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What is ONAAG©

Handbook of Research on Operational Quality Assurance in Higher Education for Life-Long Learning
French acronym of the innovative and learner-centered project “Outil Numérique d’Appui de l’Auto-Formation Guidée ” (Digital Support for Guided Self-Learning) developed by Nuninger (2017) in order to facilitate knowledge acquisition and autonomy, stressing the interest of collaborative work in a secured environment. The core of the pedagogical device is a set of learning activities of gradual complexity synchronized on Moodle, mixing hypertext lecture with educational videos such as recorded video of solutions with iterative whiteboard and voice-over narration for verbalization and anchorage to emphasize reasoning. The focus is put on knowledge (ONAAG-1), but for specific skills in a field, it is complemented by a challenge in a dedicated workspace for case studies. It is built by the editorial chain Topaz (ScenariChain) to develop problem-solving ability and free decision-making (ONAAG-2). The project was supported by the University of Lille from 2014-2017.
Published in Chapter:
Educational Serious Games Enhance Social Intelligence Through Collective Action: Issue of Digital Transition Might Change Paradigms
Walter Nuninger (Université de Lille, France) and Jean-Marie Châtelet (Université de Lille, France)
DOI: 10.4018/978-1-7998-1238-8.ch009
Abstract
Pedagogical serious games sound like up-to-date pedagogical devices for learning efficiency. But the challenge of higher performance in HE lies in tailored pedagogical devices and their usage for the learning goal; a choice to consider according to the training specifications (learning outcome), the learners' needs, and the trainer's expertise (tailored approach). The guidance by the trainer is a value-added, but a risk-taking activity changing the paradigm with the trainee. Digital integration into serious games is a 4-dimension transition: 1) group characterization facilitation for social intelligence, 2) subliminal learning in a virtual environment for commitment, 3) trainer dashboard based on individual e-preparation for feedback priorization, and 4) automation of events for gameplay and increasing skills. The splitting of space and time constraints is a new opportunity that challenges the trainer's role, changing the usual balance during face-to-face training. The proposed standard for hybrid PSG design should overcome the gaps and guarantee a real benefit from digital technology.
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