The development of intercultural competences has become a prominent goal for many study programs in higher education. A widely used frame to measure intercultural competence is Cultural Intelligence (CQ). While empirical research has focused extensively on the development of CQ by means of (student) mobility and long-term training, the effects of short-format trainings – a more cost-effective intervention that can be provided to a large number of participants – remain understudied. Existing findings are inconclusive, and it remains unclear under which conditions, and for whom, short-format interventions are effective in improving participants’ CQ. We propose that CQ development is contingent upon individual differences in multicultural personality traits (operationalized through the Multicultural Personality Questionnaire, MPQ). More specifically, in this study we investigate (1) whether a short-format (6-hour) training improves CQ among higher education students (n = 108), and (2) whether the development of CQ is moderated by students’ social-perceptual and stress-related MPQ trait scores prior to the training. Using a pre and post-test design we found that across the whole sample, all four facets of the CQ increased after the training. We also found that some social-perceptual traits of the MPQ moderated the development of CQ: Social initiative on Metacognitive CQ, Openmindedness on Cognitive CQ, and Social initiative and Openmindedness on Motivational CQ. Additionally, we did not find a moderator effect of stress-related MPQ traits on the development of Behavioral CQ. Based on our findings, we conclude that multicultural personality influences individuals’ susceptibility to intercultural education, underscoring the importance of individualized approaches in intercultural education.
The research in this dissertation aims to investigate the acquisition of students’ science skills in grades 5 and 6 of primary education in the Netherlands. In most primary science classes, science skills are mainly taught by way of conducting investigations. However, prior research indicates that explicit instruction and separate skills training may be more effective. In this dissertation, four studies are discussed. In the first study, an instructional framework was developed based on a categorization of science skills into thinking skills, science-specific skills and metacognitive skills. This instructional framework was used to develop lessons using systematic instruction aimed at the development of these different skills. The second study describes the development and psychometric quality of the measurement instruments in order to examine the acquisition and transfer of science skills. Two paper-and-pencil tests, three performance assessments and two questionnaires were used for this purpose. In a third study, the effects of two experimental conditions were evaluated, following an experimental pretest-posttest design: a condition with explicit instruction and a condition in which all aspects of explicit instruction were absent. Students in both conditions received an 8-week intervention and were compared to students in a baseline condition who followed their regular science curriculum. The fourth study addresses the use of performance assessments as a diagnostic tool for science teachers. In general, the results indicate that the measurement instruments can be used to reliably measure science skills. Findings also show that explicit instruction facilitates acquisition and transfer of science skills.
MULTIFILE
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.