2015
DOI: 10.1016/j.chiabu.2015.02.004
|View full text |Cite
|
Sign up to set email alerts
|

The effects of e-simulation interview training on teachers’ use of open-ended questions

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
25
0

Year Published

2016
2016
2022
2022

Publication Types

Select...
7
2

Relationship

1
8

Authors

Journals

citations
Cited by 40 publications
(25 citation statements)
references
References 51 publications
0
25
0
Order By: Relevance
“…To face the current problem with poor interview quality, several different training programs have been developed. Due to the difficulty in developing training programs that provide training in a realistic context, but where mistakes are not very costly, so-called serous gaming paradigms have recently been employed in the context of interview training (e.g., Brubacher et al, 2015 ; Powell et al, 2016 ). Serious gaming has been successful in changing and maintaining expert behavior in different contexts, in a time-and-cost effective manner ( Wouters et al, 2013 ; van Dijk et al, 2015 ).…”
Section: Introductionmentioning
confidence: 99%
“…To face the current problem with poor interview quality, several different training programs have been developed. Due to the difficulty in developing training programs that provide training in a realistic context, but where mistakes are not very costly, so-called serous gaming paradigms have recently been employed in the context of interview training (e.g., Brubacher et al, 2015 ; Powell et al, 2016 ). Serious gaming has been successful in changing and maintaining expert behavior in different contexts, in a time-and-cost effective manner ( Wouters et al, 2013 ; van Dijk et al, 2015 ).…”
Section: Introductionmentioning
confidence: 99%
“…For this reason, we have applied the concept of serious gaming and response algorithms to training interviewers in the context of CSA cases. Serious gaming, that Ritterfeld, Cody, and Vorderer () defined as ‘any form of interactive computer‐based game software for one or multiple players to be used on any platform and that has been developed with the intention to be more than entertainment’ (p. 6), has been proved to be effective in improving learning in different fields (for a review see Olszewski, ; Van Dijk, Spil, van der Burg, Wenzler, & Dalmolen, ; Wouters, Van Nimwegen, Van Oostendorp, & Van Der Spek, ), in improving complex skills, for example, in surgical skills training (Graafland, Schraagen, & Schijven, ) and in improving the use of open‐ended questions in a group of teachers (Brubacher, Powell, Skouteris, & Guadagno, ) and students (Pompedda, Zappalà, & Santtila, ). However, the current study adds the concepts of probabilistic response algorithms and reflection that was not present in the previously mentioned work.…”
mentioning
confidence: 99%
“…The method identifies the components of a task that are cog-nitively demanding and facilitates their further application in the task design cycles. Versions of the Cognitive Demands Table have been also used as part of ACTA [143], especially in very recent studies providing extensive coverage of a wide range of applications in numerous fields, such as medicine, ergonomics and human factors, psychology, economics, learning and instructional design, or games and virtual environments [172,83,214,54,21,56,27,170].…”
Section: Informal Methods -Observations and Interviewsmentioning
confidence: 99%