Browsing by Author "Nussbaum, M."
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- ItemDesign guidelines for Classroom Multiplayer Presential Games (CMPG)(PERGAMON-ELSEVIER SCIENCE LTD, 2011) Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L.In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize guidelines for the design of CMPGs. To develop these guidelines we used a three-step process: evaluating an initial implementation of a CMPG and finding its problems; defining guidelines that can help overcome these problems; and redesigning the game based on the guidelines before testing it in a real class scenario to assess how helpful the guidelines were in solving the initial problems.
- ItemLearning to collaborate by collaborating: a face-to-face collaborative activity for measuring and learning basics about teamwork(WILEY, 2009) Cortez, C.; Nussbaum, M.; Woywood, G.; Aravena, R.In today's fast-changing business environment, teams have emerged as a requirement for business success. However, in schools and universities, students are usually not taught teamwork skills. In this paper, we introduce learning to collaborate by collaborating, a process that enables collaboration and teamwork skills to be taught and measured through face-to-face collaborative work and class-wide activities supported by wirelessly connected hand-held devices. Following a description of learning to collaborate by collaborating, we present an experimental study whose results demonstrate that participants in the process displayed improved teamwork performance. We conclude that it is possible to effectively teach collaboration skills through the use of immediate feedback provided by a supporting technology.
- ItemOne Mouse per Child: interpersonal computer for individual arithmetic practice(WILEY, 2012) Alcoholado, C.; Nussbaum, M.; Tagle, A.; Gomez, F.; Denardin, F.; Susaeta, H.; Villalta, M.; Toyama, K.Single Display Groupware (SDG) allows multiple people in the same physical space to interact simultaneously over a single communal display through individual input devices that work on the same machine. The aim of this paper is to show how SDG can be used to improve the way resources are used in schools, allowing students to work simultaneously on individual problems at a shared display, and achieve personalized learning with individual feedback within different cultural contexts. We used computational fluency to apply our concept of One Mouse per Child. It consists of a participatory approach that makes use of personal feedback on an interpersonal computer for the whole classroom. This allows for N simultaneous intelligent tutoring systems, where each child advances at his or her own pace, both within a lecture and throughout the curricular units. Each student must solve a series of mathematical exercises, generated according to his or her performance through a set of pedagogical rules incorporated into the system. In this process, the teacher has an active mediating role, intervening when students require attention. Two exploratory studies were performed. The first study was a multicultural experience between two such distanced socio-economic realities as Chile and India. It showed us that even in different environmental conditions, it is possible to implement this technology with minimal equipment (i.e. a computer, a projector, and one mouse per child). The second study was carried out in a third grade class in a low-income school in Santiago de Chile. The students were asked to solve mainly addition exercises. We established statistically relevant results and observed that the software proved most beneficial for the students with the lowest initial results. This happens because the system adapts to the students' needs, reinforcing the content they most need to work on, thus generating a personalized learning process.
- ItemTeaching competencies for technology integration in the classroom(WILEY, 2009) Guzman, A.; Nussbaum, M.P>There is growing interest in the integration of technology into the classroom. A range of initiatives have been launched to develop in-service teacher training processes that will strengthen this integration. In the present paper, we systematize the findings of a large selection of studies on this topic, focusing on domains and competencies linked to teacher training propositions for technology integration. Our main result is the presentation of six such domains that have been proposed in the existing literature: instrumental/technological, pedagogical/curricular, didactic/methodological, evaluative/investigative, communicational/relational and personal/attitudinal. A set of teaching competencies for each domain is also identified. These domains and competencies together form the bases for creating a technology integration training model.