,33 % dengan kriterian KKM 65. Melihat kenyataan tersebut, guru dituntut untuk dapat memotivasi siswa dan menumbuhkan semangat belajar siswa. Karena itu, untuk menumbuhkan semangat belajar siswa, penulis mencoba untuk menerapkan aktivitas belajar siswa melalui metode diskusi dalam kelompok kecil. Kata kunci: Pembelajaran, diskusi


2021 ◽  
Vol 12 (1) ◽  
pp. 229-236
Author(s):  
Tri Yuni Hendrowati ◽  
Rahma Faelasofi

The COVID-19 pandemic requires the learning process to take place online, this has an impact on teachers who are required to creatively innovate unusual learning processes. This research aims to determine the difference in the average learning outcomes of students during online learning between the application of learning videos before and after receiving the learning video intervention treatment. The research instrument used was a test of statistics material. The learning outcomes test data obtained were processed by paired t-test. This research found that there was a difference in the average learning outcomes of students before and after the application of learning videos. The application of learning videos provides better learning outcomes than before using learning videos.


2018 ◽  
Vol 2 (2) ◽  
pp. 127 ◽  
Author(s):  
Grace Nathania Clara Sabandar ◽  
Noldy Richard Supit ◽  
Effendy Suryana

During the height of 21<sup>st</sup> Century Learning, educators across the globe are demanded to find ways, methods and techniques to engage modern learners in the learning process. Nowadays, with the simplicity provided by the Internet, it is not as difficult and painful to help with the process. One of the fun ways to educate learners is with games, digital games. Games are usually intended to increase learners’ desire for competition, goal achievement and genuine self-expression, all in the while games are also great to promote interactivity, have a set of rules with a quantifiable result, can be colorful, as well as appealing and extremely realistic. This paper is based on an interactive workshop which was focused in exploring the app, Kahoot!, that claims to provide educators with a chance to create a game-based assessment in different forms, such as multiple-choice questions, jumbled vocabulary, jumbled sentences. Healthy competition and rewarding good ideas provided by Kahoot! app also said to be motivational both to educators and for modern learners. It is expected that through this workshop participants are comfortable and able to incorporate Kahoot! into a variety of learning environments and will have the opportunity to design game-based learning events that can be used in the classroom. Finally, the workshop provided an opportunity for participants to discuss strengths, weaknesses, benefits and challenges in using Kahoot!.


2020 ◽  
Vol 10 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Man-Wai Chu ◽  
Teresa Anne Fowler

The use of computer games in education has been increasing in popularity during the past decade. Game-based learning environments are designed to teach specific knowledge content and skill-based learning outcomes using game elements. One main reason for using game-based learning environments is to increase student motivation and engagement while teaching learning outcomes. Many of the game-based learning environments are designed so that students will reach maximum flow, which is defined as students being so completely immersed in that game that they do not notice that they are learning. These learning environments have been shown to improve many behaviour and cognitive learning outcomes. While game-based learning has many benefits, some educational researchers have indicated that it is often very costly to develop a complex game-based assessment to teach a few learning outcomes. Hence, in some cases it is more beneficial to approach the use of computer games in education using gamification.


PALAPA ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 149-166
Author(s):  
Lalu Moh. Fahri ◽  
Lalu A. Hery Qusyairi

This study aims to provide an overview of students' social interactions in the learning process for instructors and prospective teachers. In this article a number of things will be reviewed, including the meaning of social interaction and learning, forms of social interaction and learning, and interaction relationships with learning. After understanding the interaction in the learning process, instructors and prospective instructors are expected to understand that learning outcomes and learning processes must be balanced so that the educational process leads to the development of attitudes, intellectual intelligence, or the development of children's skills according to their needs.


2019 ◽  
pp. 124-150
Author(s):  
Peggy Hartwick ◽  
Nuket Savaskan Nowlan

This chapter explores perspectives from general learning theories in relation to affordances of 3D virtual learning environments (3DVLEs) in order to substantiate a theoretically informed pedagogical design process. Following this review, the authors describe 3DVLE space and task design used as part of an English for Academic Purpose (EAP) course at a Canadian university. The design process is then contextualized according to a Phillips, McNaught, and Kennedy's (2010, 2012) learning framework called Learning Environment, Learning Processes, and Learning Outcomes (LEPO). The authors share sample tasks and screen shots of the 3DVLE, as well as teacher and designer recommendations for future designs. In conclusion, the authors stress the importance of drawing on multiple learning theories to illuminate the affordances of the space. Further, they call for empirical research that makes use of telemetric data in the assessment of learner interaction in relation to achieving learning outcomes and predicting learner success.


1999 ◽  
Vol 8 (3) ◽  
pp. 293-316 ◽  
Author(s):  
Marilyn C. Salzman ◽  
Chris Dede ◽  
R. Bowen Loftin ◽  
Jim Chen

Designers and evaluators of immersive virtual reality systems have many ideas concerning how virtual reality can facilitate learning. However, we have little information concerning which of virtual reality's features provide the most leverage for enhancing understanding or how to customize those affordances for different learning environments. In part, this reflects the truly complex nature of learning. Features of a learning environment do not act in isolation; other factors such as the concepts or skills to be learned, individual characteristics, the learning experience, and the interaction experience all play a role in shaping the learning process and its outcomes. Through Project Science Space, we have been trying to identify, use, and evaluate immersive virtual reality's affordances as a means to facilitate the mastery of complex, abstract concepts. In doing so, we are beginning to understand the interplay between virtual reality's features and other important factors in shaping the learning process and learning outcomes for this type of material. In this paper, we present a general model that describes how we think these factors work together and discuss some of the lessons we are learning about virtual reality's affordances in the context of this model for complex conceptual learning.


2015 ◽  
Vol 47 (3) ◽  
pp. 136
Author(s):  
Halyna А. Kuchakovska

The article analyzes the approaches of the use of social networks in learning processes of informatics; it has been described the didactical possibility of using social networks during the lecture and practical lessons; the results of the questionnaire of students of specialty "Primary education «about the use of social networks in learning activities and in daily life are presented; statistical analysis of the implementation of network services in the educational process is conducted. It is noted that their popularity among young people can open new ways of realization and methods of their use in the learning process of informatics.


Author(s):  
Matheus Ortega COLA ◽  
Andreia Estela Moreira SOUZA

A genética constitui subárea central da biologia, cuja compreensão é necessária para entendimento e interligação entre diversos conteúdos. Embora os temas de genética estejam presentes em nossa vida cotidiana, a abstração dos conteúdos torna difícil sua assimilação, desmotivando alunos a aprendê-los e professores a ensiná-los. O presente trabalho teve como objetivo aplicar diferentes abordagens metodológicas facilitadoras do processo de ensino e aprendizagem em genética. A pesquisa foi descritiva de campo e quali-quantitativa. A amostra foi composta por 12 alunos do 1º Ano do ensino médio de uma escola estadual e 21 professores da educação básica. Foram formulados jogos, materiais didáticos e aulas práticas. Após a execução das metodologias, foram aplicados pré e pós-testes para verificação da aprendizagem. A partir da análise de dados, observou-se maior porcentagem de acertos nos pós-testes evidenciando que as metodologias aplicadas favoreceram o processo de ensino aprendizagem. Os docentes relataram que genética é a disciplina com maior dificuldade de ensino em biologia e que as limitações para aplicar estratégias diversificadas são o controle da sala, o tempo para preparo da aula e a sua duração. A rotina do professor também faz parte do processo, devendo a educação ser repensada no seu contexto global focando aluno, professor e ambiente escolar, com valorização do magistério, aumento de recursos destinados a escolas e a programas de formação e capacitação docente. A partir deste trabalho, foi possível concluir que a utilização de diferentes metodologias de genética auxilia no processo de aprendizagem e torna as aulas mais atrativas, propiciando gosto pelo aprender.   DIFFERENT METHODOLOGICAL APPROACHES TO GENETICS TEACHING FOR PRIMARY EDUCATION   ABSTRACT Genetics is a biology central subarea, in which its comprehension is necessary to understand and interconnect several subjects. Although the genetics topics are present on a daily basis, the content abstraction makes their understanding difficult, demotivating either students to learn or teachers to teach.  The present paper aims to apply different methodological approaches facilitating the genetics teaching process. It was descriptive, qualitative, and quantitative field research. The sample comprised 12 freshman high school students at a public school, and 21 primary education teachers. Games, didactic material, and practice were developed. After applying the methodologies, pre-tests and post-tests were applied to verify the learning process. Drawing on data analysis, it was observed a higher percentage of success for post-tests, highlighting that the methodologies that were applied benefited the teaching-learning process.  Teachers reported that genetics is the subject with the highest difficulty level when teaching biology, student’s misbehavior in class is a limiting factor for them when applying strategies, as well as the lesson planning, and class duration. Teacher’s routine is also part of the process, education might be re-evaluated in a global context focusing on the student, teachers, and the school environment, teaching appreciation, increase in the resources allocated to schools, and training programs for teachers. In light of this paper, it was possible to conclude that the use of different methodologies to genetics teaching help in the learning-teaching process, making classes more appealing and arousing interest to learn.   Keywords: Genetics. Methodology. Ludic. Practice. Teaching. Learning.


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