Experiential Learning in an Arms Control Simulation
In: PS: political science & politics, Band 41, Heft 2, S. 379-386
ISSN: 0030-8269, 1049-0965
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In: PS: political science & politics, Band 41, Heft 2, S. 379-386
ISSN: 0030-8269, 1049-0965
In: Qualitative report: an online journal dedicated to qualitative research and critical inquiry
ISSN: 1052-0147
In this paper, we describe a case study of an undergraduate course on research methodology, in which lecture was reduced to a minimum and replaced with experiential learning activities. The course design was project-based and spiraled through four phases: a mini-lecture on a given research method, an "early practice" activity, and "reflection on practice" tutor-guided small group collaborations which led to deeper understanding of the given research method. This particular course design constitutes a paradigm shift in comparison to the predominant in Greek higher education didactic pedagogical model. How this paradigm shift was received and experienced by the participating students? In order to get rich insights into the lived experiences of the participants (N=15), we adopted a blended qualitative research approach: thematic analysis combined with students' critical reflections on their experience, aiming to produce a thick description of our intervention. The course design and implementation positioned students and their tutors as knowledgeable actors able to contribute research insights through their transactions.
In: info:eu-repo/grantAgreement/EC/H2020/644187/EU/Realising an Applied Gaming Eco-system/RAGE
In recent years, many researchers have reported positive outcomes and effects from applying computer games to the educational process. The main preconditions for an effective game-based learning process include the presence of high learning interest and the desire to study hard. Therefore, educational game design has to tailor gameplay to the psycho-cognitive abilities, attitudes and skills of an individual player, in order to foster the player's motivation and creativity. To achieve this goal, it is necessary to draw a parallel between learning and playing styles, and to investigate the correlations between these types of constructs. The article presents a new playing style family based on Kolb's experiential learning theory that is appropriate to be used for educational games. This family is composed of four playing styles: Competitor, Dreamer, Logician and Strategist, and corresponds to Honey and Mumford's learning styles. To measure the four playing styles, a 40-item questionnaire was designed. In order to verify the consistency, validity, and reliability of that questionnaire as an accurate tool for recognizing the four suggested player styles, a pilot study was conducted. The article reports the results obtained from the study, along with their analysis and applicability. ; This study is part of the RAGE project. The RAGE project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains.
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In: Planet, Band 15, Heft 1, S. 16-19
ISSN: 1758-3608
In: Europolity: continuity and change in European governance, Band 16, Heft 2
ISSN: 2344-2255
In: Journal of management education: the official publication of the Organizational Behavior Teaching Society, Band 17, Heft 2, S. 260-262
ISSN: 1552-6658
In: Teaching sociology: TS, Band 11, Heft 1, S. 17
ISSN: 1939-862X
In: Exchange: The Organizational Behavior Teaching Journal, Band 4, Heft 3, S. 8-12
In: Georgia State University College of Law, Legal Studies Research Paper No. 2011-27
SSRN
In: Teaching sociology: TS, Band 43, Heft 4, S. 262-276
ISSN: 1939-862X
In this article, we describe a way to encourage students to envision "real utopias" through the Global Village experience at the Heifer Ranch in Arkansas. The Global Village experience introduces participants to issues associated with global hunger, poverty, environmental sustainability, and resource consumption and provides opportunities to experience simulated poverty and resource inequality. Using student journals recorded during the experience and participant observation, we demonstrate how students' learning is enhanced by temporarily living outside their typical comfort zones and closer to the global averages of consumption. We find that the Global Village experience is an effective and unique tool for engaging students in global and transnational issues and for encouraging students to imagine other possible worlds.
In: Journal of social work education: JSWE, Band 49, Heft 4, S. 701-715
ISSN: 2163-5811
In: Studies in Big Data Ser. v.61
In: Children & Schools, Band 13, Heft 1, S. 49-57
ISSN: 1545-682X