We also demonstrate how students’ strategies evolve as they work on multiple model-building tasks. Data from a classroom study, where sixth-grade students (N = 52) worked on science model-building activities in our Computational Thinking using Simulation and Modeling (CTSiM) environment demonstrates how we interpret students’ strategy use, and how strategy use relates to their learning performance. We apply this framework in the context of tasks that students perform as they learn science topics by building conceptual and computational models in an OELE. This paper develops systematic methods for detecting, interpreting, and analyzing students’ use of strategies in OELEs, and demonstrates how students’ strategies evolve across tasks. However, the characterization of strategies in these frameworks is often incomplete: (1) they lack an operational definition of strategies (2) there is limited understanding of how students develop and apply strategies and (3) there is a dearth of systematic and generalizable approaches to measure and evaluate strategies when students’ work in open-ended learning environments (OELEs). I will work on providing a proper list, this is a work in progress so some factions have very few units to be retrained and the Celts have none currently due to an oversight.Strategies are an important component of self-regulated learning frameworks. Q: I can't seem to be able to upgrade troops, how does it work?Ī: When you are part of a faction you can head up to a town or castle and select the barracks menu (if recruits are available) to re-train some of the lower tier units into the tier above them. In a future update we'll try to improve this system so it's less likely to run into empty villages for all the factions at once. Q: All the villages are empty and I can't recruit units, what can I do?Ī: Every ~3 days villages produce new units and every ~10 days they send their troops to reinforce their associated town or castle emptying the recruitment pool until new units are produced, villages can also lose their troops if looted or being conquered. The source code is available so you can add those yourself.Ī: No, we're not going to make any translation in the foreseeable future. If you're asking for something that's not accurate to our timeframe then it's a big no-no. Q: Will you add this helmet/sword/shield/armor?Ī: Hard to say, for the most part we know what we want to add to the mod but lack the time and/or patience to do it. Splitting existing factions is more likely. Information/Downloads/Terms and Conditions for the source code:Ī: It's very unlikely that we will add any faction as this point. Gothic Knight (Models/Textures/Research) Seek n Destroy (Coding/Scening/Re-texturing/Research) Rgcotl (Models/Textures/Animations/Team Leader) Music composed by Theretor for the mod complemented by open source tracks composed by Rejenorst Dozens of high quality models authentic to the mod's timeframe Features from Freelancer, Diplomacy and Pre-Battle Orders and Deployment mods A new recruitment system centered around troop pools and areas of recruitment * Syrákousai (Syracuse) Greek colonies in Sicily * Megálê Hellás (Greater Greece) a league of Greek colonies in southern Italy * Safinim (Samnites) a confederation of Italian tribes * Keltoi (Celts) an amalgamation of the Gallic tribes that settled in northern Italy * Koinon Hellenon (Greek League) based on the League of Corinth which was temporarily re-established by Custom made map focused on Italy and Greece (Work in Progress) The mod supports both Single and Multiplayer and requires your Warband version to be at least 1.161+ Rome at War is a total conversion modification for Mount & Blade: Warband set in 300 B.C., 23 years after the death of Alexander the Great.
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