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Exploring Customised Learning Experiences: Fostering Diversity Through Game-Based Learning and Technology-Enhanced Cognitive Justice

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Abstract

This chapter investigates the transformative potential of customised learning experiences in the realm of education, particularly through the integration of game-based learning and technology-enhanced cognitive justice. Recognising the imperative to address diversity within educational frameworks, this study aims to explore how cognitive justice framework can facilitate inclusivity, accommodating varied learning styles, cultural backgrounds, and cognitive abilities. Drawing from critical pedagogy, this framework posits that educational technologies should be designed and implemented to address cognitive biases, promote inclusivity, and mitigate disparities in learning outcomes. By leveraging game-based learning methodologies, this chapter problematises the use of game-based learning to challenge and overcome cognitive biases, rather than reinforcing them. It seeks to create engaging and interactive environments that enhance educational outcomes and foster a sense of cognitive justice by ensuring equitable access to knowledge.

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With increasing globalization and twenty-fi rst-century trends such as the personalization and commoditization of technology, individuals are required to refresh and adapt their competencies continuously and keep their knowledge current. The changing environment and the diverse learning needs of individuals require a change in the existing paradigm of engineering education. What is needed is a more fl exible, learner-centric paradigm that, among other things, instills in individuals the habit of being self-directed lifelong learners. The proposed approach to addressing the changing needs of engineering education is based on mass customization. In this chapter, the development of this approach over the last decade is traced. Other foundational principles in this approach include focusing on competency- based learning rather than one-size-fi ts-all content delivery, shifting the role of the instructors to orchestrators of learning, shifting the role of students to active learners, shifting the focus from the lower cognitive levels of learning to the upper levels, creating learning communities, embedding fl exibility in courses, leveraging diversity, making students aware of the learning process, scaffolding, and enabling students to make decisions where all information may not be available. In this chapter, an overview of the implementation of this approach in graduatelevel engineering design courses is presented for courses offered in three different settings, (a) mass customization of content within a single course, (b) mass collaboration of students in distributed settings, and (c) jointly offered cross-institutional courses with distance learning students. The implementation details include technical themes for the different courses, the course architecture (activities and their interdependencies), the assignments, learning modules, team formation, end-of semester deliverables, and self-assessment.
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Technology-based learning environments have become more common. As innovative technology makes it possible to deliver learning materials to students in remote locations, educators must do more than reuse materials designed for face-to-face learning. It is necessary to adapt the design specifically for technology, which requires innovation. One opportunity to innovate design is to integrate game-based learning. The enjoyment factor of video game play makes game-based learning an attractive option to motivate and engage learners of all ages. Gameplay can provide real-world situations to the learning experience, as well as create an opportunity to practice and learn by trial and error. Improvements in technology make creating educational games easy, identifying the need to look closer at how design can influence the way information is processed. In general, using technology in education can overload the working memory, but by applying Sweller’s (Educ Technol Res Dev, 68:1–16, 2020) principles for optimal design in educational technology, these challenges can be minimized. In the case of game-based learning, mechanics can be applied in a manner that can minimize the load. The current body of research for game-based learning design and cognitive load is small and offers little insight to address optimal design. It is the position of this chapter that game-based learning design and mechanics can address Sweller’s (Educ Technol Res Dev, 68:1–16, 2020) principles for optimal design in educational technology. Therefore, game-based learning is a viable resource to promote knowledge development.
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Educational inclusion is a growing challenge faced by the various educational systems in the world. Providing quality education to students who encounter barriers due to physical, cognitive, or psychosocial disabilities is a major stumbling block, according to the Sustainable Development Goals.In the Latin American context, a current area of opportunity is the shortage of didactic resources to support inclusive education for the teaching-learning process of elementary school children. Nevertheless, these resources must be low-cost, engaging, and universally accessible to all students. The use of technology facilitates autonomy and independence during the interaction of students with learning objects and is highly attractive for youth who nowadays are technology natives; then, incorporating technological elements to inclusive didactic resources is a must in today’s classrooms.Previously, we have reported the use of an academic makerspace to promote the involvement of students of engineering and other disciplines in the development of technology-based inclusive didactic resources upon the principles of Universal Design for Learning (UDL). The project initially focused on inclusion for visually impaired students and eventually derived into a continuous social service program called Edumakers for inclusion, which currently extends to three campuses of Tecnologico de Monterrey in Mexico. This program relies on the multi-disciplinary nature of the collaboration between students, which enriches the generation of ideas, development, and final products.This paper reports on the incorporation of radio frequency identification (RFID) technology to create tactile 3D-printed representations of scientific concepts in the form of didactic resources. Using this technology, an RFID reading system was built to identify and respond to specific NFC tags, triggering the reproduction of pre-loaded audio with information about the object to which the tag is attached. To show the incorporation of this concept, we present two examples of the didactic resources we have produced with the RFID technology. They consist of three-dimensional representation of maps of Mexico and the human body’s internal organs. Organs were 3D-printed from curated files found in open-source 3D model repositories, using criteria such as scientific accuracy and appropriateness for educational purposes at the elementary school level. Audios describing the organ’s structure and functioning were elaborated for each organ. Each piece of the featured organs possesses an NFC tag that, when the organ is approximated to the RFID reader, signals the reproduction of the audio.This material sets an example of how the technological basis of RFID allows the generation of a structural set of materials of inclusive nature. In this case, it was applied to elementary school topics, but it can extend to any other subject of varied areas of knowledge. The resulting products can be engaging for any student while they are also accessible to visually impaired users, facilitating teacher’s work. But furthermore, their characteristics also help envisioning a new format of teaching intervention that permits decentralization of the teacher and gives way to more autonomy for students with disabilities. In the near future, as more didactic resources of this type are produced and inserted in UDL-designed didactic sequences, it will be possible to see their effects toward reaching the education goals for all.KeywordsEducational innovationInclusive educationRFID Technology3D printingUDLHigher education
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Diversity, equity, and inclusion (DEI) continue to receive significant attention in higher education across the United States. As such, this chapter defines DEI as establishing a shared, fundamental understanding of each term, identify how these terms are interrelated, and making meaning of each term’s applicability to teaching and learning. In addition to defining DEI in the context of an instructional setting, this chapter discusses and recommends effective pedagogical practices that instructors could use to promote DEI in their classroom setting, regardless, of course, delivery medium (i.e., face-to-face, online, and blended). Naturally, this includes guidance on the design of a student-centered course syllabus as foundational to integrating DEI into an instructional setting. Instructional design strategies and best practices for developing and delivering instruction are identified to promote and cultivate DEI in an instructional environment. DEI is critical to student engagement, motivation, community building, and a sense of belongingness.KeywordsEquityDiversityInclusionTeaching and learningHigher education
Article
This article discusses the problem of applying the adaptive learning system in secondary schools and universities. In this technology, the main place is given to the student, his activities, personal qualities. Special attention is paid to the formation of their reading skills. The use of adaptive learning technology in the educational process is now becoming more common. Adaptive learning is an approach that takes into account the individual abilities and needs of the student as much as possible. The use of adaptive technologies involves the integration of information and pedagogical technologies that ensure the interactivity of the interaction of educational subjects and the productivity of the student's learning activities with the use of new information technologies that ensure adaptation within the educational process. Adaptive educational programs are not a new phenomenon in modern science. The next step in adaptive education was the personalization of educational processes, which was reflected in the creation of individual educational routes and trajectories. Therefore, there is a need for an in-depth study of adaptive learnin
Article
Inclusive mathematics education creates new challenges not only for students but also for teachers. Therefore, the article studies the possibilities of using game technologies in teaching of Mathematics for the 5th grade in an inclusive education. The problems of inclusive education in the UK, Uzbekistan and Kazakhstan are differentiated; the offers and methods used in these countries are studied and analyzed. The research was conducted during the lessons for a 5th grade's learner with special needs studying at home in a rural school. It is aimed at awakening of the desire to education for learners with special needs. Difficulties arising in the teaching of Mathematics are identified, effective teaching technologies are selected, and tasks are systematized. The preparation of tasks in an interesting form with using of innovative technologies, such as game technologies, develops the thinking and creative abilities of the learners has been established. In this study, the pedagogical, psychological, and methodological problems and offers for their solution given in foreign and domestic scientific articles, textbooks were used. The conclusions drawn based on the results obtained are aimed as a methodological recommendation to eliminate the difficulties that teachers faced in teaching mathematics to learners with special needs who are home-schooled in rural areas.
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Multicultural education aims to ensure equality, social justice, and respect for human rights and eliminate all forms of injustice, discrimination, segregation, xenophobia, sexism, prejudice, and stereotypes. Societal concerns such as discrimination, segregation, and stereotypes based on skin color, religion, ethnic origin, language, gender, socioeconomic status, and other factors keep this topic relevant. Addressing these issues should be a top priority for educational systems at all levels across the globe. As technology-mediated education is constantly growing, systematic and comprehensive school reform inevitably includes multicultural education. This chapter discusses the challenges of multicultural education in implementing digital pedagogy and how the use of digital technologies may facilitate multicultural education. Furthermore, this chapter examines how the use of digital technologies may facilitate collaborative learning as a tool for fostering multicultural education.
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Pre-service teachers at Data Immersion ExperienceUnderstanding student data is an important dimension in teaching practice that is linked to improving learning outcomes in the classroom. Navigating and analysing student data on literacy and numeracy skills is an important tool for all teachers in developing high-quality learning tasks and improvements. Specifically, data analysis and interpretation and the resulting modifications to teaching practice are important requirements of teaching excellence. Immersing and guiding pre-service teachers within school-based data- and evidence-driven teaching practices is a critical step in their development. This chapter considers how school-based data and evidence can inform pre-service teachers’ professional knowledge and understanding of student learning. A case study of pre-service teachers’ learning about school-based student data is presented within three Australian secondary schools. Implications for future pre-service teacher development in using school-based data are discussed.KeywordsData literacyPre-service teachersData immersionSchool-based student dataWIL-based data
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This chapter focuses on diversity. It traces diversity to its historical links with issues related to race relations. Using the apartheid experience in South Africa, it shows how diversity was used to construct racism and segregation. It also argues that diversity is more than being about race, ethnicity, and culture, but also includes gender, class, sexual orientation, dis/ability and many other aspects. In noting the broader way in which diversity is viewed, it shows that inclusivity provided a way to delink diversity as referring to race relations. It is also argued that inclusivity implies difference. For a more socially just order in the future, it is shown that viewing difference ontologically and epistemologically may be useful. Diversity when viewed as difference, it is argued, allows for the complexities and pluralities of people's lives to be recognized so that who they are is not essentialized and reduced to a fixed essence that is counter factual. Recognizing the complexities of human beings requires working with difference that allows such complexity to be viewed and appreciated, as central to being human and as always in a state of becoming and development.
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Cooperation and collaboration are two different ways of promoting teamwork. Cooperation occurs when the team members actively participate in achieving the objectives, whereas collaboration happens when each member contributes from his or her discipline of expertise. The main characteristic of teamwork is its collaborative nature. The role of the leader is fundamental in organizations, especially in times of crisis. Therefore, it is essential to encourage the leadership skills of administrative staff using tools such as role-playing. Thus, the objective of this article was to propose a game to promote leadership and collaboration. We used serious games as the methodology, which allows teaching and reinforcing learning entertainingly. The design and application of games help management strategies and create opportunities for innovative education.
Book
The emergence of new technologies and business models such as data analytics, online platforms, and artificial intelligence has shaken the economy and society at their foundations. Recently, it has become apparent that public authorities must take a pro-active role to define the rules of the newly emerged markets before potential issues and concerns cement. How rules are currently written determines who will exert a stronger influence on the economy and society in the coming years. This is a key reason why digital policymakers are currently exposed to tremendous pressure by stakeholders. This book takes a journey through all the main areas in the digital economy that beg for policy action. Readers may learn about the general features of a digital economy and the EU long-term strategic plans to govern it. They may learn about telecom markets, the data economy, the digitization of the public sector, cybersecurity, the platform economy, liability for online content, e-commerce, the sharing economy, the impact of technology on labour markets, digital inequality, disinformation, and artificial intelligence. This book primarily aims to provide students with the background knowledge and analytical tools necessary to understand, analyse, and assess the impact of EU digital policies on the European economy and society. The approach is both theoretical and applied. The main goal is to prepare students to give informed and economically sound advice to an EU policymaker for digital affairs.
Article
The main actor in the learning process is the learner. The concept of “learner” goes beyond the educational level. The new reality in the educational environment presents challenges for the learning process, which mainly concern the adoption of new technologies in that process. The purpose of this commentary is to try to outline the future of education, taking into account the efforts of learners, the needs of the learning process, as well as the advantages and disadvantages of providing knowledge through technology. We argue that education and technology are not two separate vague and autonomous elements that suddenly sprouted into being. Humankind shapes the development of education and contributes to the evolution of technology, its management, and application in education. Diversity in the learning needs of individuals regarding new technologies is the main discussion of this commentary, while the application of social ecology is considered as a necessary element to ensure equality in, and the sustainability of, education. Educational leadership has a key role to play in social ecology. Leadership in education must be supportive and, most importantly, facilitate the liberation of the learning process from the limited and negatively biased perception of different social values.
Article
Indigenous Knowledge Systems (IKS) are referred to differently in different contexts and circumstances. Related conceptions include ‘Traditional Knowledge Systems’ (TKS), ‘Endogenous Knowledge Systems’ (EKS) and ‘Classical Knowledge Systems’ (CKS). A focus on IKS implies an archaeology and re-appropriation of those knowledges that were not allowed to ‘be’, to enhance our human understanding, and develop, protect, and promote them. Most exigent in a decolonised context is the transformative challenge of developing appropriate protocols, codes of conduct, and terms for any dialogue and integration. This paper argues that at a systems level, IKS demands: establishing an ethically sound and ecologically constituted way of thinking; affirming the multiplicity of worlds and forms of life; creating a shared paradigm shift; self-reflexive praxis; becoming critical explorers of human and societal possibilities; establishing new evaluation and appraisal criteria; and a transformation to new futures. Such a transformation recognises cognitive justice as a plurality of ways of knowing.
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The methodology for creating digital games is usually associated with knowledge of game designer who guides strategies to engage players. Therefore, there is a need to structure this process in a model that allows people who want to know more about engagement in digital game to create engaging gaming experiences. As a result of this need, we argue that to develop player engagement processes, a UCD perspective with high levels of UX is necessary. Concepts like players type, UX, Usability, Engagement, Flow, Narrative, Presence, VR, and personas in line with context, can be combined to understand players need. In academic propose, the evaluation methods are essential to validate our decisions and guide the process. The goal of this paper, is to present a model to support the design of educational game, using VR. This model can be useful for students and researchers, that want to create rich game.
Article
Background. With the use of computer-based simulations and games becoming increasingly common in education and organizational contexts for delivering training and instruction, learners are being granted unprecedented control over their learning. This increase in learner control leaves large differences in how learners challenge themselves and explore their learning environments. Learners can benefit from task difficulty, an aspect of challenge, when they are neither overwhelmed nor underwhelmed. The purpose of the present lab study was to test a model of how encouraging learners to challenge themselves with greater task difficulty when practicing a video game could be a “double-edged sword” in terms of their skill-based learning. Method. Using a first-person shooter computer game as the criterion task, 120 undergraduate males were randomly assigned to one of two groups. Half of the participants were encouraged to practice at a difficulty level that matched their skill level, while the other half were encouraged to practice at a difficulty that greatly exceeded their skill. Exploratory behavior was reflected in the variety of weapons used. Results. Findings supported a model of inconsistent mediation predicting that difficulty encouragement instructions would lead to higher selected practice difficulty, which in turn would have positive direct effects on skill transfer yet negative indirect effects through exploratory behavior. Discussion. The present study demonstrated that encouraging learners to practice at high levels of task difficulty is a “double-edged sword.” Although high levels of task difficulty can help in the preparation for future difficulties, it can also undermine exploratory behavior which is an important aspect of the learning process. This research speaks to the potential of encouraging learners to practice under difficult conditions without undermining their learning.
Article
Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the experience of a learner engaging in learning games and to synthesize research on features of story that have demonstrated success in these learning environments. The findings have shown that distributed narrative, intrinsically integrated fantasies, empathetic characters and virtual agents, and adaptiveness or responsivity are four characteristics of game narratives found to be effective. Several learning game analyses were performed to illustrate how these games used narrative to foster greater immersion, engagement, motivation, and learning. Finally, a narrative design strategy for serious games is suggested which integrates the effective narrative features as shown in the example games, along with two analysis frameworks, Game Discourse Analysis and Narrative Centered Informant Design. The findings of this study should provide much-needed insights to designers and researchers who are involved in creating immersive learning environments.
Article
A good teacher is able to customize the lesson to fit the requirements and needs of the learners he or she has in the classroom. This process becomes difficult and expensive in open and distance education, where customization means availability of similar contents, presented in diversified styles. A methodology and the tools to tackle the problem by using automated course compilation have been developed in the 3DE project (Design, Development, and Delivery-Electronic Environment for Educational Multimedia). The work on course customization showed the key role of the authoring process and the related problems. This paper summarizes the methodology and describes the development environment designed to assist authors in the creation of customized educational material. The environment seeks to help teachers/authors understand the relations among pedagogical and technical aspects and provides instructions, guidelines, and assistance for the development of learning-styles-aware material. The paper focuses on the author interface of the environment with details on the pedagogical framework, the authors' guide, the classification guide, and the metadata tool.