11 results on '"Nadolski, Rob"'
Search Results
2. Serious Game in Introductory Psychology for Professional Awareness: Optimal Learner Control and Authenticity
- Author
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Hummel, Hans G. K., Nadolski, Rob J., Eshuis, Jannes, Slootmaker, Aad, and Storm, Jeroen
- Abstract
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and authenticity. We compared professional awareness and perceived authenticity for the old (without game, n = 130) and new course (with game, n = 197) by administering pre- and post-questionnaires. Participants were allocated to game variants, differing in freedom of assignment order (less or more learner control) and number of sources available (less or more authentic). We computer logged their game actions, and asked them additional questions about gameplay that concerned aspects like motivation, flow, performance, learnability and usability. Both courses improved professional awareness (knowledge gains of 4% for the old and 12% for the new course), but only in the new course with mini-games this was significant. Students evaluated gameplay and their content as "more than sufficient" to "good." A free order of assignments was found to produce more effective (in-game) performance, and the provision of more sources was found to improve learnability, authentic learning and appreciations of gameplay.
- Published
- 2021
- Full Text
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3. Architectures for Developing Multiuser, Immersive Learning Scenarios
- Author
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Nadolski, Rob J., Hummel, Hans G. K., Slootmaker, Aad, and van der Vegt, Wim
- Abstract
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often inadequately tuned for learning. First, this study aims to identify architectures that more effectively support the development of multiuser immersive learning scenarios. Second, this study takes up the challenge to define and assemble more flexible architectures that cater for fast and easy development, which will become important in the current period of economic breakdown. Third, this study describes how such architectures should enable research into guidelines for multiuser immersive learning scenario design and development. This study outlines a method for defining and setting up such architectures by using experts and existing literature. (Contains 2 tables and 5 figures.)
- Published
- 2012
- Full Text
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4. Effects of the ISIS Recommender System for Navigation Support in Self-Organised Learning Networks
- Author
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Drachsler, Hendrik, Hummel, Hans, van den Berg, Bert, Eshuis, Jannes, Waterink, Wim, Nadolski, Rob, Berlanga, Adriana, Boers, Nanda, and Koper, Rob
- Abstract
The need to support users of the Internet with the selection of information is becoming more important. Learners in complex, self-organising Learning Networks have similar problems and need guidance to find and select most suitable learning activities, in order to attain their lifelong learning goals in the most efficient way. Several research questions regarding efficiency and effectiveness deal with adequate navigation support through recommender systems. To answer some of these questions an experiment was set up within an Introduction Psychology course of the Open University of the Netherlands. Around 250 students participated in this study and were monitored over an experimental period of four months. All were provided the same course materials, but only half of them were supported with a personalised recommender system. This study examined the effects of the navigation support on the completion of learning activities (effectiveness), needed time to comply them (efficiency), actual use of and satisfaction with the system, and the variety of learning paths. The recommender system positively influenced all measures, by having significant effects on efficiency, satisfaction and variety. (Contains 7 figures and 4 tables.)
- Published
- 2009
5. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education
- Author
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Nadolski, Rob J., Hummel, Hans G. K., van den Brink, Henk J., Hoefakker, Ruud E., Slootmaker, Aad, Kurvers, Hub J., and Storm, Jeroen
- Abstract
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied to serious games. Developing effective serious games in an efficient way requires a specific approach and tool set. This article describes the EMERGO methodology and generic toolkit for developing and delivering scenario-based serious games that are aimed at the acquisition of complex cognitive skills in higher education. Preliminary evaluation results with case developers using the EMERGO methodology and toolkit and with learners using EMERGO cases are presented. (Contains 4 figures and 5 tables.)
- Published
- 2008
- Full Text
- View/download PDF
6. Process Support in Learning Tasks for Acquiring Complex Cognitive Skills in the Domain of Law
- Author
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Nadolski, Rob J., Kirschner, Paul A., and van Merrienboer, Jeroen J. G.
- Abstract
Whole tasks for acquiring complex skills are often too difficult for novices. To solve this problem, "process support" divides the problem solving into phases, offers driving questions, and provides feedback. A multimedia program was used to teach sophomore law students ("N"=82) to prepare and carry out a plea. In a randomised 2x2 design with the factors number of phases and availability of driving questions, students solving a task with fewer phases performed better and more efficiently than students exposed to more phases. Also, students receiving driving questions performed better, although not more efficiently than students not receiving such questions. The results indicate that whole tasks should be accompanied by process support, although task characteristics might restrict the benefits of driving questions in this support.
- Published
- 2006
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7. Optimizing The Number Of Steps In Learning Tasks For Complex Skills
- Author
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Nadolski, Rob J., Kirschner, Paul A., and van Merrienboer, Jeroen J.G
- Abstract
Background: Carrying out whole tasks is often too difficult for novice learners attempting to acquire complex skills. The common solution is to split up the tasks into a number of smaller steps. The number of steps must be optimized for efficient and effective learning. Aim: The aim of the study is to investigate the relation between the number of steps provided to learners and the quality of their learning of complex skills. It is hypothesized that students receiving an optimized number of steps will learn better than those receiving either the whole task in only one step or those receiving a large number of steps. Sample: Participants were 35 sophomore law students studying at Dutch universities, mean age = 22.8 years (SD = 3.5), 63% were female. Method: Participants were randomly assigned to 1 of 3 computer-delivered versions of a multimedia programme on how to prepare and carry out a law plea. The versions differed only in the number of learning steps provided. Videotaped plea-performance results were determined, various related learning measures were acquired and all computer actions were logged and analyzed. Results: Participants exposed to an intermediate (i.e. optimized) number of steps outperformed all others on the compulsory learning task. No differences in performance on a transfer task were found. A high number of steps proved to be less efficient for carrying out the learning task. Conclusions: An intermediate number of steps is the most effective, proving that the number of steps can be optimized for improving learning.
- Published
- 2005
- Full Text
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8. Facilitating Peer Interaction Regulation in Online Settings: The Role of Social Presence, Social Space and Sociability.
- Author
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Vrieling-Teunter, Emmy, Henderikx, Maartje, Nadolski, Rob, and Kreijns, Karel
- Subjects
SOCIABILITY ,SOCIAL interaction ,SOCIAL space ,STUDENT attitudes ,COLLEGE curriculum ,COURSEWARE - Abstract
A plethora of studies stress students' self-regulated learning (SRL) skills to be conditional for successful learning in school and beyond. In general, self-regulated learners are actively engaged in constructing their own understanding also including the regulation of contextual features in the environment. Within the contextual features, the regulation of peer interaction is necessary, because college courses increasingly require peer learning. This goes along with the increasing interest for online learning settings, due in no small part to the recent COVID-19 pandemic. In the present study we explore how social presence (i.e., the degree to which the other person is perceived as physical "real"), social space (i.e., trust building between peers) and sociability (i.e., the degree to which the virtual learning environment supports social presence and social space) are essential elements in the regulation of online peer interaction. To shed light in this matter, higher education students were qualitatively followed for 1 year in an online academic writing course by using retrospective interviews (n = 7) and reflective questions (n = 62). Additionally, for social presence, students' perceptions were quantitatively measured with a validated questionnaire (n = 41). The results show that the planning phase is the most important phase for supporting students' social presence because that is where the regulation of peer interaction becomes important. The sociability has an important role here as well becoming less prominent further on in the self-regulation process. In the SRL follow-up phases, students look for other ways to increase their social presence and social space in order to shape the regulation of peer interaction from a position of trust. In the evaluation phase, students are aware of the importance of social presence but less of social space for the regulation of peer interaction. We conclude with some design principles to facilitate students' regulation of peer interaction in online settings. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
9. Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.
- Author
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Hauge, Jannicke Baalsrud, Bellotti, Francesco, Nadolski, Rob, Kickmeier‐Rust, Michael, Berta, Riccardo, and Carvalho, Maira
- Subjects
HIGHER education ,COVID-19 pandemic ,EDUCATIONAL games ,BUSINESS education ,CURRICULUM - Abstract
The deployment rate of serious games (SGs) in higher education (HE) and their proper insertion in meaningful curricula isstill quite low. There is a lack of papers in literature describing deployment of SGs for HE in detail, critically showing educational benefits, and providing guidelines and best practices on their use. With the present work, we intend to make a first step in this direction, by reporting our experience in using state of the art managerial SGs in MSc Engineering/business courses in four different European universities. In order to describe and analyse the educational characteristics and effectiveness of each game, we propose to use two models that we have straightforwardly extracted from two major pedagogical paradigms: the Bloom’s revised cognitive learning goals taxonomy and the Kolb’s experiential learning cycle. Based on our experience in developing the SG‐based courses, we also propose a set of lessons and practices that we believe could be of interest to incentivize and better support deployment of SGs in HE courses. [ABSTRACT FROM AUTHOR]
- Published
- 2021
10. Mini Games for Professional Awareness in Introductory Psychology.
- Author
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Hummel, Hans, Nadolski, Rob, Eshuis, Jannes, and Slootmaker, Aad
- Subjects
GAMIFICATION ,PSYCHOLOGICAL techniques ,EDUCATIONAL computer games ,PROFESSIONAL education ,ACTIVE learning ,HIGHER education ,COMPUTER software - Abstract
Main problems with the current course Introduction to Psychology in our university is that students consider the content as too theoretical and insufficient in providing professional practice. Potential solutions are expected to come from mini-games that have proven to enable more active and contextualized learning. In the context of course revision, the developmental research project that feeds this paper entails the design, development and evaluation of such mini-games. In this short paper on work in progress we argue why and describe how these mini-games provide students with practical, rich and safe learning environments as well as active engagement with study specialisations and career profiles (section 1). Of core importance to our design approach is to develop an overarching pedagogical scenario that connects authentic cases from practice to learning activities in education which can be represented through mini-games. At the basis of our game play lies a multi-facetted problem family that is to be analysed and treated from the four main psychological perspectives that are offered as specialisations in our Master program Psychology. Competences practiced through practical assignments within the game (planned are about 16 mini-games that will each take 1-2 hours) are how to communicate with patients, how to conduct tests and therapies in actual practice, how to build and analyse client files, how to deal with practical dilemmas, useless information and unexpected events, amongst others. Besides describing the game design (section 2), this paper presents the experimental research design (section 3). For both effectiveness and cost-efficiency reasons, we intend to answer two research questions that appear to be relevant for advancing our knowledge about serious gaming in education by comparing experimental variants of mini-games on their learning effect: Does the inclusion of more active learning foster improved professional awareness?; and Does the inclusion of more situated knowledge foster improved professional awareness? At the time of the ECGBL2016 conference first prototypes of the mini-games will be available for demonstration and discussion. [ABSTRACT FROM AUTHOR]
- Published
- 2016
11. Deploying Serious Games for Management in Higher Education: Lessons Learned and Good Practices.
- Author
-
Hauge, Jannicke Baalsrud, Bellotti, Francesco, Nadolski, Rob, Kickmeier‐Rust, Michael, Berta, Riccardo, and Carvalho, Maira
- Subjects
EDUCATIONAL games ,HIGHER education ,COGNITIVE learning ,INDUSTRIAL management ,INVESTMENT management - Abstract
The deployment rate of serious games (SGs) in higher education (HE) and their proper insertion in meaningful curricula isstill quite low. There is a lack of papers in literature describing deployment of SGs for HE in detail, critically showing educational benefits, and providing guidelines and best practices on their use. With the present work, we intend to make a first step in this direction, by reporting our experience in using state of the art managerial SGs in MSc Engineering/business courses in four different European universities. In order to describe and analyse the educational characteristics and effectiveness of each game, we propose to use two models that we have straightforwardly extracted from two major pedagogical paradigms: the Bloom’s revised cognitive learning goals taxonomy and the Kolb’s experiential learning cycle. Based on our experience in developing the SG‐based courses, we also propose a set of lessons and practices that we believe could be of interest to incentivize and better support deployment of SGs in HE courses. [ABSTRACT FROM AUTHOR]
- Published
- 2013
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