762 results
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2. Collaborative Paper-Based Annotation of Lecture Slides
- Author
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Steimle, Jurgen, Brdiczka, Oliver, and Muhlhauser, Max
- Abstract
In a study of notetaking in university courses, we found that the large majority of students prefer paper to computer-based media like Tablet PCs for taking notes and making annotations. Based on this finding, we developed CoScribe, a concept and system which supports students in making collaborative handwritten annotations on printed lecture slides. It includes mechanisms for the paper-based sharing and semantic tagging of annotations and slides. Moreover, we present a novel visualization of shared handwritten annotations providing an integrated access to annotations from all learners. The results of a user study indicate that CoScribe efficiently supports student annotation and can be easily integrated into current annotation practice. (Contains 10 figures.)
- Published
- 2009
3. Design of a Mathematical Problem-Solving Application for Students with Autism Spectrum Disorder
- Author
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Rocío Blanco, Melody García-Moya, and Daniel Gómez-Atienza
- Abstract
This paper is devoted to the design, description and validation of the Android application TEAtreves, which focuses on structured arithmetic problem-solving for students with autism spectrum disorder (ASD). The application contains multiple adaptations to make it suitable for users with ASD. Validation was carried out with five students with ASD, obtaining positive results which confirm the strength of TEAtreves app for users with ASD. Results and future lines of work are discussed.
- Published
- 2024
- Full Text
- View/download PDF
4. Using E-Textiles to Design and Develop Educational Games for Preschool-Aged Children
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Kara, Ersin and Cagiltay, Kursat
- Abstract
This paper reports on the design and development of educational games and materials that utilize affordable e-textile technology. The researchers employed a design-based approach whereby preschool children used three e-textile materials in two cycles to inform on the development of interactive materials from ordinary objects and bodily interactive games. The study's data were collected and analyzed according to the design-based research framework through iterative cycles of interviewing, video recording, and note-taking. The paper describes the characteristics, pros, and cons of e-textiles and what to consider when using them to create interactive educational materials for preschool-aged children.
- Published
- 2023
5. Expanding the Learning Ecology and Autonomy of Language Learners with Mobile Technologies
- Author
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Glenn Stockwell and Yijen Wang
- Abstract
With mobile phones now in the hands of virtually all of our learners, it is becoming increasingly more difficult to imagine environments that do not include learning through mobile devices in even some small capacity. The interest in mobile learning is reflected in the enormous number of publications which have appeared over the past 10 to 15 years, but there are still questions about when, how, and why learners will choose to use or not use mobile devices as a regular part of their learning (Stockwell, 2022). Furthermore, the "disruptive" nature of mobile devices (see Hampel, 2019) has caused mixed reactions from teachers, some of whom feel that they are a distraction in the classroom, while others see a shifting of responsibility to the learners as a positive that can lead to autonomous behaviours that facilitate learning. Making the most of learning through mobile learning is dependent upon understanding the expectations of teachers, learners, and administrators, and to capitalise upon the affordances of the device, the learning ecology, and the short-term and long-term goals of the learners. This paper explores how mobile learning can play a role both inside and outside of the classroom, and the impact that it may have on both formal and informal learning opportunities. It includes a discussion of the shifting roles of teachers and learners, and then going on to explore the myths associated with technology in the development and sustainment of motivation and autonomy.
- Published
- 2024
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6. Enactive Interaction in Technology-Based Learning Environments: A Systematic Literature Review
- Author
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Diego Addan Gonçalves, Ricardo Caceffo, José Armando Valente, Rodrigo Bonacin, Julio Cesar dos Reis, and Maria Cecília Calani Baranauskas
- Abstract
Learning environments can benefit from the enactive concept which considers human and technological aspects as coupled together so that interaction is seen as a cycle of perceptually guided actions. Although existing literature reviews have been conducted to address the use of technologies in enactive learning environments, we observe they do not address the relations of technology with core concepts of enactive systems and its social aspects. This paper presents a systematic literature review (SLR) to investigate if and how core concepts of enactive systems are being addressed by learning environments. The SLR was based on the PRISMA protocol, and considered relevant sources of studies (ACM DL, IEEE Xplore, SpringerLink, Scopus, Scielo). We based our analysis on a set of 104 selected articles (from 4514 raised), scrutinized with regards to contextual information, and a proposed set of categories of data related to subjects identified in the studies (e.g., embodiment, technology, social, among others). Our work reveals the types of technologies being used, the types of enactive interactions promoted by the technology-based environments, and the main challenges for a research agenda in the field. Our discussion raised open challenges related to a need for a common vocabulary, a framework to organize concepts in the field, and missing points that deserve further research, such as social aspects of enactive system.
- Published
- 2024
- Full Text
- View/download PDF
7. Collaborative Paper-based Annotation of Lecture Slides.
- Author
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Steimle, Jürgen, Brdiczka, Oliver, and Mühlhäuser, Max
- Subjects
LECTURE method in teaching ,ANNOTATIONS ,ELECTRONIC paper ,EDUCATIONAL technology ,COLLABORATIVE learning ,ELECTRONIC systems ,ACTIVE learning ,NOTETAKING ,ELECTRONIC information resource searching - Abstract
In a study of notetaking in university courses, we found that the large majority of students prefer paper to computer-based media like Tablet PCs for taking notes and making annotations. Based on this finding, we developed CoScribe, a concept and system which supports students in making collaborative handwritten annotations on printed lecture slides. It includes mechanisms for the paper-based sharing and semantic tagging of annotations and slides. Moreover, we present a novel visualization of shared handwritten annotations providing an integrated access to annotations from all learners. The results of a user study indicate that CoScribe efficiently supports student annotation and can be easily integrated into current annotation practice. [ABSTRACT FROM AUTHOR]
- Published
- 2009
8. Influences of Online Synchronous VR Co-Creation on Behavioral Patterns and Motivation in Knowledge Co-Construction
- Author
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Wang, Hsin-Yun and Sun, Jerry Chih-Yuan
- Abstract
To explore knowledge co-construction patterns and learning motivation within virtual EFL co-creation environments, this study examined behavioral patterns and motivation in three different co-creation environments (paper-based, 2D digital, and 3D VR co-creation) through sequential behavioral analysis and ANCOVA. The study utilized a quasi-experimental research design with a total of 66 tenth-grade students from two English classes at a public senior high school in northern Taiwan. Based on the visualized behavior transition diagrams, the task-switching behaviors between dissonance identification and knowledge negotiation as well as the isolated behaviors of applying newly-constructed knowledge are the core of knowledge co-construction. Particularly, 3D VR co-creation was characterized by the highest number of higher level isolated acts and lower level circular continuity, both of which reflect VR co-creators' efforts to gain familiarity with advanced technology as well as the intention to exchange information and reach community consensus to overcome task complexity, form community consensus, and lower anxiety. Such behavioral patterns echoed the results of ANCOVA on intrinsic and extrinsic motivation; that is, on either intrinsic or extrinsic motivation, the influence of 3D VR co-creation was the greatest, followed by that of 2D digital co-creation and paper-based cocreation. For future co-creation instruction and research, it is suggested that the instruction of VR co-creation be invested with abundant time to allow mature higher level knowledge co-construction dialogues to occur. Moreover, to gain an even deeper understanding of the social structure embedded in knowledge co-creation, it is suggested that social network analysis (SNA) be employed in future research.
- Published
- 2022
9. Pandemic-Accelerated Digital Transformation of a Born Digital Higher Education Institution: Towards a Customized Multimode Learning Strategy
- Author
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Rof, Albert, Bikfalvi, Andrea, and Marques, Pilar
- Abstract
The COVID-19 pandemic has forced the digitalization of the majority of universities, prior to which they were largely operating using face-to-face modes of learning. Increased competition in the digital environment places universities under greater pressure to offer an innovative learning experience. The purpose of this paper is to understand the effects of the sudden pandemic on the ongoing process of digital transformation (DT) and how the learning value proposition of higher education institutions (HEIs) has been affected. The research is based on a single case study of a born digital university, focusing on the changes made to the learning value proposition, and particularly to the multimode learning offer. The paper uncovers the relation between multimodality and customized and personalized learning, all of which are dependent on the use of digital educational technology. The originality of this paper is its longitudinal look at a single case, observing how the significant DT process already underway prior to the pandemic has been impacted by it, accelerating the process, and clarifying the envisaged post-pandemic future for HEIs. Another distinctive aspect is the consideration of the learning proposition as a core element and part of a larger and interdependent value proposition within the overall HEIs business model.
- Published
- 2022
10. Implementing Unplugged CS and Use-Modify-Create to Develop Student Computational Thinking Skills: -- A Nationwide Implementation in Colombia
- Author
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Vieira, Camilo, Gómez, Ricardo L., Gómez, Margarita, Canu, Michael, and Duque, Mauricio
- Abstract
This paper describes the implementation and student learning outcomes of a nationwide professional development program for lower secondary and upper secondary school teachers to integrate computational thinking into the K-12 curriculum. Computational thinking comprises important concepts and skills that all students should develop to take an active role in a global society. However, teaching computational thinking is challenging. There are few teachers with the knowledge and skills to integrate computation into their courses. In this program, the participating teachers implemented a set of lesson plans that included both unplugged activities to scaffold student learning, and 'plugged' activities following a use-modify-create learning progression with the Micro:bit device to practice these skills. The study used a quasi-experimental design to compare students' level of computational thinking between the program participants and a control group. The results suggest a positive effect of the learning activities on student computational thinking knowledge and skills as compared to the control group. This result persists after controlling for school context and student gender. This study provides an explicit approach to implementing these activities in the context of a developing country and assesses their effectiveness in a large-scale study.
- Published
- 2023
11. Progress, Challenges and Countermeasures of Adaptive Learning: A Systematic Review
- Author
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Li, Fengying, He, Yifeng, and Xue, Qingshui
- Abstract
With the deep application of artificial intelligence and big data in education, adaptive learning has become a new research hotspot in online education. Based on the systematic review of the connotation and research progress of adaptive learning, a new definition of adaptive learning is given. By literature analysis, this paper points out the challenges faced by adaptive learning research, such as the lack of cognition of brain and technology, the bottleneck of the model of emotion domain, the separation of education and technology, the security of data management and the risk of privacy leakage. These challenges can be summarized into two aspects: one is mechanical issues, the other is safety issues. Different from traditional research perspectives, the paper opens a new research window, and puts forward countermeasures from the perspectives of cognitive principles, zone of proximal development theory in technology, breakthrough in the emotional domain model, learning data management and privacy security. In view of the centralization of learning data management nowadays, the concept of code chain and the decentralized management mode based on code chain are proposed. Different from the traditional adaptive learning recommendation technology, a new adaptive learning pulling model is proposed.
- Published
- 2021
12. Unpacking the 'Black Box' of AI in Education
- Author
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Gillani, Nabeel, Eynon, Rebecca, Chiabaut, Catherine, and Finkel, Kelsey
- Abstract
Recent advances in Artificial Intelligence (AI) have sparked renewed interest in its potential to improve education. However, AI is a loose umbrella term that refers to a collection of methods, capabilities, and limitations--many of which are often not explicitly articulated by researchers, education technology companies, or other AI developers. In this paper, we seek to clarify what "AI" is and the potential it holds to both advance and hamper educational opportunities that may improve the human condition. We offer a basic introduction to different methods and philosophies underpinning AI, discuss recent advances, explore applications to education, and highlight key limitations and risks. We conclude with a set of questions that educationalists may ask as they encounter AI in their research and practice. Our hope is to make often jargon-laden terms and concepts accessible, so that all are equipped to understand, interrogate, and ultimately shape the development of human-centered AI in education.
- Published
- 2023
13. Students' Social-Cognitive Engagement in Online Discussions: An Integrated Analysis Perspective
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Liu, Zhi, Zhang, Ning, Peng, Xian, Liu, Sannyuya, and Yang, Zongkai
- Abstract
Grounded on constructivism, mining a complex mix of social and cognitive interrelations is key to understanding collaborative discussion in online learning. A single examination of one of these factors tends to overlook the impact of the other factor on learning. In this paper, we innovatively constructed a socialcognitive engagement setting to jointly characterize social and cognitive aspects. In the online discussion forum, this study jointly characterized students' social and cognitive aspects to investigate interactive patterns of different social-cognitive engagements and social-cognitive engagement evolution across four periods (i.e., creation, growth, maturity, and death). Multi-methods including social network analysis, content analysis, epistemic network analysis, and statistical analysis was applied in this study. The results showed that the interactive patterns of social-cognitive engagement were affected by both social network position and cognitive level. In particular, students' social network position was a vital indicator for the contributions to cognitive level of students, and cognitive level affected the related interactions to some extent. In addition, this study found a nonlinear evolutionary development of students' social-cognitive engagement. Furthermore, maturity is a critical period on which teachers should focus, as the co-occurrence of social-cognitive engagement reaches a maximum level in this period. Based on the results, this multi-perspective analysis including social and cognitive aspects can provide insightful methodological implications and practical suggestions for teachers in conducting in-depth interactive discussions.
- Published
- 2023
14. The Effectiveness of a Video Game as an Educational Tool in Incrementing Interest in Dance among Younger Generations
- Author
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Romero-Hernandez, Alejandro, Gonzalez-Riojo, Manuel, El Yamri, Meriem, and Manero, Borja
- Abstract
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees to performances of Spanish dance -an art form that is highly valued throughout the world. In a generation marked by technological advancements, the only way for classic performing arts to reach young audiences--or digital natives--is to speak the same language they use with new technologies. This paper presents a study in collaboration with the Spanish National Dance Company, carried out with 877 students (aged from 9 to 12) from 12 different schools in the community of Madrid, Spain. We designed a two-phase experiment. In the first phase, we separated the students into 3 groups: students who played a videogame called "Dancing a Treasure," those who received a workshop from professional dancers, and a control group. In the second phase that took place two weeks later, the participants attended to a real show of Spanish dance, and we studied how the previous educational approaches affected to the students increase of interest after the show. The experiment demonstrated that the videogame was, at least, as effective in increment interest about dance in younger generations as a workshop taught by expert dance professionals. Thus, in terms of scalability, the videogame is a better option because it can be applied with the same results to larger groups with no additional cost.
- Published
- 2022
15. Does ICT Matter? Unfolding the Complex Multilevel Structural Relationship between Technology Use and Academic Achievements in PISA 2015
- Author
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Li, Sandy C. and Petersen, Karen B.
- Abstract
While infusion of technology into schools has been one of the top priorities of the education reform agenda across the world, findings from many large-scale international assessments indicate that students' use of information and communication technology (ICT) has mixed effects on their academic achievements. In this paper, we argue that these ambivalent findings were due to the oversight of the indirect effects of ICT use mediated by other ICT-related variables. We employed multilevel structural equation modelling to unfold the relationship between students' ICT use and their academic achievements based on PISA 2015 data. The results indicated that students' autonomy in ICT use and students' interest in ICT use were found to have significant positive direct effects on students' academic achievements at both within-school and between-school levels. These two variables played a significant role in mediating the indirect effects of ICT use outside school for schoolwork and ICT resources on students' academic achievements. On the contrary, ICT resources and ICT use at school exerted either no direct effect or a negative direct effect on students' academic achievements and students' perceived autonomy related to ICT use, suggesting that mere provision and use of ICT resources in school did not necessarily guarantee success in student performance. At the school level, school's transformational leadership and collaborative climate helped promote students' autonomy in ICT use.
- Published
- 2022
16. Developing a Cross-media System to Facilitate Question-Driven Digital Annotations on Paper Textbooks.
- Author
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Po-Yao Chao, Gwo-Dong Chen, and Chih-Wei Chang
- Subjects
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TEXTBOOKS , *EDUCATIONAL technology , *INTERNET in education , *COMPUTER assisted instruction , *NOTETAKING , *ANNOTATIONS , *EXPLICIT instruction , *LEARNING goals , *EDUCATIONAL objectives , *COMPUTER network resources - Abstract
Research on note taking in pedagogical settings has received considerable attention. However, the awkwardness of integrating information across different media formats may present physical and cognitive barriers that prevent students from effectively organizing annotations from both printed and digital content while studying paper textbooks. The purpose of this paper is to develop a cross-media annotation system that incorporates a paper textbook with a computer as an integrated whole to facilitate the question-driven organization of annotations. While taking notes, students can digitally extract printed text and organize the copied passages based on guiding questions, all by using digital pens. Students can also link Internet-based learning resources to printed content to supplement their print-based studies. A user-based formative evaluation was conducted to assess the new functions of the cross-media annotation system and to explore their influence on students' notetaking behavior and performance. The results show that the new functions may facilitate the retention of key concepts of the paper textbooks and may improve knowledge construction based on explicit learning goals. [ABSTRACT FROM AUTHOR]
- Published
- 2010
17. A Taxonomy for Definitions and Applications of LOs: A Meta-analysis of ICALT papers.
- Author
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Rossano, Veronica, Joy, Mike, Roselli, Teresa, and Sutinen, Erkki
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EDUCATIONAL technology , *QUALITATIVE research , *TEACHING , *CONFERENCES & conventions , *PRAGMATISM , *COMPUTER assisted instruction - Abstract
This paper presents an analysis of papers delivered at the ICALT 2004 conference, in order to understand the current research issues relating to Learning Objects (LOs). The major research results are summarized, and the papers are classified according to the definition of LO used and the approach taken (technical, pragmatic or pedagogic). The technologies employed, and the features present in the papers, are analyzed. [ABSTRACT FROM AUTHOR]
- Published
- 2005
18. Multi-Mode Digital Teaching and Learning of Human-Computer Interaction (HCI) Using the VARK Model during COVID-19
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Pérez-Marín, Diana, Paredes-Velasco, Maximiliano, and Pizarro, Celeste
- Abstract
In this paper, a multi-mode digital teaching approach is proposed based on the use of the VARK (Visual, Aural, Read/Write, Kinaesthetic) model where students have different styles (one or more) that improve their learning (face-to-face and online). Our research question is on the effectiveness of this approach in terms of learning efficacy and students' satisfaction. An experiment with 41 students has been carried out for five months to answer the research question and to provide a first validation of using VARK for multi-mode digital HCI teaching. During the experiment, the theoretical sessions were given through videoconference using Microsoft Teams and with the support of Moodle. In the practical sessions, students had to create a software prototype following a User-Centred Design with a real client. For this, they used Discord to collaborate in their groups, Teams to ask questions to teachers and PowerPoint and Genially to present their work online to the class through a Teams videoconference. A regression model has been provided to predict the VARK indicated by the questionnaire to each student with a prediction success of nearly 77%. Using the VARK multi-mode digital teaching approach has proved valid, and effective and beneficial in the teaching of HCI with a significant improvement in the learning scores and satisfaction levels of the students even with respect to pre-COVID-19 where the teaching was face-to-face.
- Published
- 2022
19. Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning
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Hwa, Siew Pei
- Abstract
Technological applications, especially the use of multimedia courseware have become more common in today's education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games offered an alternate method of instruction. Multimedia objects play an important role in the classroom setting because of its ability to provide a virtual environment for learners to effectively acquire knowledge. This paper presents part of the findings of a research project that focused on the advantages of multimedia technology and the benefits of digital game-based learning. By using sample lessons from an interactive multimedia courseware called "DigiGEMs," this paper emphasizes the use of digital games as a vital tool in mathematics learning. The study sets out to examine if a positive attitude exists among young learners towards the learning of mathematical concepts. The DigiGEMs is targeted at primary school children aged between 7 to 9 years old, who can practice mathematical thinking skills in an appealing manner. This paper also describes the efficacy of using multimedia and game-based approaches to motivate mathematical learnings among Primary 1 to 3 students. The research findings corroborate with the hypothesis that digital game-based learning is more effective than traditional classbased learning in acquiring mathematical knowledge. It is hoped that the discussion in this paper will encourage other researchers to not only conduct further studies on children's learnings in the context of digital game-based learning environment in mathematics, but also to adopt game based-learning for other subjects such as science and languages in which the above elements (i.e., multimedia objects and digital games) are cohesively and dynamically integrated to optimise the teaching and learning processes.
- Published
- 2018
20. Technologies to Enhance and Extend Children's Understanding of Geometry: A Configurative Thematic Synthesis of the Literature
- Author
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Crompton, Helen, Grant, Melva R., and Shraim, Khitam Y. H.
- Abstract
Empirical evidence indicates that students are not learning geometry with relational understanding of the concepts. Studies have shown that digital technologies can support students in mathematics. The purpose of this study was to find which technologies and technological affordances are specific to learners of geometry. This paper presents the results of a configurative thematic synthesis of empirical studies and theoretical papers to show that dynamic geometry environments (DGEs: including 3D DGEs) and logo-based environments were the main types of technologies used to support geometry learners. The results of this study also reveal that there are five main technological supports provided to geometry learners--visualization, manipulation, cognitive tools, discourse promoters, and ways of thinking.
- Published
- 2018
21. Guest Editorial: Creating Computational Thinkers for the Artificial Intelligence Era-Catalyzing the Process through Educational Technology.
- Author
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Tlili, Ahmed, Burgos, Daniel, and Looi, Chee-Kit
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ARTIFICIAL intelligence ,INDIVIDUAL differences ,EDUCATIONAL technology ,EDUCATIONAL attainment ,CURRICULUM planning ,BEST practices - Abstract
There is an ongoing debate in the literature about the ways of using technology to enhance students' Computational Thinking (CT). This special issue further enriches this debate by investigating how educational technology could be used, and for which purposes, to facilitate learning CT. It includes six papers demonstrating the innovative design of curricula and the use of various technologies to teach CT for students in different educational levels. Based on these papers, this special issue points out that more research is needed to investigate the best educational practices that could be used to teach CT rather than focusing on the technology itself. It also reveals that future work could cover smart learning analytics and precision education to better model students' individual differences, hence effectively supporting learning CT. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
22. Integrated STEAM Approach in Outdoor Trails with Elementary School Pre-Service Teachers
- Author
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Haas, Ben, Kreis, Yves, and Lavicza, Zsolt
- Abstract
Due to the COVID-19 pandemic it was impossible to carry out on-campus teaching and examinations as planned for the first-year elementary school Bachelor's degree teacher training courses during the summer term of 2019/2020. Therefore, we moved our on-campus STEAM (Science, Technology, Engineering, Arts and Mathematics) related courses to schooling at home. For their course examination, students designed outdoor trails in groups with the educational technology MathCityMap based on an integrated STEAM approach. Hence, they combined STEAM with real-world situations (e.g., monuments, marketplaces, playgrounds). The tasks within the trails required the use of technologies such as augmented reality (AR), digital modelling (e.g., GeoGebra 3D Graphing Calculator), and GPS. Analogue measuring tools (e.g., triangle ruler) were also used in the task designs. We collected data from 21 trails with 259 tasks from 49 pre-service teachers to analyse the effects on professional growth in STEAM education. Through hierarchical cluster analysis we identified three different clusters with patterns regarding STEAM in outdoor trails. This paper will describe a pedagogical framework for the integrated STEAM approach to designing and evaluating outdoor trails. Furthermore, we will explain patterns pre-service teachers developed during this professional development.
- Published
- 2021
23. Implementation of an Andragogical Teacher Professional Development Training Program for Boosting TPACK in STEM Education: The Essential Role of a Personalized Learning System
- Author
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Chaipidech, Pawat, Kajonmanee, Tanachai, Chaipah, Kornchawal, Panjaburee, Patcharin, and Srisawasdi, Niwat
- Abstract
Several previous studies have indicated that teachers require knowledge to enhancing technology-integrated instructional practices for representing and formulating the content to students. Therefore, the technological pedagogical content knowledge (TPACK) framework is essential for advancing teacher professional development (TPD) programs while using technology-integrated teaching. Moreover, personalized learning systems have been increasingly recommended to improve the quality of professional teacher development. This TPD study was based on andragogy theory and the TPACK framework. This study implemented an andragogical TPD outreach program integrating a TPACK-oriented personalized learning system as a 2-year face-to-face training mode for TPACK-focused science, technology, engineering, and mathematics (STEM) education to in-service STEM teachers from secondary schools in northeastern Thailand. They were employing a pre-post intervention design method, this paper reports on an ongoing longitudinal investigation of the influence of the TPD program, disseminated in four 2-day intensive training workshops, on 153 in-service teachers' TPACK development. The study measured participants' changes of the cognitive outcome on how to teach STEM situation-related photosynthesis, friction, light and vision, and composite materials with digital technology using multiple-choice TPACK tests embedded in the proposed personalized learning system. The results showed in-service STEM teachers' incremental TPACK improvement from the implementation of the TPD intervention. The results indicate the alleged superiority of the integrated personalized learning system as a critical part of promoting TPACK development in STEM education.
- Published
- 2021
24. Interaction Effects of Situational Context on the Acceptance Behaviour and the Conscientiousness Trait towards Intention to Adopt: Educational Technology Experience in Tertiary Accounting Education
- Author
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Mat Dangi, Mohamad Ridhuan and Mohamed Saat, Maisarah
- Abstract
The findings of this study reveal that it is unlikely for the interaction effects of situational context, namely educational technology experience (EXP), training frequency (TF), voluntariness (VOL), and class size (CSIZE), to influence accounting educators' intention to adopt educational technology. The original Technology Acceptance Model (TAM), which has been modified numerous times, is still relevant, especially for developing countries since their educational technology penetration is still very low. Conscientiousness trait from the Big Five Personality Model was applied in this study to measure intention as a powerful factor associated with the nature of individuals involved in the accounting profession. Measuring the factors from the individual perspective adds insight into the extant literature since past studies focused on organisational factors and student as the subject. The current study also overcomes the issue of stagnation in the accounting literature, specifically in the field of educational technology. Furthermore, this paper contributes by offering a good indication of using Structural Equation Modelling in the study, especially in the area of accounting and education, and using the most current reporting requirement for information system research.
- Published
- 2021
25. Exploring Effects of Geometry Learning in Authentic Contexts Using Ubiquitous Geometry App
- Author
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Hwang, Wu-Yuin, Hariyanti, Uun, Abdillah, Yan Amal, and Chen, Holly S. L.
- Abstract
Geometry is essential for mathematics learning given that it is strongly related to our surroundings; however, few studies concentrated on using geometry in our daily life, especially using mobile devices with their sensors. Thus, this study proposed one app, Ubiquitous Geometry (UG), and explored its effects on learning angles and polygons in authentic contexts. The experiment was conducted for grade four learners of an elementary school. The control group used protractors and pencil/paper in measuring angles and polygons, whereas the experimental group did measurements with UG. The results showed that in terms of learning achievement, the experimental group outperformed the control group. Further investigation of the relationship between learning behaviors and learning achievement in the experimental group found that both learning effectiveness and quantity of learning, including measuring angles of elevation and depression (MED), note drawing, and comment drawing, have significantly positive correlations with learning achievement. These three behaviors also become significant predictors of learning achievement after multiple regression analysis. Moreover, MED was found to be the most critical factor to affect learning achievement. Additionally, in perception evaluation, participants felt satisfied with UG and authentic measurement activities by which their learning motivation and interests in authentic contexts were indeed stimulated. Hence, we suggested that UG was worth promoted and further investigated its effects on authentic geometry learning.
- Published
- 2021
26. A Bayesian Classification Network-Based Learning Status Management System in an Intelligent Classroom
- Author
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Chiu, Chuang-Kai and Tseng, Judy C. R.
- Abstract
Awareness of students' learning status, and maintaining students' focus and attention during class are important issues in classroom management. Several observation instruments have been designed for human observers to document students' engagement in class, but the processes are time-consuming and laborious. Recently, with the development of artificial intelligent technologies, artificial intelligence in education (AIED) has become an important research topic. Several studies have applied image recognition technologies to determine students' learning status. However, little research has employed both sensor technology and image recognition technology in learning status analysis. Moreover, it remains unknown if learning status analysis is accurate enough to substitute for human observers. Furthermore, no feedback has been provided individually to students to manage their learning status by maintaining their attention in class. In this paper, a learning status management system in an intelligent classroom is proposed. Several types of information about students were detected and collected by both sensor technology and image recognition technology, and a Bayesian classification network was employed to inference the students' learning status. Moreover, the system includes a feedback mechanism, which not only provides the results of the just-in-time learning status analysis to teachers, but also notifies students who are detected as being unfocused in class. Two experiments were conducted to verify the accuracy and effectiveness of the proposed system. Results showed that the learning status analysis highly corresponded to the observation of human beings, and the students were more attentive in class.
- Published
- 2021
27. Automatically Detecting Cognitive Engagement beyond Behavioral Indicators: A Case of Online Professional Learning Community
- Author
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Zhang, Si, Gao, Qianqian, Wen, Yun, Li, Mengsiying, and Wang, Qiyun
- Abstract
Online discourse is widely used in diverse contexts of learning and professional training, but superficial interactions and digression often occur. In the face of these problems and the large-scale unstructured text data, the traditional way of learning analytics has been challenged in terms of providing timely intervention and feedback. In this paper, a workflow for automatically detecting in-service teachers' cognitive engagement in an online professional learning community is described. Discourse data of 1834 in-service teachers involved in a teacher professional development program was collected and processed using the Word2vec toolkit to generate lexical vectors. The method of vector space projection was used to calculate the new information contained in each post, cosine similarity was used to calculate topic relevance, and cluster analysis was used to explore in-service teachers' discourse characteristics. Results showed that in-service teachers' average contribution was 4.59 posts and the average length of each post was 39.47 characters in Chinese. In the mathematics online professional learning community, the average amount of new information contained in each post was 0.221 and in-service teachers' posts contained much new information in the early stages of online discourse. Most in-service teachers' posts were relevant to the discussion topic. Cluster analysis showed three different groups of posts with unique characteristics: high topic relevance with much new information, high topic relevance with little new information, and low topic relevance with little new information. Finally, limitations are discussed and future research directions are proposed.
- Published
- 2021
28. Collective Usability: Using Simulation Tools to Explore Embodied Design Challenges in Immersive, Shared Mixed-Reality Experiences
- Author
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Lyons, Leilah and Mallavarapu, Aditi
- Abstract
In this paper we define the concept of collective usability, a complex systems perspective on usability that positions an entire group, not an individual, as the unit of analysis. Shared XR experiences have inherent temporal and spatial properties that produce emergent, collective impacts which can impede learners' engagement. Assembling large groups of users to test multiple design configurations is both logistically and financially impractical, however. We demonstrate the practical value of exploring the design space of an XR experience with a simple observation-informed Agent-Based Model. We used the model to explore how changes in the number of simultaneous users, and in the size, placement, and interaction duration of the proffered interactives, could affect collective access to a large-scale, mixed-reality, multi-user museum exhibit. (Collective access, an element of collective usability, is the degree to which users can gain access to each of the different interactives.) With this simple model, we explored (1) how the bottom-up propagation of individual-level design properties can affect collective outcomes, as when certain interactives' linger times cause a bottleneck, and (2) how the top-down propagation of collective design constraints can be used to guide individual-level design, as when we determined thresholds for the "stickiness" and "repeat allure" of an interactive to improve collective access. The final design of the exhibit implemented many of the design guidelines uncovered by the model. We argue that collective usability models could be useful for addressing a range of collective usability issues, beyond collective access, for temporally and spatially sensitive XR learning environments.
- Published
- 2021
29. Comparison of Single and Multiuser Immersive Mobile Virtual Reality Usability in Construction Education
- Author
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Birt, James and Vasilevski, Nikolche
- Abstract
Immersive virtual reality (IVR) and mobile technologies have been identified as important in reimaging information delivery and pedagogy. This, coupled with evolving research in single (SUVR) and multiuser (MUVR) IVR environments, may enhance educational practice. However, there is limited research on the impact of such technologies on the learners' experience in authentic learning environments, such as building information modeling in architecture, engineering, and construction (AEC) workflows. This paper addresses this through a study of forty-eight participants recruited from a postgraduate construction course at an Australian University to answer a research question on how mobile MUVR is more useable than mobile SUVR when experiencing building information models. A within-subjects' experiment was performed using a mixed-methods approach assessing participant mobile IVR Usability on a 5-point Likert scale across four constructs and analysis of reflective sentiment and essays. The results show that when the participants moved from SUVR to MUVR, this significantly increased the overall perceived mobile IVR Usability. Combined with the qualitative analysis, these results suggest that MUVR influences mobile IVR Usability and an increase in learner experience. This study can be used as a launchpad for future research that will explore the causes of the evolution of the enhancement that MUVR provides, expanding beyond the scope of AEC education and industries.
- Published
- 2021
30. User Experience of a 3D Interactive Human Anatomy Learning Tool
- Author
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Chaker, Rawad, Gallot, Mélanie, Binay, Marion, and Hoyek, Nady
- Abstract
Embodiment is particularly relevant for learning anatomy as the knowledge to be acquired is related to the body itself. Several tools using three-dimensional (3D) anatomical structures and avatars (e.g. augmented reality; virtual reality; immersive anatomy; 3D animations) were developed to enrich students' experience by including gestures and body movements into learning anatomy. We developed a new interactive 3D tool that allows personal body experience and enhances spatial representation of musculoskeletal functional anatomy. Students can analyze and recreate a series of movements in real-time 3D interactive settings. This paper shows our research and development approach. Following the development of our anatomy tool, we conducted a pilot and one experiment. The pilot study aimed at evaluating users' experience (UX) of our first prototype. Experiment I aimed at evaluating the UX of the second version of the tool two times in a pretest-training-posttest design. Students' spatial and motor imagery abilities as well as anatomy examination results were also collected. Our results provided evidence of UX enhancement. Accordingly students appreciated mainly the tool's hedonic (enjoyment) qualities. Overall, significant interactions were observed between students' UX, anatomy scores and motor imagery abilities. Finally, students' mental rotation ability predicted the increase of anatomy score. Cognitive sub-processes underlying functional human anatomy learning as well as students' identification through the avatar are discussed.
- Published
- 2021
31. The Crisis of Educational Technology, and the Prospect of Reinventing Education
- Author
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Albirini, Abdulkafi
- Abstract
With the fading monopoly of the industrial mode of production and the emergence of the "information revolution," modern technology has pervaded almost every aspect of human life. In education, however, information technology has yet to find a place, despite the unceasing attempts to "fit" it into the existing educational system. The paper argues that the industrial mode of production was successful in inventing "education" as a new paradigm, institutionalizing it in schools, and implementing it through a number of tools, such as "certified" teachers, curricula, and textbooks. By contrast, the information mode of production has created the tools, namely "educational technology," before developing a corresponding paradigm or institution. This crisis of educational technology is therefore a corollary of its misplacement, and subsequent malfunction, in the still-in-use industrial paradigm and institution (education and school). The paper suggests that, in order to ensure a proper functionality of modern technology, we need to resolve this theoretical inadequacy. A possible solution would be to thoroughly restructure "education" and schools, as remnants of the industrial age, into a new paradigm and institution.
- Published
- 2007
32. Technology Enhanced Formative Assessment for 21st Century Learning
- Author
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Spector, J. Michael, Ifenthaler, Dirk, Sampson, Demetrios, Yang, Lan, Mukama, Evode, Warusavitarana, Amali, Dona, Kulari Lokuge, Eichhorn, Koos, Fluck, Andrew, Huang, Ronghuai, Bridges, Susan, Lu, Jiingyan, Ren, Youqun, Gui, Xiaoqing, Deneen, Christopher C., San Diego, Jonathan, and Gibson, David C.
- Abstract
This paper is based on the deliberations of the Assessment Working Group at EDUsummIT 2015 in Bangkok, Thailand. All of the members of Thematic Working Group 5 (TWG5) have contributed to this synthesis of potentials, concerns and issues with regard to the role of technology in assessment as, for and of learning in the 21st century. The group decided to focus primarily on formative assessment rather than summative assessment and high stakes testing. Formative assessments and feedback provide an important opportunity to support and enhance student learning. Recognizing shifts in education towards blended and online learning with problem-based and inquiry-based approaches led to considerations of technologies that could effectively support formative assessment and informative feedback to 21st century learners. The paper concludes with a summary of conclusions and recommendations of the working group to be taken up in subsequent efforts.
- Published
- 2016
33. A Smart Partnership: Integrating Educational Technology for Underserved Children in India
- Author
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Charania, Amina and Davis, Niki
- Abstract
This paper explores the evolution of a large multi-stakeholder partnership that has grown since 2011 to scale deep engagement with learning through technology and decrease the digital divide for thousands of underserved school children in India. Using as its basis a case study of an initiative called integrated approach to technology in education (ITE) spearheaded by Tata Trusts in India working in partnership with an increasing number of other organizations, this paper seeks to illustrate what a large multi-stakeholder partnership in education is and how it can work to serve education equitably. In addition to tracing the growth and development of this multistakeholder partnership, the paper examines the ITE-related work partnership against seven characteristics of education-industry/community partnerships re-interpreted in terms of smart partnerships at EDUsummIT 2015.
- Published
- 2016
34. A Co-Citation Network of Young Children's Learning with Technology
- Author
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Tang, Kai-Yu, Li, Ming-Chaun, and Hsin, Ching-Ting
- Abstract
This paper used a novel literature review approach--co-citation network analysis--to illuminate the latent structure of 87 empirical papers in the field of young children's learning with technology (YCLT). Based on the document co-citation analysis, a total of 206 co-citation relationships among the 87 papers were identified and then graphically visualized as a network diagram. Accordingly, the five most highly co-cited pairs in the co-citation network were identified. Moreover, seven research streams in the network (three located in the main component, four scattered in the peripheral area) were characterized based on a general assessment of the document research domains. Of these, "technology-assisted language learning" was denoted as the main stream, and "digital literacy" (active from 2008 to 2013) was identified as the emerging stream of the YCLT research network. Looking inside, the six most central papers within the above two research streams were recognized in terms of centrality measures. Furthermore, on the basis of the analysis of follow-up research, the current and future extension research topics are discussed.
- Published
- 2016
35. The Social Dimension of Participation and Completion in MOOCs
- Author
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Goglio, Valentina and Parigi, Paolo
- Abstract
The rapid and impressive development of Massive Open Online Courses (MOOCs) in less than half a decade has generated contrasting arguments about their social dimension. This paper investigates how the socio-economic background of learners affects their own experience and chances of course completion. The analyses test whether learners with a low socio-economic status (SES) have fewer chances of completing the online course and whether participation in online discussion forums moderates the role of SES. The data comes from two MOOCs provided by Stanford University. We find a negative association between low SES, course completion and course engagement. Moreover, we find that forum participation plays an ambiguous role, reinforcing the advantage of well-educated learners enrolled in one course, while it has no significant effect on the other course. The article concludes with some policy implications on social stratification in MOOCs and with some design suggestions for creators of MOOCs.
- Published
- 2020
36. Understanding the Sequence of Learning in Arabic Text -- Saudi Arabian Dyslexics and Learning Aid Software
- Author
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Aljojo, Nahla
- Abstract
Dyslexic individuals have serious difficulties in learning to read, and several software programs have been developed to overcome them. Previous research studies found that in most cases, providing correct spelling and word recognition with greater accuracy constitutes the key function. However, more research has to be conducted on the software programs for dyslexia. Another issue is visual-spatial attention; the aspect of directing attention to a location of what should be learnt while reading has been ignored in most studies. This research analysis of the previous studies outlines some research gaps as follows: recording children's eye movements during reading were uncertain. Another research gap is understanding the frequencies of Arabic word recognition for dyslexic children the meaning of the Arabic word during reading for dyslexic were not adequately presented in the previous research. Therefore, this paper presents an experimental study on identifying Arabic words and their meaning by dyslexic individuals focusing on the sequence of interactions. A decision-making analysis of the key interactive components of the Arabic alphabet puzzle app for dyslexics is performed, and the finding of the study reveals that the speed and accuracy of visual word recognition and meaning description increases and significantly influences visual short-term memory. The analysis of the most important factors that influence all the other factors of the user experience of the Arabic alphabet puzzle app for dyslexics shows that 'desirability' constitutes the key attribute in enhancing visual-spatial attention and accelerating word recognition and meaning description for Arabic-speaking dyslexics.
- Published
- 2020
37. Games Literacy for Teacher Education: Towards the Implementation of Game-Based Learning
- Author
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Chen, Si, Zhang, Sujing, Qi, Grace Yue, and Yang, Junfeng
- Abstract
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learners. However, what GBL is perceived by teachers and learners has been a concern that might impact on quality of teaching and learning in the GBL environment. Game-based pedagogy meticulously designed from a teacher's perspective was regarded as harping on the same string without fun by learners. This paper aims to explore games literacy capabilities in supporting teachers to implement GBL that meets learners' needs and expectations. Semi-structured interviews and surveys with experienced teachers of GBL and experts in the relevant field were conducted, followed by an Analytic Hierarchy Process seeking perceptions of a group of academics and researchers. Findings suggested five key capabilities in game literacy required by teachers in implementing GBL. They are (1) basic games literacy, (2) high-level games literacy, (3) instructional design for GBL, (4) organisation and management for GBL, and (S) evaluation of GBL. Amongst the five, instructional design for GBL and high-level games literacy were rated highly impacting on the quality of teaching. Based on the findings, aiming at informing teacher education and professional development, we proposed a framework providing a guidance to improve game-based design and pedagogical practices for teachers in the implementation of GBL in their classrooms. It concludes that teachers' capabilities in games literacy require specific attention to instructional design -- that demands a thought-provoking process for GBL.
- Published
- 2020
38. Toward Educational Virtual Worlds: Should Identity Federation Be a Concern?
- Author
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Cruz, Gonçalo, Costa, António, and Martins, Paulo
- Abstract
3D Virtual Worlds are being used for education and training purposes in a cross-disciplinary way. However, its widespread adoption, particularly in formal learning contexts, is far from being a reality due a broad range of technological challenges. In this reflection paper, our main goal is to argue why and how identity federation should be discussed and adopted as a solution to several barriers that educators and institutions face when using Virtual Worlds. By presenting a clear set of scenarios within different dimensions of the educational process, as classroom management, content reuse, learning analytics, accessibility, and research, we consider identity, traceability, privacy, accountability, and interoperability as main concerns in order to support our argument. Finally, we conclude the paper by presenting paths to a proposal for a workable solution, through the analysis and reflection of different and current efforts that has been made by other teams, towards future technological developments.
- Published
- 2015
39. ET4ET: A Large-Scale Faculty Professional Development Program on Effective Integration of Educational Technology
- Author
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Murthy, Sahana, Iyer, Sridhar, and Warriem, Jayakrishnan
- Abstract
Educators have recommended that the affordances provided by ICTs should be used to promote student-centered constructivist learning. While the actual use of ICT in education has increased, not much change has occurred in terms of the pedagogical practices followed. Information transmission models of teaching are still being followed, albeit with the use of ICT. Efforts at the school level attempt to address this problem via teacher education programs that emphasize ICT integration with constructivist practices. In higher education settings, there are fewer reported studies on ICT integration at a systemic level, and most decisions related to the use of ICTs are left to the instructor. In this paper, we describe the design, implementation and evaluation of ET4ET, a large-scale faculty professional development program (1138 participants) on effective integration of educational technology for engineering college instructors in India. Guided by the Attain-Align-Integrate (A2I) model, the ET4ET program prepares instructors to implement ICT supported student-centric teaching strategies. To ensure engagement and learning of the participants, active learning strategies are implemented throughout the ET4ET program. This paper traces the development of ET4ET, from a small-scale face-to-face implementation to a large-scale mode mediated by technology, and suggests guidelines for similar training programs.
- Published
- 2015
40. M-AssIST: Interaction and Scaffolding Matters in Authentic Assessment
- Author
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Santos, Patricia, Cook, John, and Hernández-Leo, Davinia
- Abstract
Authentic assessment is important in formal and informal learning. Technology has the potential to be used to support the assessment of higher order skills particularly with respect to real life tasks. In particular, the use of mobile devices allows the learner to increase her interactions with physical objects, various environments (indoors and outdoors spaces), augmented digital information and with peers. Those interactions can be monitored and automatically assessed in a way that is similar to traditional objective tests. However, in order to facilitate a meaningful interaction with formative purposes, we propose that the assessment process can be assisted through scaffolding mechanisms that transform the mobile system into a "more capable peer". In this context, this paper presents the m-AssIST model which captures the necessary emergent properties to design and analyse m-assessment activities. The model is used to analyse the benefits and limitations of existing m-test based systems. This paper discusses the importance of meaningful interactions, and the provision of scaffolding mechanisms to support formative and authentic assessment.
- Published
- 2015
41. Using Cognitive Load Theory to Tailor Instruction to Levels of Accounting Students' Expertise
- Author
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Blayney, Paul, Kalyuga, Slava, and Sweller, John
- Abstract
Tailoring of instructional methods to learner levels of expertise may reduce extraneous cognitive load and improve learning. Contemporary technology-based learning environments have the potential to substantially enable learner-adapted instruction. This paper investigates the effects of adaptive instruction based on using the isolated-interactive elements effect that occurs when learners who are initially presented with elements of information in an isolated, non-interactive form (followed by a fully interactive form) outperform those who are presented with the same information only in a fully interactive form. Cognitive load theory explains the effect for novice learners by their potential cognitive overload when dealing with a fully interactive form of instruction from the beginning. However, according to the expertise reversal effect in cognitive load theory, the effect may reverse for relatively more knowledgeable learners. Experiment 1 found that more knowledgeable accounting students performed better with interactive rather than isolated presentations. For less knowledgeable learners, there was no statistically significant performance difference between the presentation formats. Thus, there was a significant interaction between the instructional procedures and levels of learner prior knowledge as an indicator of an expertise reversal effect. In one of the two conditions used in Experiment 2, information was adaptively presented in isolated form to less knowledgeable learners but in interactive form to more knowledgeable learners (based on the pre-tests of learner prior knowledge). In another (control) group, students were randomly allocated to isolated and interactive instructional formats irrespective of levels of their prior knowledge. As expected, the adaptive instruction group was superior to the non-adaptive group. The paper concludes with implications for the technology enabled design of learner-tailored instructional presentations.
- Published
- 2015
42. The Beast of Aggregating Cognitive Load Measures in Technology-Based Learning
- Author
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Leppink, Jimmie and van Merriënboer, Jeroen J. G.
- Abstract
An increasing part of cognitive load research in technology-based learning includes a component of repeated measurements, that is: participants are measured two or more times on the same performance, mental effort or other variable of interest. In many cases, researchers aggregate scores obtained from repeated measurements to one single sum or average score per participant and use these aggregated scores in subsequent analysis. This paper demonstrates some dangers of this commonly encountered aggregation approach and presents two comprehensive alternatives: Split-plot analysis of variance (ANOVA) and more flexible two-level regression analysis. The core message of this paper is that the application of the aggregation approach can seriously distort our view of effects and relations of interest and should therefore not be used in cognitive load research. Multilevel analysis of repeated measurements data can account for various features of the data and constitutes a best practice.
- Published
- 2015
43. Has Research on Collaborative Learning Technologies Addressed Massiveness? A Literature Review
- Author
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Manathunga, Kalpani and Hernández-Leo, Davinia
- Abstract
There is a growing interest in understanding to what extent innovative educational technologies can be used to support massive courses. Collaboration is one of the main desired elements in massive learning actions involving large communities of participants. Accumulated research in collaborative learning technologies has proposed and evaluated multiple models and implementation tools that engage learners in knowledge-intensive social interactions fostering fruitful learning. However, it is unclear to what extent these technologies have been designed to support large-scale learning scenarios involving arguably massive participation. This paper contributes with a literature review that aims at providing an answer to this question as well as offering insights about the context of use, characteristics of the technologies, and the types of activities and collaboration mechanisms supported. The main results point out that till 2013 the level of massiveness considered in top scientific journal papers on collaborative learning technologies was low, the scenarios studied were predominantly contextualized in co-located higher education settings using Learning Management Systems, the most common activities considered were open and structured discussion, followed by peer assessment and collaborative writing, and the most broadly used mechanism to foster fruitful collaboration was group formation following diverse policies.
- Published
- 2015
44. Editorial Note: Understanding and Bridging Gap in Multi-mode Digital Learning during Post-Pandemic Recovery.
- Author
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Jun Shen, Shvonski, Alex, Tingru Cui, and Wamba, Samuel Fosso
- Subjects
DIGITAL learning ,COVID-19 pandemic ,EDUCATIONAL change ,EDUCATIONAL technology ,VIRAL shedding ,TOTAL quality management - Abstract
COVID-19 pandemic had changed the world-wide education landscape as the whole society is adapting to the “new normal.” We orgainised a special issue collecting research papers that shed insights on how teaching and learning designs will be affected, and how novel educational technologies will help in a fast postpandemic recovery. 26 papers were received but only 11 papers were finally selected to publish, after two rounds of rigorous reviews. This editorial note discusses the background, quality management and thematic topic groups. [ABSTRACT FROM AUTHOR]
- Published
- 2022
45. Ubiquitous Learning Project Using Life-Logging Technology in Japan
- Author
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Ogata, Hiroaki, Hou, Bin, Li, Mengmeng, Uosaki, Noriko, Mouri, Kosuke, and Liu, Songran
- Abstract
A Ubiquitous Learning Log (ULL) is defined as a digital record of what a learner has learned in daily life using ubiquitous computing technologies. In this paper, a project which developed a system called SCROLL (System for Capturing and Reusing Of Learning Log) is presented. The aim of developing SCROLL is to help learners record, organize, recall and evaluate ULLs. Using SCROLL, learners can not only receive personalized quizzes and answers to the questions, but also navigate and be aware of their past ULLs supported by augmented reality views. In particular, this paper introduces an approach that helps learners record their learning experiences in daily life from life-log photos with the help of SenseCam. To evaluate the effectiveness of this system, a case study of an undergraduate English course is presented to show how it can be used to facilitate seamless learning.
- Published
- 2014
46. Mobile Inquiry Learning in Sweden: Development Insights on Interoperability, Extensibility and Sustainability of the LETS GO Software System
- Author
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Vogel, Bahtijar, Kurti, Arianit, Milrad, Marcelo, Johansson, Emil, and Müller, Maximilian
- Abstract
This paper presents the overall lifecycle and evolution of a software system we have developed in relation to the "Learning Ecology through Science with Global Outcomes" (LETS GO) research project. One of the aims of the project is to support "open inquiry learning" using mobile science collaboratories that provide open software tools and resources, and participation frameworks for learner project collaboration, mobile data and media capture, publishing, analysis, and reflection. The primary focus of this paper is to report on our technical development, insights and knowledge gained during the past four years. Technical implementations and the prototypes developed in this project have been tested across several educational trials conduced in Sweden and abroad with more than 400 learners. Insights and knowledge gained from these activities verify that learners´ requirements were adequately addressed while satisfying their needs. The outcomes and results of our efforts provided us with a better understanding with regard to which software engineering processes and approaches can be used to address and support the complex requirements that emerge in novel mobile learning scenarios. Thus, the results discussed in this paper provide deeper insights into the importance of properly addressing issues related to interoperability and extensibility in order to develop software solutions to support mobile learning that are sustainable and endurable over time.
- Published
- 2014
47. Augmented Reality Trends in Education: A Systematic Review of Research and Applications
- Author
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Bacca, Jorge, Baldiris, Silvia, and Fabregat, Ramon
- Abstract
In recent years, there has been an increasing interest in applying Augmented Reality (AR) to create unique educational settings. So far, however, there is a lack of review studies with focus on investigating factors such as: the uses, advantages, limitations, effectiveness, challenges and features of augmented reality in educational settings. Personalization for promoting an inclusive learning using AR is also a growing area of interest. This paper reports a systematic review of literature on augmented reality in educational settings considering the factors mentioned before. In total, 32 studies published between 2003 and 2013 in 6 indexed journals were analyzed. The main findings from this review provide the current state of the art on research in AR in education. Furthermore, the paper discusses trends and the vision towards the future and opportunities for further research in augmented reality for educational settings.
- Published
- 2014
48. Multi-User Virtual Environments Fostering Collaboration in Formal Education
- Author
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Di Blas, Nicoletta and Paolini, Paolo
- Abstract
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These programs proved highly effective into fostering a number of transversal skills, among which collaboration (both remote and in presence), stood out as prominent. The paper will introduce the four programs, the way they were designed to foster collaboration and the data on their impact.
- Published
- 2014
49. Learning to Become a Teacher in the 21st Century: ICT Integration in Initial Teacher Education in Chile
- Author
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Brun, Mario and Hinostroza, J. Enrique
- Abstract
This paper presents the most relevant results from a national study about the availability and use of ICT in 46 Initial Teacher Education institutions in Chile, implemented during 2009 as part of the OECD (Organization for Economic Cooperation and Development) international project "ICT in Initial Teacher Training." Main findings show an overall favorable context for the pedagogical use of ICT in such institutions, in terms of ICT infrastructure, support, policies and teachers' self-reported ICT related skills. In addition, teachers report a quite frequent use of some ICT resources, giving a high importance to students' learning of ICT. However, ICT integration is limited to a few specific resources (mainly computers and projectors), mostly applied to perform "traditional" pedagogical activities. Therefore, the expectations about the improvement of teaching and learning in Teacher Education in Chile through the integration of ICT, are not been fulfilled yet. This paper can constitute a significant contribution for developing more innovative and better quality pedagogical practices in this education level.
- Published
- 2014
50. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects
- Author
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Melero, Javier and Hernandez-Leo, Davinia
- Abstract
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches largely depends on the pedagogical design behind the game and to what extent this design is aligned with the requirements of specific educational situations. This paper focuses on puzzle-based games, as a particular strategy that can foster students' problem solving, analytical and memory skills, and on the role of teachers as designers of meaningful games. The paper presents a model (conceptual model and XML binding) to represent puzzle-based games including virtual and physical elements. The expressiveness of the model is shown with several cases to illustrate that the model covers a wide range of significant puzzle-based games. The results from an exploratory user study show that, except two elements of the model that require revision, teachers understand the model and can apply it to solve design tasks.
- Published
- 2014
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