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Uyendt (*-*)

http://www.myfriv.net - 0 views

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    Sara's Cooking Class: Meatloaf Friv Games : Indulge your tastebuds with this adept meatloaf!. The best site of flash Games from friv.com, Choise a Friv game you like and play right now at MyFriv.Net
anonymous

Ddraig Goch Blog - The Musings of a Welsh Dragon!: Diigo Tags 09/15/2008 - 0 views

  • From Mr. “A” to Mr. “Z”A new US edubloggertags: mr
    • anonymous
       
      i am just practicing...also...a guy in UK read my blog...i wonder what his avatars name is...anyone...anyone...
Eloise Pasteur

Clark Aldrich's Style Guide for Serious Games and Simulations: Techniques for grading s... - 0 views

  • Techniques for grading student performance in a simulation In most cases, professors need to grade the performance of a student in a simulation for the experience to be considered official. While ultimately this grading is probably just as arbitrary as grading a paper, at least grading a paper has the benefit of history on its side.
  • Write a paper about the experience in the simulation.
  • Keep a journal during the experience.
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  • Play a simulation well/complete the simulation.
  • Time spent in simulation.
  • Modify the simulation.
  • Different approaches.
  • The importance of doing this wellI am hesitant to call for any standards in this area (and doubt anyone would listen to me if I did). I recognize we are still in a time of deliberate mutation -- we need to try a lot and see what works. However, simulations will not be taken seriously in a formal learning environment until there is consensus on the issue of grading.
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    How do we mark students' work?
Eloise Pasteur

Research Article: A Second Life PCR lab evaluation - 1 views

  • This study examines students’ reactions to the virtual biosciences laboratory developed in Second Life® (SL) at the University of East London. Final year undergraduates and masters students studying biotechnology took part in a trial of a virtual Polymerase Chain Reaction (PCR) experiment in Second Life and evaluated their experience by anonymous questionnaire. Learning gains were measured at various points during the study using pre- and post-tests, and interaction with demonstrators was monitored and compared during the real life (RL) practical. Both groups showed a significant increase in learning gain over the pre- and post-tests, although no difference in gains between the two groups was detected. However, students who conducted the PCR experiment in SL required significantly less demonstrator assistance during the subsequent RL practical. The SL practical was well received by students, with 92% of participants reporting that they would like to use the system again and many requesting other experiments to be made available in this manner in the future.
  • The aim of this study was to determine whether conducting the PCR experiment in the virtual world of Second Life produced similar learning gains to those observed in the physical world laboratory and to see if working in the Virtual Lab enhanced students understanding of the experiment. The student perceptions of the Virtual Lab as a teaching mechanism and the perceived impact on their learning was examined through questionnaires.
  • The SL group completed a pre(virtual) Lab quiz and then individually registered for Second Life to create an avatar under instructor supervision. Each student completed some orientation exercises on UEL Island to become adequately skilled in using the Second Life environment (e.g. flying, putting on clothing etc.). The student avatars then met in the Virtual Lab to perform the PCR experiment. This was initially demonstrated by a member of staff before each student completed the virtual experiment themselves. Throughout this teaching session the students received face to face and virtual communication from their instructor.
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  • Participants in both groups then completed the physical world PCR practical individually in the laboratory. During the physical world practical the number of questions asked of staff and demonstrators by students in each group was recorded. After the real-world practical all participants completed the in-class quiz once again as a measure of overall learning gain.
  • Pre-, mid- and post-tests were used to examine the learning gains seen in the students at each stage of the teaching process. The learning gains of each group at the three stages of testing are illustrated in Figure 2. Using a mixed (or split-plot) ANOVA there were found to be no significant difference between the learning gains achieved by the SL and non-SL groups, with both groups achieving the same mean increase in test score between the pre and post tests. Interestingly however, there was a significant difference between the scores achieved by students in the SL and non-SL groups overall (p<0.001), with the initial average pre-test score of the SL group being significantly higher than the initial average pre-test score for the non-SL group. Quiz scores increased significantly across the study for students in both groups (p<0.001).
  • The number of questions asked by students during the physical world laboratory practical was recorded for the non-SL and SL groups. As can be seen in Figure 3, the non-SL group (Demonstration) asked significantly more questions (p<0.001) during the practical than the SL group. Furthermore, the staff supporting the practical sessions reported the SL group students to be more organised in their conduct during the class and appeared to take less time to complete the task.
  • Overall, satisfaction with the Virtual Lab was high. Ninety-two percent of respondents said they would use Second Life again and many had commented during the teaching session that they would like to see other experiments in the Virtual Lab. There were no significant differences in opinion between the sexes and between those who are re-sitting the module (11 students) and those that were not. Students who had already completed one Semester of the course joining the programme in October 2008 (21 students) found the in world instructions on how to complete the Virtual Lab experiment more useful than those (29 students) who started in Semester B, February 2009 (p<0.05).
  • A moderate negative correlation was found between age and overall satisfaction (r= -0.54, p<0.001). Younger students were generally more satisfied with Second Life than older students.
  • Those who had used Second Life before the study (16 out of 50 students) differed significantly in their expectation of in-world feedback whilst undertaking the Virtual PCR experiment from those who had no prior Second Life experience (p<0.05). Of the 16 students that had used SL before 6 students answered Q11 of the questionnaire (Table 1) with 3 or lower while only 4 students out of the 34 who had not used SL before answered Q11 in this way. Those who had used Second Life before thought that they had not received sufficient feedback during the experiment.
Owen Avery

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HR Management System | Smart Books - 0 views

  • HR Management System
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  • Book keeping & Statement of Accounts
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    Book keeping & Statement of Accounts General ledger Credit Limit monitoring and control Accounts Receivables and Accounts Payable Automatic, Manual and User-defined voucher numbering Classification of Account Heads / Chart of Accounts Bird's eye View of Accounts Aging Analysis
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