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With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a six-dimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.  相似文献   
123.
Critical thinking and skills in defining problems have been among the goals of a computers and society course that had its credits reduced and student number increased. In an attempt to prevent worsening the students' learning, four measures were taken. The results actually improved from a failure rate of 21.5% to 0.7%. This was mainly due to tighter project structure and additional student work. Reduced course material and improved teacher preparation did not seem to have any effect, while more focused project teaching may have contributed to the decreased failure rate. Further improvements may be gained through time estimation in the problem definition process.  相似文献   
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Electronic games are popular and many children spend much time on this activity. Here we investigate whether the quantity of time children spend on gaming is related to their social development, making this the first study to examine this relationship in children. We examine prospective relations between time spent gaming and social competence in a community sample of Norwegian 6 year olds (n = 873) followed up at ages 8, 10, and 12, controlling for socioeconomic status, body mass index, and time spent gaming together with friends. Results revealed that greater social competence at both 8 and 10 years predicted less gaming 2 years later and that more age-10 gaming predicted less social competence at age 12 but only among girls.  相似文献   
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This paper draws on social network theory to develop a model of regional cluster performance. We suggest that high performing regional clusters are underpinned by (1) network strength and (2) network openness, but that the effects of these on the performance of a cluster as a whole are moderated by environmental uncertainty. Specifically, the positive effects of network openness on cluster performance tend to increase as environmental uncertainty increases, while the positive effects of network strength on cluster performance tend to decrease as environmental uncertainty increases. Our findings have theoretical and practical implications for social network research in general, and cluster research in particular.  相似文献   
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In this paper, we analyze and compare two didactical designs for introducing primary school pupils to proportional reasoning in the context of plane polygons. One of them is well-documented in the literature; the other one is based on our own data and is accordingly presented and discussed in more detail in this paper. The two designs come from different cultural and intellectual environments: lesson study in Japan (implicitly based on the “open approach method”) and “didactical engineering” in France (based on the theory of didactical situations). The general aim of our paper is to compare these two environments and their approaches to didactical design, basing our discussion on the concrete designs mentioned above. Clear differences among them are presented, while we also identify links which hold potential for integrating research and practice.  相似文献   
130.
Securing quality and equity in education: Lessons from PISA   总被引:2,自引:0,他引:2  
Results from PISA show that strong educational performance, and indeed significant improvement over short periods of time, is possible. Whether in Asia (e.g., Japan and Korea), in Europe (e.g., Finland) or in North America (Canada), many countries display strong overall learning outcomes; equally important, they show that poor performance in school does not automatically follow from a disadvantaged socio-economic background. Furthermore, some countries show that educational success can become consistent and predictable, with very little variation in performance across schools. These countries set the goals to which others can aspire. This article sets out some of the key policy levers that are associated with high levels of quality in students’ learning outcomes as well as an equitable distribution of learning opportunities as measured by PISA.  相似文献   
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