We investigated to what extent correctional officers were able to apply skills from their self-defence training in reality-based scenarios. Performance of nine self-defence skills were tested in different scenarios at three moments: before starting the self-defence training programme (Pre-test), halfway through (Post-test 1), and after (Post-test 2). Repeated measures analyses showed that performance on skills improved after the self-defence training. For each skill, however, there was a considerable number of correctional officers (range 4–73%) that showed insufficient performance on Post-test 2, indicating that after training they were not able to properly apply their skills in reality-based scenarios. Reality-based scenarios may be used to achieve fidelity in assessment of self-defence skills of correctional officers.Practitioner summary: Self-defence training for correctional officers must be representative for the work field. By including reality-based scenarios in assessment, this study determined that correctional officers were not able to properly apply their learned skills in realistic contexts. Reality-based scenarios seem fit to detect discrepancies between training and the work field. Abbreviations: DJI: Dutch National Agency for Correctional Insitutes; ICC: Intraclass Correlation Coefficient.
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be implemented in serious gaming in a way that assures content validity. The core of the authors’ validation method entails mapping learning activities (as contained in the game scenario) on performance indicators and outputs (as derived from formal attainment levels). They present how they have elaborated and applied the method for an assessment game for ICT managers in secondary vocational education. They describe the procedure and extent to which this assessment is content-valid compared to face-to-face assessment.
LINK
Game-based learning can motivate learners and help them to acquire new knowledge in an active way. However, it is not always clear for learners how to learn effectively and efficiently within game-based learning environments. As metacognition comprises the knowledge and skills that learners employ to plan, monitor, regulate, and evaluate their learning, it plays a key role in improving their learning in general. Thus, if we want learners to become better at learning through game-based learning, we need to investigate how metacognition can be integrated into the design of game-based learning environments.In this paper we introduce a framework that aids designers and researchers to formally specify the design of game-based learning environments encouraging metacognition. With a more formal specification of the metacognitive objectives and the way the training design and game design aims to achieve these goals, we can learn more through analysing and comparing different approaches. The framework consists of design dimensions regarding metacognitive outcomes, metacognitive training, and metacognitive game design. Each design dimension represents two opposing directions for the design of a game-based learning environment that are likely to affect the encouragement of metacognitive awareness within learners. As such, we introduce a formalised method to design, evaluate and compare games addressing metacognition, thus enabling both researchers and designers to create more effective games for learning in the future.
How do learners understand, monitor, and regulate their own learning? A question of metacognition. Improving metacognitive knowledge and skills contributes too learning effectiveness and effiency. The goal of this PhD project is to study in what ways metacognitive training can be supported and facilitated trhough game-based learning.
I-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance. Societal IssueIn the tourism sector occurs skills mismatch between offer and demand. The tourism market presents new needs, such as increasing employability of the tourism workforce. i-DEMO will foster and provide grounds for national and cross-border cooperation in the field of professional competencies.Benefit to societyThe specific objects on i-DEMO are: Enhancing specific skills and competences of DMO professionals and VET students in relation to creative game-based tourism.Designing an innovative and needs-oriented on-line training course “Game-based Tourism”, offered through an online platform, which integrates several sector-specific and transversal skills, including digital, entrepreneurial, and soft skills.Providing DMO professionals and VET students an I-DEMO toolkit to apply gamification and creative strategies in planning innovative and inclusive tourism offer and services. The toolkit includes guidelines and a Visual Virtual Map of EU good practices of creative strategies linked to game-based tourism.Enhancing the replicability potential of project results outside of the partners’ destinations.Collaborating partnersTIMESIS SRL, Italy (Lead Partner); The Phoenicians’ Route – Cultural Route of the Council of Europa based in Italy; Associazione Culturale Tuo Museo, Italy; Pafos Regional Board of Tourism, Cyprus; Stichting Breda University of Applied Sciences, Netherlands; Hellenic Open University, Greece; ACIF – Industrial and Commercial Association of Funchal – Chamber of Commerce and Industry of Madeira (Portugal); Wojewodztwo Kujawsko Pomorskie, Poland.
De toepassing van nieuwe technologie biedt veelbelovende mogelijkheden tot productinnovatie voor opleidings- en trainingsbureaus. Om deze kansen te kunnen benutten dienen zij echter wel toegang hebben tot de benodigde kennis, expertise en faciliteiten. Kleine opleidings- en trainingsbureaus hebben daarom behoefte aan een samenwerkingsverband met kennisinstellingen, om kennis, expertise en faciliteiten te kunnen delen en nieuwe producten en diensten te kunnen ontwikkelen, testen en implementeren. Het doel van dit KIEM-project is om een dergelijk samenwerkingsverband op te zetten in de regio Noord-Nederland. Concreet is ons plan om rondom het Simulation & Game-Based Learning Lab (SiGa-Lab) van NHL Hogeschool een samenwerkingsverband van minimaal 30 kleine bureaus op te zetten. Met dit samenwerkingsverband willen we in 2017/2018: - twee-maandelijkse netwerkbijeenkomsten organiseren met presentaties, demonstraties en showcases van nieuwe technologische toepassingen; - van gedachten wisselen over nieuwe ideeën voor technologie-intensieve producten en diensten op het gebied van opleiding & training; - veelbelovende ideeën uitwerken tot (paper)prototypes; - een RAAK MKB-aanvraag voorbereiden (indien meerdere deelnemers willen investeren in het ontwikkelen van een nieuw product). Dit projectvoorstel is voorbereid door tien bedrijven en instellingen die nu al samenwerken rondom het SiGa-Lab van de NHL: - 8D Games - Friesland Boeit - LDC Business - Maarsingh & Van Steijn - Meridio Talent Sharing - NHL Hogeschool - Stark Learning - Syntax Error - TU Delft - Van Hemmen & Partners De totale kosten van het project bedragen €31.900,00. Het aangevraagde subsidiebedrag is €20.000,00. De co-financiering bedraagt €11.900,00.