In this brilliant new Nova international edition https://bit.ly/978-1-68507-783-9, grabbling with... more In this brilliant new Nova international edition https://bit.ly/978-1-68507-783-9, grabbling with the challenge to write about problem solving paradigm, the authors have worked hard to adopt a thoroughgoing manner to blend diverse theoretical and research advances of problem-solving approaches in a balanced and visible way. Yet, this publication does not only integrate state-of-the art science across action research, metacognition, career development, mathematics, social cognitive learning, personality, and human development explored in industry and education. It further develops avenues for the future of problem-solving as systems thinking and open innovation in science field. Thereby, it gives insightful and practical implications that address many of the most challenging topics that our agency and capacity as problem-solvers might entail. Now and in the time ahead. Don’t pass over this one! Eleni G. Makri, Editor
Learning games for instruction constitute a progressively important, mutually universal challenge... more Learning games for instruction constitute a progressively important, mutually universal challenge for academics, researchers, and software engineers worldwide. Embracing no definite rules for encouraging negotiation, civics, and sustainability game-based learning and agency decisions, this study investigates negotiation/conflict and civics/sustainability-related attributes, as examined through the use of a learning game in a college environment. The author elaborates on the negotiation/conflict and civics/sustainability-related knowledge, attitudes, and skills of 60 Greek non-public college post-graduate students, explored post-gaming, and compared with classroom instruction as part of a negotiation/conflict management module in business psychology sessions in 2019/2020. The findings indicate the integrative negotiation/conflict resolution management and positive civics/sustainable development-associated attitudes of learners post-gaming when compared with lecture instruction. Coope...
This paper explores the findings of a large-scale programming pilot study run as part of the NEWT... more This paper explores the findings of a large-scale programming pilot study run as part of the NEWTON project. The project incorporates game-based learning technique for teaching computer programming topics in three different 3rd level institutions located in two different countries. The research analysis presented in this paper elaborates on post-game evaluation, observation data and feedback gathered from students during the computer programming class sessions. The analysis assesses two educational games (Variable and Loop) across and between the participants of three institutions, in terms of game usability (macro/game-related design), knowledge acquisition and user experience (micro/individual level-associated experience) factors. Significant positive relationships were noticed between game usability, knowledge acquisition and user experience across and between diverse participants. Implications and further research issues are discussed in light of game-based learning
Purpose – The current financial crisis in Greece has redefined the way organizations operate resu... more Purpose – The current financial crisis in Greece has redefined the way organizations operate resulting in a dramatic increase in mergers and acquisitions (M&As). The purpose of this paper is twofold: first to explore, within the M&A context, the main effects of job-related stressors and perceived organizational support (POS) on merger survivors’ ill-health and second to examine the indirect links between these and commitment. Design/methodology/approach – Data were obtained from 140 employees of two merged financial institutions in Greece post-combination. Findings – The results indicated significant direct relationships between work-related stressors and POS and ill-health. As regards the indirect relationships, only the mediation link between organizational support, ill-health and commitment was supported. Practical implications – Implications, limitations and further research issues are discussed in light of the M&A context. Originality/value – The intention is to extend current ...
In recent years, the world economy experienced rapid expansion of ICT sector, with large a number... more In recent years, the world economy experienced rapid expansion of ICT sector, with large a number of positions made available in the job market every year. However, many European countries are suffering from a declined number of students who choose STEM subjects as their future careers. While there are multiple underlying causes, the fact that traditional teaching approaches often fail to deliver STEM knowledge in an easy-to-accept manner, which resulted in poor learning outcomes and hence discouraged students, has its fair share in such crisis. To address such challenge, educators have been experimenting utilizing technology-enhanced learning materials and innovative teaching approaches lately. In this paper, we present a 2D serious game developed for Java Programming, i.e., the NEWTON Loop Game, which targets third-level education. To evaluate the effectiveness of the game in improving students’ learning outcomes, a case study was conducted in National College of Ireland. Before t...
The current paper explores learners’ experience (system’s usability)(macro-features) when the MET... more The current paper explores learners’ experience (system’s usability)(macro-features) when the METALOGUE (Multiperspective Multimodal Dialogue: dialogue system with metacognitive abilities) system (virtual agent) was used to teach metacognitive- and individual-and-community level attitudes and skills (micro-factors) in multi-issue negotiation. The virtual agent is component of the METALOGUE pilot study that was run at the Hellenic Parliament in Greece and developed as part of the EU METALOGUE research project (http://metalogue.eu). METALOGUE project has designed and evaluated its’ multimodal dialogue system including several models (i.e. cognitive, learning, interaction and dialogue management) as exemplified in many modalities such as spoken natural language, facial expressions, body posture and biosensor data. The system played the role of one of the dialogue participants and acted as a tutor guiding multiple users, with its strategic impact expanded upon intelligent virtual enviro...
Metacognitive training reflects knowledge, consideration and control over decision-making and tas... more Metacognitive training reflects knowledge, consideration and control over decision-making and task performance evident in any social and learning context. Interest in understanding the best account of effective (win-win) negotiation emerges in different social and cultural interactions worldwide. The research presented in this paper explores an extended study of metacognitive training system during negotiation using an embodied conversational agent. It elaborates on the findings from the usability evaluation employing 40 adult learners pre- and postinteraction with the system, reporting on the usability and metacognitive, individual- and community-level related attributes. Empirical evidence indicates (a) higher levels of self-efficacy, individual readiness to change and civic action after user-system experience, (b) significant and positive direct associations between self-efficacy, self-regulation, interpersonal and problem-solving skills, individual readiness to change, mastery g...
In this brilliant new Nova international edition https://bit.ly/978-1-68507-783-9, grabbling with... more In this brilliant new Nova international edition https://bit.ly/978-1-68507-783-9, grabbling with the challenge to write about problem solving paradigm, the authors have worked hard to adopt a thoroughgoing manner to blend diverse theoretical and research advances of problem-solving approaches in a balanced and visible way. Yet, this publication does not only integrate state-of-the art science across action research, metacognition, career development, mathematics, social cognitive learning, personality, and human development explored in industry and education. It further develops avenues for the future of problem-solving as systems thinking and open innovation in science field. Thereby, it gives insightful and practical implications that address many of the most challenging topics that our agency and capacity as problem-solvers might entail. Now and in the time ahead. Don’t pass over this one! Eleni G. Makri, Editor
Learning games for instruction constitute a progressively important, mutually universal challenge... more Learning games for instruction constitute a progressively important, mutually universal challenge for academics, researchers, and software engineers worldwide. Embracing no definite rules for encouraging negotiation, civics, and sustainability game-based learning and agency decisions, this study investigates negotiation/conflict and civics/sustainability-related attributes, as examined through the use of a learning game in a college environment. The author elaborates on the negotiation/conflict and civics/sustainability-related knowledge, attitudes, and skills of 60 Greek non-public college post-graduate students, explored post-gaming, and compared with classroom instruction as part of a negotiation/conflict management module in business psychology sessions in 2019/2020. The findings indicate the integrative negotiation/conflict resolution management and positive civics/sustainable development-associated attitudes of learners post-gaming when compared with lecture instruction. Coope...
This paper explores the findings of a large-scale programming pilot study run as part of the NEWT... more This paper explores the findings of a large-scale programming pilot study run as part of the NEWTON project. The project incorporates game-based learning technique for teaching computer programming topics in three different 3rd level institutions located in two different countries. The research analysis presented in this paper elaborates on post-game evaluation, observation data and feedback gathered from students during the computer programming class sessions. The analysis assesses two educational games (Variable and Loop) across and between the participants of three institutions, in terms of game usability (macro/game-related design), knowledge acquisition and user experience (micro/individual level-associated experience) factors. Significant positive relationships were noticed between game usability, knowledge acquisition and user experience across and between diverse participants. Implications and further research issues are discussed in light of game-based learning
Purpose – The current financial crisis in Greece has redefined the way organizations operate resu... more Purpose – The current financial crisis in Greece has redefined the way organizations operate resulting in a dramatic increase in mergers and acquisitions (M&As). The purpose of this paper is twofold: first to explore, within the M&A context, the main effects of job-related stressors and perceived organizational support (POS) on merger survivors’ ill-health and second to examine the indirect links between these and commitment. Design/methodology/approach – Data were obtained from 140 employees of two merged financial institutions in Greece post-combination. Findings – The results indicated significant direct relationships between work-related stressors and POS and ill-health. As regards the indirect relationships, only the mediation link between organizational support, ill-health and commitment was supported. Practical implications – Implications, limitations and further research issues are discussed in light of the M&A context. Originality/value – The intention is to extend current ...
In recent years, the world economy experienced rapid expansion of ICT sector, with large a number... more In recent years, the world economy experienced rapid expansion of ICT sector, with large a number of positions made available in the job market every year. However, many European countries are suffering from a declined number of students who choose STEM subjects as their future careers. While there are multiple underlying causes, the fact that traditional teaching approaches often fail to deliver STEM knowledge in an easy-to-accept manner, which resulted in poor learning outcomes and hence discouraged students, has its fair share in such crisis. To address such challenge, educators have been experimenting utilizing technology-enhanced learning materials and innovative teaching approaches lately. In this paper, we present a 2D serious game developed for Java Programming, i.e., the NEWTON Loop Game, which targets third-level education. To evaluate the effectiveness of the game in improving students’ learning outcomes, a case study was conducted in National College of Ireland. Before t...
The current paper explores learners’ experience (system’s usability)(macro-features) when the MET... more The current paper explores learners’ experience (system’s usability)(macro-features) when the METALOGUE (Multiperspective Multimodal Dialogue: dialogue system with metacognitive abilities) system (virtual agent) was used to teach metacognitive- and individual-and-community level attitudes and skills (micro-factors) in multi-issue negotiation. The virtual agent is component of the METALOGUE pilot study that was run at the Hellenic Parliament in Greece and developed as part of the EU METALOGUE research project (http://metalogue.eu). METALOGUE project has designed and evaluated its’ multimodal dialogue system including several models (i.e. cognitive, learning, interaction and dialogue management) as exemplified in many modalities such as spoken natural language, facial expressions, body posture and biosensor data. The system played the role of one of the dialogue participants and acted as a tutor guiding multiple users, with its strategic impact expanded upon intelligent virtual enviro...
Metacognitive training reflects knowledge, consideration and control over decision-making and tas... more Metacognitive training reflects knowledge, consideration and control over decision-making and task performance evident in any social and learning context. Interest in understanding the best account of effective (win-win) negotiation emerges in different social and cultural interactions worldwide. The research presented in this paper explores an extended study of metacognitive training system during negotiation using an embodied conversational agent. It elaborates on the findings from the usability evaluation employing 40 adult learners pre- and postinteraction with the system, reporting on the usability and metacognitive, individual- and community-level related attributes. Empirical evidence indicates (a) higher levels of self-efficacy, individual readiness to change and civic action after user-system experience, (b) significant and positive direct associations between self-efficacy, self-regulation, interpersonal and problem-solving skills, individual readiness to change, mastery g...
In this brilliant new Nova international edition https://bit.ly/978-1-68507-783-9, grabbling with... more In this brilliant new Nova international edition https://bit.ly/978-1-68507-783-9, grabbling with the challenge to write about problem solving paradigm, the authors have worked hard to adopt a thoroughgoing manner to blend diverse theoretical and research advances of problem-solving approaches in a balanced and visible way. Yet, this publication does not only integrate state-of-the art science across action research, metacognition, career development, mathematics, social cognitive learning, personality, and human development explored in industry and education. It further develops avenues for the future of problem-solving as systems thinking and open innovation in science field. Thereby, it gives insightful and practical implications that address many of the most challenging topics that our agency and capacity as problem-solvers might entail. Now and in the time ahead.
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Eleni G. Makri, Editor