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2. Simulating Classroom Interactions at Scale for the Improvement of Practice-Based Teacher Education. WCER Working Paper No. 2022-3
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University of Wisconsin-Madison, Wisconsin Center for Education Research (WCER), Bell, Courtney, Phelps, Geoffrey, McCaffrey, Dan, Liu, Shuangshuang, Weren, Barbara, Glazer, Nancy, and Forzani, Francesca
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The recent turn toward core practices and practice-based teacher education has been accompanied by a growing literature on the definitions, pedagogies to teach, and assessments of core practices. Despite these developments, the field lacks core practices performance assessments designed to be used across course sections, courses, and subjects. This paper provides an existence proof of this type of assessment and investigates the affordances and constraints of the approach. The study describes three types of mixed-reality simulation-based performance tasks of three core practices. More than 400 novices in 64 teacher preparation programs in the United States reported that they were able to use the simulation environment and believed the tasks measure important teaching skills. Scores on the tasks were positively related to novices' prior academic and teacher education experiences. Implications for the formative use of such simulations are discussed.
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- 2022
3. CALL and Professionalisation: Short Papers from EUROCALL 2021 (29th, Online, August 26-27, 2021)
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Research-publishing.net (France), Zoghlami, Naouel, Brudermann, Cédric, Sarré, Cedric, Grosbois, Muriel, Bradley, Linda, Thouësny, Sylvie, Zoghlami, Naouel, Brudermann, Cédric, Sarré, Cedric, Grosbois, Muriel, Bradley, Linda, Thouësny, Sylvie, and Research-publishing.net (France)
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The 2021 EUROCALL conference engaged just under 250 speakers from 40 different countries. Cnam Paris and Sorbonne Université joined forces to host and organise the event despite the challenging context due to the COVID-19 pandemic. Originally programmed to be held on site in the heart of Paris, France, the EUROCALL organising team and executive committee agreed to opt for a blended and then for a fully online conference. The theme of the 2021 EUROCALL conference was "CALL & Professionalisation". This volume, a selection of 54 short papers by some of the EUROCALL 2021 presenters, offers a combination of research studies as well as practical examples fairly representative of the theme of the conference. [This content is provided in the format of an e-book. Individual papers are indexed in ERIC.]
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- 2021
4. Virtual Exchange and 21st Century Teacher Education: Short Papers from the 2019 EVALUATE Conference (León, Spain, September 2019)
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Research-publishing.net (France), Hauck, Mirjam, Müller-Hartmann, Andreas, Hauck, Mirjam, Müller-Hartmann, Andreas, and Research-publishing.net (France)
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The Evaluating and Upscaling Telecollaborative Teacher Education (EVALUATE) project was a European policy experiment funded by Erasmus+ between 2017 and 2019. The EVALUATE consortium trained teacher trainers and organised virtual exchanges which involved over 1,000 student teachers at over 34 initial teacher education institutions in Europe and beyond. Following the successful capstone conference of the EVALUATE project in September 2019, a number of colleagues answered our call for submissions to the proceedings. The articles you find here provide a window into the multifaceted contributions not only to the conference, but to the field of telecollaboration and virtual exchange at large. We hope you enjoy finding out about the many different ways in which our colleagues engage with this innovative pedagogical approach that combines the deep impact of intercultural dialogue and exchange with the broad reach of digital technology. [This content is provided in the format of an e-book. Individual papers are indexed in ERIC.]
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- 2020
5. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (43rd, Online, 2020). Volume 1
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Association for Educational Communications and Technology (AECT), Simonson, Michael, and Seepersaud, Deborah
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For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. [For Volume 2, see ED617422.]
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- 2020
6. CALL and Complexity: Short Papers from EuroCALL 2019 (27th, Louvain-la-Neuve, Belgium, August 28-31, 2019)
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Research-publishing.net (France), Meunier, Fanny, Van de Vyver, Julie, Bradley, Linda, Thouësny, Sylvie, Meunier, Fanny, Van de Vyver, Julie, Bradley, Linda, Thouësny, Sylvie, and Research-publishing.net (France)
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The 27th European Association of Computer-Assisted Language Learning (EUROCALL) conference was hosted by UCLouvain in Louvain-la-Neuve (Belgium), in collaboration with KU Leuven, from the 28th to the 31st of August 2019. The theme selected for the 2019 EuroCALL conference held in Louvain-la-Neuve was "CALL and complexity." As languages are known to be intrinsically and linguistically complex, as are the many determinants of learning (additional) languages, conference organizers wanted to view complexity as a challenge to be embraced collectively. The 2019 conference paid tribute to providers of Computer Assisted Language Learning (CALL) solutions and recognized the complexity of their task, acknowledged the notion of complexity to ensure the provision of ad hoc CALL solutions, and drew both learners' and teachers' attention to complexity issues so that they can make the most of their learning/teaching experience. The conference program included 189 paper presentations, 4 symposia, 10 workshops, and 46 posters. All of these activities were divided into the following sub-themes in CALL: social inclusion, computer mediated communication and telecollaboration, corpora and language learning, digital bi- and multi-literacies, digital game-based language learning, intelligent CALL, mobile assisted language learning, natural language processing applications, open educational resources and practices, research trends, second language acquisition principles, task complexity, teacher education and professional development, the complexity, accuracy, and fluency framework, and virtual reality and gamification.
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- 2019
7. Current and Future Uses of Augmented Reality in Higher Education. IDEA Paper #81
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IDEA Center, Thomas, Rebecca, Linder, Kathryn E., Harper, Nick, Blyth, Warren, and Lee, Victor
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Augmented-reality (AR) technology, and its impacts on teaching and learning, have already made their way into elementary, secondary, and higher-education classrooms. The authors discuss why AR matters in the higher-education context, and they describe current examples of AR use that can enhance teaching and learning across multiple fields in higher education, including but not limited to medical education, language learning, and science. They also review AR's pedagogical benefits as well as its challenges and conclude by offering tips for implementing AR in higher education. Although some may be hesitant to adjust their curriculum to accommodate AR, higher-education professionals should at least be aware of how augmented reality can shape teaching and learning, especially as current elementary and secondary students become accustomed to using similar technology in the classroom.
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- 2019
8. Annual Proceedings of Selected Papers on the Practice of Educational Communications and Technology Presented at the Annual Convention of the Association for Educational Communications and Technology (42nd, Las Vegas, Nevada, 2019). Volume 2
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Association for Educational Communications and Technology, Simonson, Michael, and Seepersaud, Deborah
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For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing primarily with research and development topics. Twenty-three papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. [For Volume 1, see ED609416.]
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- 2019
9. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (40th, Jacksonville, Florida, 2017). Volume 1
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Association for Educational Communications and Technology, Simonson, Michael, and Seepersaud, Deborah
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For the fortieth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 19 papers dealing primarily with research and development topics. Fourteen papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. Volume 1 contains the following 19 papers: (1) Gamification for Change: A New Approach to Investigate Students' Attitudes toward Educational Gamification in Online Learning Environments (Sumayah Abu-Dawood); (2) Facilitating Higher Levels of Thinking and Deeper Cognitive Processing of Course Text Using Reciprocal Teaching Strategies in Asynchronous Discussion Forums (Jenifer R. Marquis and Ginger S. Watson); (3) Online Learning Design and Implementation Models: A Model Validation Study Using Expert Instructional Designers (Ann Armstrong and Albert Gale); (4) Tracking the Design and Development of a Six Module miniMOOC for Quality Graduate Supervision (Hawazen Alharbi and Michele Jacobsen); (5) Diversity Training in Organization Settings: Effective and Ethical Approaches for Change Leaders (Ashley McArthur and Nancy B. Hastings); (6) Hey, Want to Play? "Kahooting" to Win the Learning Game (Papia Bawa); (7) An Examination of Prior Knowledge and Cueing Effects in an Animation (Ismahan Arslan-Ari); (8) Teacher Perceptions of the Adaptation of the New Computer Science (CS) Curriculum: An Evaluation of CS Curriculum Implementation (Suhkyung Shin, Jongpil Cheon, and Sungwon Shin); (9) Multimedia Video Resolution, Camera Angle, and the Impact on Instructor Credibility and Immediacy (Miguel Ramlatchan and Ginger S. Watson); (10) The Effects of Visible-Annotation Tool on the Learning Process and Learning Outcome in CSCL (Yoonhee Shin, Jaewon Jung, and Dongsik Kim); (11) Pre-Service ICT Teachers' Recommendations for School Internet Safety (Sanser Bulu, Melike Kavuk-Kalender, and Hafize Keser); (12) Turkish Schools' Readiness for Preventing Cyberbullying (Melike Kavuk-Kalender, Hafize Keser, and Sanser Bulu); (13) Examining Technology Integration Decision-Making Processes and Identifying Professional Development Needs of International Teachers (Medha Dalal, Leanna Archambault, and Catharyn Shelton); (14) Integrating Learning Analytics into Workforce Education to Develop Self-Assessment Competency (Lin Zhong); (15) Ensuring Academic Integrity in Online Courses: A Case Analysis in Three Testing Environments (Berhane Teclehaimanot, Sue Ann Hochberg, Diana Franz, Mingli Xiao, and Jiyu You); (16) Changing Student Performance and Perceptions through Productive Failure: Active Learning for Applied Chemistry in Pharmaceutics (Dan Cernusca and Sanku Mallik); (17) The Construction of Sentiment Lexicon in Educational Field Based on Word2vec (Xiang Feng and Longhui Qiu); (18) Blended Instruction by Using Simulation Method Teaching to Enhance Digital Literacy for Student Teachers in Thailand (Sumalee Chuachai); and (19) Social Network Use Preferences of Pre-Service ICT Teachers (Omer Faruk Islim and Nese Sevim Cirak). (Individual papers contain references.) [For Volume 2, see ED580817.]
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- 2017
10. Professional Development in CALL: A Selection of Papers
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Research-publishing.net (France), Giannikas, Christina Nicole, Constantinou, Elis Kakoulli, Papadima-Sophocleous, Salomi, Giannikas, Christina Nicole, Constantinou, Elis Kakoulli, Papadima-Sophocleous, Salomi, and Research-publishing.net (France)
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This volume gives readers insights on the use of technology in professional development programmes and content knowledge that can enrich teacher education. Every chapter of the book builds, through research, an analysis and discussion of CALL [Computer Assisted Language Learning] matters and professional development. The purpose of the EuroCALL Teacher Education Special Interest Group's (SIG) edited volume, supported by the Language Centre of the Cyprus University of Technology, is to respond to the needs of language educators, teacher trainers and training course designers through relevant research studies that provide technological, pedagogical, and content knowledge. The book concentrates on professional development in CALL, the use of technology in primary, secondary, and tertiary education, e-learning facilitators, the integration of personal learning environments, the use of MALL [Mobile Assisted Language Learning], the applications of virtual reality, materials design, the use of ICT [Information and Communications Technologies] in task-based language teaching, and the integration of social media networks in language education. "Professional Development in CALL: A Selection of Papers" is a collection of newly-commissioned chapters which unifies theoretical understanding and practical experience. The EuroCALL Teacher Education SIG hopes that the present contribution will be viewed as a valuable addition to the literature and a worthy scholarly achievement. [Support for this publication was provided by the EuroCALL Association and the Language Centre of the Cyprus University of Technology.]
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- 2019
11. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (41st, Kansas City, Missouri, 2018). Volume 1
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Association for Educational Communications and Technology, Simonson, Michael, and Seepersaud, Deborah
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For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven papers dealing primarily with research and development topics. Twenty-one papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. [For Volume 2, see ED600552.]
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- 2018
12. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (39th, Las Vegas, Nevada, 2016). Volume 1
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Association for Educational Communications and Technology and Simonson, Michael
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For the thirty-ninth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 24 papers dealing primarily with research and development topics. Fifteen papers dealing with the practice of educational communications and technology are contained in Volume 2. The 24 papers included in Volume 1 are: (1) New Definition of Educational Technology (Jafar Ahmadigol); (2) Using Concept Mapping as Note Taking Strategies in Undergraduate Science Courses (Danilo M. Baylen, Erin Duckett, Runeshia Parker, and Elvira Arellano); (3) An eLearning Strategy for New Media Literacy Within a Participatory Culture (Berkay Bulus, J. Ana Donaldson, and Aytekin Isman); (4) Turning Passive Watching to Active Learning: Engaging Online Learners Through Interactive Video Assessment (Huei-Lien Chen); (5) Strengthening Learner Participation in Online Courses: The Role of Digital Content Curation (Ana-Paula Correia and Nadia Jaramillo); (6) Cognitive Load as an Inhibitor to Technology Adoption in P-12 Schools (Tara Dalinger, Scott Haselwood, Jose Fulgencio, Cates Schwark, Ying Xiu, and Tutaleni Asino); (7) Instructional Methods for Online Writing Courses: A Case Study (Ryan Eller, Karen Wisdom, and Bude Su); (8) Design Thinking: A New Construct for Educators (Kristin Elwood); (9) Survey of Teacher Educators on Professional Development Materials Used for Technology Integration Training (Hoyet H. Hemphill, Erkan Caliskan, and Leaunda S. Hemphill); (10) An Investigation of Secondary Pre-Service Music Teachers' Pedagogical Content Knowledge and Teacher's Self-Efficacy Through Peer Mentoring: A Case Study of the Graduate School of Music Education in South Korea (Eunjin Kim and Byungro Lim); (11) Creative Teacher, Creative Teaching: Identifying Indicators and Inspiration for Professional Innovation in the Teaching Environment (Jody Lawrence); (12) Creativity in Education (Jody Lawrence); (13) VoiceThread: A Design Critique Model for Implementing Asynchronous Feedback into Online, Problem-Based Learning (Jody Lawrence and Stephanie Watson Zollinger); (14) Using Telepresence Robots to Provide Authentic Communicative Practices to Remote Foreign Language Learners (Jian Liao); (15) Perceptions of Technology Integration and Creative Curricula in Child Education (Ashley McArthur, Holly H. Ellis, and Byron Havard); (16) Technology Integration Matrix: Benefits to the Pre-Service Educator (Kelly McKenna, Catherine Otieno, and Lindsey Schulz); (17) The Influence of the Teaching Practicum on Pre-Service Teachers' Perceptions of Good Teaching (Eunkyung Moon, Eunhye Lee, Yonjin Lee, Hoilym Kwon, Wonsug Shin, and Innwoo Park); (18) A Creative Way to Build Confidence and Preparedness for Face-to-Face Interviews: An Online Interview Simulation (DeAnna L. Proctor and Lenora Jean Justice); (19) Designing the Class as a Game to Promote Active Learning in K-12 Education: A Literature Review (Seyedahmad Rahimi and Valerie J. Shute); (20) Designing Health Professions Education to Engender Critical Thinking: A Review of the Literature {Daniel A. Taylor); (21) Faculty Members' Best Practice Standards in the Design of Higher Education Online Courses (Berhane Teclehaimanot and Henry Marshall); (22) Video that Matters: Enhancing Student Engagement Through Interactive Video-Centric Program in Online Courses (Sirui Wang and Huei-Lien Chen); (23) Google Apps as Research Tools (Nicola Wills-Espinosa and Gabriela Jalil); and (24) How Web 2.0 Technologies Drive Learning Integration by Using Twitter in the Teaching Process (Kübra Sultan Yüzüncüyil and J. Ana Donaldson). (Individual papers contain references.) [For Volume 2, see ED579662.]
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- 2016
13. Manipulating 3D-Printed and Paper Models Enhances Student Understanding of Viral Replication
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Couper, Lisa, Johannes, Kristen, Powers, Jackie, Silberglitt, Matt, and Davenport, Jodi
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Understanding key concepts in molecular biology requires reasoning about molecular processes that are not directly observable and, as such, presents a challenge to students and teachers. We ask whether novel interactive physical models and activities can help students understand key processes in viral replication. Our 3D tangible models are embedded with magnets that accurately represent chemical attractions and, in a study of 492 students, structured model use led to improved understanding of viral replication and self-assembly from pre- to posttest.
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- 2016
14. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology - Volume 1 and Selected Papers on the Practice of Educational Communications and Technology - Volume 2 (34th, Jacksonville, Florida, 2011)
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Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-fourth year, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, FL. A limited quantity of these Proceedings were printed and sold in both hardcopy and electronic versions. The Proceedings of AECT's Convention are published in two volumes. Volume #1 contains papers dealing primarily with research and development topics. Papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume #2. This year, both volumes are included in one document. (Individual papers contain references, tables, and figures.) [For Volumes 1 and 2 of the 2010 proceedings, see ED514646 and ED514647.]
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- 2011
15. Musical Peddy-Paper: A Collaborative Learning Activity Suported by Augmented Reality
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Gomes, José Duarte Cardoso, Figueiredo, Mauro Jorge Guerreiro, Amante, Lúcia da Graça Cruz Domingues, and Gomes, Cristina Maria Cardoso
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Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge mobile computing devices and Augmented Reality, as a means to engage student in collaborative learning towards the Aesthetical Periods of Music History. The Musical Peddy-paper proposes student to use their mobile computing devices (smartphones/ tablets) to find eight stations scattered in a set location, and then use their music literacy skills to find the correct answer in each station. Collaborative work is required to find the stations and the answers to the clues. The musical Peddy-paper was developed mixing Geo-location and Augmented Reality concepts. Geo-location Points of Interest (POI's) where set through Hoppala platform. Augmented Reality browsing and QRCode reading is supported by the LAYAR platform. In this paper, we introduce the concept of game-based activities as a tool to promote motivation and engagement towards learning, and fully explain the development process of the activity. We conclude this paper presenting the conclusions contemplating the use of this activity among a group of children from the 2nd Cycle of Basic Education in Basic School Maria Manuela de Sá, Matosinhos-Portugal. [For the complete proceedings, see ED557311.]
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- 2014
16. Using Machine Learning Techniques to Improving Average Treatment Effect Estimates in Small-Scale Randomized Controlled Trials. Working Paper. WR-A1004-1
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RAND Education and Labor and Opper, Isaac M.
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Researchers often include covariates when they analyze the results of randomized controlled trials (RCTs), valuing the increased precision of the estimates over the potential of inducing small-sample bias when doing so. In this paper, we develop a sufficient condition which ensures that the inclusion of covariates does not induce small-sample bias in the effect estimates. Using this result as a building block, we develop a novel approach that uses machine learning techniques to reduce the variance of the average treatment effect estimates while guaranteeing that the effect estimates remain unbiased. The framework also highlights how researchers can use data from outside the study sample to improve the precision of the treatment effect estimate by using the auxiliary data to better model the relationship between the covariates and the outcomes. We conclude with a simulation, which highlights the value of using the proposed approach.
- Published
- 2020
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17. Annual Proceedings of Selected Papers on the Practice of Education Communications and Technology Presented at the Annual Convention of the Association for Educational Communications and Technology (38th, Indianapolis, Indiana, 2015). Volume 2
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Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 29 papers dealing primarily with research and development topics. Twenty-three papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. The 23 papers in this volume include: (1) Acculturation into a Collaborative Online Learning Environment (Iryna V. Ashby and Victoria L. Walker); (2) TriviaPrep: Inside the Research, Design, Development, and Implementation of an Educational Competitive-Trivia Mobile Application (Sean D. Bailey); (3) Social Network Analysis as a Design-Based Research Tool in Deploying University-Wide Online Quality Course Standards (John Cowan, Aline Click, Stephanie Richter, Jason Rhode, and Jason Underwood); (4) A Revision to the "Revised" Bloom's Taxonomy (Afnan N. Darwazeh and Robert Maribe Branch); (5) ElevatEd: An Innovative Web-Based Solution for Strategic Planning and Continuous Improvement in Schools (Ioan G. Ionas, Matthew A. Easter, and Blake A. Naughton); (6) Using a Backchannel to Build a Community of Practice in a Professional Development (Lenora Jean Justice); (7) Learning to Lose: Using Gaming Concepts to Teach Failure as Part of the Learning Process (Lenora Jean Justice); (8) Active Learning in Online Learning Environments for Adult Learners (Yu-Chun Kuo and Yu-Tung Kuo); (9) Assessment Strategies for Competency-Based Learning--Lessons Learned (Darci Lammers and Stephen Beers); (10) Peer-Led Hackathon: An Intense Learning Experience (Miguel Lara, Kate Lockwood, and Eric Tao); (11) Fostering Interaction In Distance Learning through Purposeful Technology Integration in Support of Learning Goals (Wei Li and Jennifer. M. Brill); (12) Collaborative Communications in the Classroom (Patrice C. Nyatuame); (13) A Mixed-Methods Study: Student Evaluation Response Rates of Teacher Performance in Higher Education Online Classes (Kelli R. Paquette, Frank Corbett, Jr., and Melissa M. Casses); (14) Creating Effective Instructional Design: Feedback Loops And Habitus (Ardelle Pate and Jeffrey L. Hunt); (15) Efficiency in the Online Environment: Digital Tools That Streamline the Research Paper Process (Kelly Paynter and Jimmy Barnes); (16) An Online Social Constructivist Course: Toward a Framework for Usability Evaluations (Alana S. Phillips, Anneliese Sheffield, Michelle Moore, and Heather Robinson); (17) Games and Simulations: A Potential Future for Assessment (DeAnna L. Proctor and Lenora Jean Justice); (18) An Analysis of Technological Issues Emanating from Faculty Transition to a New Learning Management System (Mapopa William Sanga); (19) AuthorIT & TutorIT: An Intelligent Tutor Authoring & Delivery System You Can Use (Joseph M. Scandura); (20) Design of Instructional Modeling Language and Learning Objects Repository (Altaf Siddiqui); (21) Training Instructional Designers: Engaging Novices in ID Process through a Progressive Case (Lina Souid and Tiffany A. Koszalka); (22) How Human Agency Contributes to Thinking about E-learning (Brent G. Wilson and Andrea Gregg); and (23) Issues in Activity to Improve Subjects and Methods in University Lesson through Active Learning Using Media (Morio Yoshie). (Individual papers contain references.) [For Volume 1, see ED570117.]
- Published
- 2015
18. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (38th, Indianapolis, Indiana, 2015). Volume 1
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Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 29 papers dealing primarily with research and development topics. Twenty-three papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. The 29 papers included in Volume 1 are: (1) Student Opinions and Perceptions about a Gamified Online Course: A Qualitative Study (Tugce Aldemir and Goknur Kaplan Akilli); (2) Openness, Self-Efficacy, and Willingness to Communicate in a MOOC Learning Environment (Yayoi Anzai and Kanji Akahori); (3) Children's Motivation While Playing Games in a Virtual World: How Many Coins Did You Get? (Daisyane Barreto, Lucas Vasconcelos, and Michael Orey); (4) The Applicability of Design Thinking Process in Education: The Case of Two Afrikan Countries (Rebecca Yvonne Bayeck and Tutaleni I. Asino); (5) Satisfaction, Preferences and Problems of a MOOC Participants (Aras Bozkurt and Cengiz Hakan Aydin); (6) Effects of Speaker's Accent in a Multimedia Tutorial on Non-Native Students' Learning and Attitudes (Vien Cao); (7) Active Learning Strategies to Stimulate Knowledge Integration in a Large Pharmacy Course (Dan Cernusca and Wendy Brown); (8) The Application of the Segmenting Principle: The Effects of Pause Time and Types in Instructional Animations (Sungwon Chung, Jongpil Cheon, Cristina Diordieva, and Jue Wang); (9) Designing and Developing a Case-Based MOOC to Impact Students' Abilities to Address Ethical Dilemmas (Lauren Cifuentes, Seung Won Park, and Jaime McQueen); (10) A Comparison Study of a Face-to-Face and Online Writing Courses (Ryan Eller, Bude Su, and Karen Wisdom); (11) Using Wearable Technology to Support and Measure the Effects of Physical Activity on Educational Persistence (Suzanne Ensmann); (12) Exploratory Analysis of a Motivation Focused Pre-Service Teacher Technology Course (David Gardner); (13) E-Learning Authoring Software Selection: How do Instructional Designers Gain Competency Using and Selecting Appropriate Digital Media Development Tools? (Lisa Giacumo and Quincy Conley); (14) An Educational Reform to Improve Classroom Technology in Turkey: The FATIH Project (Hoyet Hemphill, Erkan Caliskan, and Leaunda Hemphill); (15) Accelerated Engagement of African-American Males Through Social Media (Charles Holloway); (16) The Effects of Prior Beliefs on Student Interactions in Online Debates (Allan Jeong and Zhichun Liu); (17) Effectiveness of Computer-Based Scaffolding for K-Adult Students in the Context of Problem-Centered Instructional Models Related to STEM Education: Bayesian Meta-Analysis (Nam Ju Kim, Brian R. Belland, and Andrew E. Walker); (18) Aligning Change Theory with a Process Model to Assist Self-Identification of Patients with Asthma (Thomas W. Lamey and Gayle V. Davidson-Shivers); (19) Structured Peer Tutoring for Online Learning Readiness (Juhong Christie Liu and Andrea Adams); (20) Pre-service Teachers' Use of Digital Science Notebooks (Seungoh Paek and Lori Fulton); (21) Individual Differences in Perspective Taking (Phoebe Haemin Pahng); (22) Designing Question Prompts Using Practical Inquiry Model to Facilitate Cognitive Presence in Online Case Discussions (Ayesha Sadaf and Larisa Olesova); (23) Analysis of Conversations Regarding Trending Educational Technology Topics across Scholarly Research, Trade Journals, and Social Media (Susan L. Stansberry, Margi Stone Cooper, Scott Haselwood, Matt McCoin, Ying Xiu, Kristi Dickey, Michelle A. Robertson, and Cates Schwark); (24) Factors that Influence Community College Instructors' Adoption of Course Management Systems (Berhane Teclehaimanot and Jeffrey Peters); (25) Peer-Led Online Discussion in Compressed Courses: Do the Benefits Outweigh the Logistical Risks? (Penny Thompson); (26) How Does Culture, Learning, and Technology Impact Nurse Orientation Training Programs? (Arielle Turner); (27) What Keeps Instructors Away From e-Text: Challenges in Adopting E-Textbooks in Higher Education (Sirui Wang and Shuyan Wang); (28) Political Influence on a School District's Educational and Instructional Technology (Steven Watkins); and (29) Accelerating Learning through an Integrated Approach to Faculty Development and Academic Technology Tool Development (Nancy Wentworth). (Individual papers contain references.) [For Volume 2, see ED570118.]
- Published
- 2015
19. Learn Languages, Explore Cultures, Transform Lives. Selected Papers from the 2015 Central States Conference on the Teaching of Foreign Languages
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Central States Conference on the Teaching of Foreign Languages (CSCTFL) and Moeller, Aleidine J.
- Abstract
The 2015 Central States Conference on the Teaching of Foreign Languages (CSCTFL) was held in Minneapolis, Minnesota together with the Minnesota Council on the Teaching of Languages and Cultures, who served as local host. This year's theme underscores the transformative nature of learning a foreign language. As language teachers we have a great responsibility to provide our students with opportunities to learn and explore languages and cultures in ways that foster intercultural communicative competence. The 2015 conference highlighted strategies, practices, and approaches that world language educators can use to help students develop the attitudes, skills, and knowledge necessary to interact with others in our global community. The CSCTFL 2015 conference featured 35 workshops and more than 200 sessions. Nine of the 16 Central States were represented by "Best of" sessions. 21 sessions from the 2014 conference were presented again at the 2015 conference as "All-Stars." The session and workshop topics represented at the 2015 conference included technology in the classroom, intercultural competence, assessment, advocacy, best practices, and the use of literature, art, and music in language classes. The authors whose articles are included in the 2015 CSCTFL "Report" addressed the 2015 conference theme, "Learn Languages Explore Cultures Transform Lives" by focusing on those elements that transform foreign language teaching and learning. The articles provide the reader with innovative ideas and approaches for world language instruction that will assist teachers in transforming their classrooms to meet the needs of the 21st century learners.
- Published
- 2015
20. Annual Proceedings of Selected Papers on The Practice of Education Communications and Technology Presented at the Annual Convention of the Association for Educational Communications and Technology (37th, Jacksonville, Florida, 2014). Volume 2
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Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings is presented in two volumes--Volume 1 includes twenty-seven research and development papers. Volume 2 includes thirty-one papers on the practice of educational communications and technology. The 31 papers with respective authors included in Volume 2 are: (1) Evaluation of Education and ICT Network (EBA) Based on Web Content Accessibility Guidelines 2.0 (Ayse Aydin Akkurt, Murat Ataizi, Haci Mustafa Dönmez); (2) Factors That May Influence Instructors' Choices of Including Social Media When Designing Online Courses (Laura L. Alderson, Deborah L. Lowther); (3) A Proposed Framework for Designing MOOCs Based on the Learning Sciences and the First Principles of Instruction (Hawazen Alharbi, Michele Jacobsen); (4) Renaissance 2.0: Connecting Dots (Aras Bozkurt); (5) In the Learner-focused Course Design: Games and Sims 101 (Joanne E. Beriswill); (6) Anatomy of the Megatech Project: A Goal-Based Scenario for Computing Fundamentals (Joanne E. Beriswill); (7) Meaningful Stimulus for a Segmented Instructional Animation: Reflection versus Prediction (Jongpil Cheon, Sungwon Chung, Steven M. Crooks); (8) A National Study of School Library Websites: Preliminary Design & Usability Guidelines (Anthony S. Chow, Rebecca J. Morris, Amy Figley, Jessica Sherard); (9) Designing a Responsive E-Learning Infrastructure: Systemic Change in Higher Education (Anthony S. Chow, Rebecca A. Croxton); (10) Using Addie and Systems Thinking as the Framework for Developing a MOOC: A Case Study (Rebecca A. Croxton, Anthony S. Chow); (11) Video Games and Learning: What Boys Learn From Vidoe Games and Can it Map to the Common Core Standards? (Jason A. Engerman, Alison Carr-Chellman); (12) Interpreting the Aesthetics of Games and Evaluating its Effect on Problem-Solving Using Visualization Theory (Diali Gupta, Beaumie Kim); (13) Designing Feedback to Increase Interaction and Learning in an Online Self-Study Course (Jacob A. Hall, Tiffany A. Koszalka, Lina Souid, Yufei Wu); (14) How a Once-Rejected Grant Proposal Was Later Funded by the State of Georgia (Jackie HeeYoung Kim, Moon-Heum Cho); (15) iBooks Author: Potential, Pedagogical Meanings, and Implementation Challenges (Jackie Heeyoung Kim); (16) Creating Participatory Online Learning Environments: A Social Learning Approach Revisited (Heather Lutz, Quincy Conley); (17) Faculty Training on eLearning: An International Performance Improvement Case Study (Eunice Luyegu); (18) Using the Community of Inquiry Framework for Library Science Course Design: An Eastern Caribbean Example (Dorothea Nelson); (19) Technology Enhanced Learning Strategies In K-12 Classrooms (Esther Ntuli); (20) The Role of Digital Game-Based Learning in Enhancing Social Presence (Ela Akgun Ozbek); (21) Digital Science Notebooks to Support Elementary Students' Scientific Practices (Seungoh Paek, Lori A. Fulton); (22) ESL's and PARCC Online Testing (Christine Patti); (23) Teaching Soft Skills with Games and Simulations (Deanna L. Proctor, Lenora Jean Justice); (24) Online Learning: Genie In a Bottle or Pandora's Box? (Angela Doucet Rand, Gayle V. Davidson-Shivers); (25) Promoting Student-Centered Learning: Team-Based Learning In A Technology-Rich Classroom (Mei-Yau Shih, Susan Han); (26) Computers as Critical Thinking Tools: Primarily Self-Directed, Online Capstone Course (Lina Souid, Yufei Wu, Jacob A. Hall, Tiffany A. Koszalka); (27) Collaborative Design of an Online Self-Directed Course: An Example of a Cognitive Apprenticeship (Lina Souid, Yufei Wu, Jacob A. Hall, Tiffany A. Koszalka); (28) Mobile Technology and Applications for Enhancing Achievement in K-12 Science Classrooms: A Literature Review (Sylvia Manka Azinwi Suh); (29) Evaluation of Web-Based English Reading Activities for Adolescent English Language Learners: A Pilot Study (Wan-Chun Tseng, Robert Dustin Florence); (30) Training Instructional Designers As Edupreneurs (Caglar Yildirim, Moonyoung Park, Tera Lawson, Nadia Jaramillo, Ana-Paula Correia, Ritushree Chatterjee, Pinar Arpaci ); and (31) Engaging the Online Language Learner (Julia Zammit, Sally A. Eliot, Caroline Kelly, Trey Martindale). (Individual papers contain references.) [For Volume 1, see ED562046.]
- Published
- 2014
21. Proceedings of International Conference on Research in Education and Science (Antalya, Turkey, April 1-4, 2021). Volume 1
- Author
-
International Society for Technology, Education and Science (ISTES) Organization, Shelley, Mack, Chiang, I-Tsun, and Ozturk, O. Tayfur
- Abstract
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and practical issues and to connect with the leaders in the fields of education and science. The conference is organized annually by the International Society for Technology, Education, and Science (ISTES). The ICRES invites submissions which address the theory, research or applications in all disciplines of education and science. The ICRES is organized for: faculty members in all disciplines of education and science, graduate students, K-12 administrators, teachers, principals and all interested in education and science. After peer-reviewing process, all full papers are published in the Conference Proceedings. [Individual papers are indexed in ERIC.]
- Published
- 2021
22. Proceedings of International Conference on Research in Education and Science (Antalya, Turkey, April 1-4, 2021). Volume 1
- Author
-
International Society for Technology, Education and Science (ISTES) Organization, Shelley, Mack, Chiang, I-Tsun, and Ozturk, O. Tayfur
- Abstract
"Proceedings of International Conference on Research in Education and Science" includes full papers presented at the International Conference on Research in Education and Science (ICRES) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to discuss theoretical and practical issues and to connect with the leaders in the fields of education and science. The conference is organized annually by the International Society for Technology, Education, and Science (ISTES). The ICRES invites submissions which address the theory, research or applications in all disciplines of education and science. The ICRES is organized for: faculty members in all disciplines of education and science, graduate students, K-12 administrators, teachers, principals and all interested in education and science. After peer-reviewing process, all full papers are published in the Conference Proceedings.
- Published
- 2021
23. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (36th, Anaheim, California, 2013). Volume 2
- Author
-
Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. (Individual papers contain references.) [For Volume 1, see ED546877.]
- Published
- 2013
24. Proceedings of International Conference on Social and Education Sciences (Chicago, Illinois, October 15-18, 2020)
- Author
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International Society for Technology, Education and Science (ISTES) Organization, Akerson, Valari, and Sahin, Ismail
- Abstract
"International Conference on Social and Education Sciences" includes full papers presented at the International Conference on Social and Education Sciences (IConSES) which took place on October 15-18, 2020 in Chicago, IL, USA. The aim of the conference is to offer opportunities to share your ideas, to discuss theoretical and practical issues and to connect with the leaders in the fields of education and social sciences. The conference is organized annually by the International Society for Technology, Education, and Science (ISTES). The IConSES invites submissions which address the theory, research or applications in all disciplines of education and social sciences. The IConSES is organized for: faculty members in all disciplines of education and social sciences, graduate students, K-12 administrators, teachers, principals and all interested in education and social sciences. After peer-reviewing process, all full papers are published in the Conference Proceedings. [For the 2019 proceedings, see ED602587.]
- Published
- 2020
25. Cyberinfrastructure and Scientific Collaboration: Application of a Virtual Team Performance Framework with Potential Relevance to Education. WCER Working Paper No. 2010-12
- Author
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Wisconsin Center for Education Research, Kraemer, Sara, and Thorn, Christopher A.
- Abstract
The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using HTC. The authors chose to study two scientific collaborations, IceCube and the "Laboratory for Molecular and Computational Genomics" (LMCG), that differed across a number of characteristics such as membership size, research purpose, and range of scientific disciplines. The authors adapted an IPO ("input-process-output") framework developed from a synthesis of virtual team performance studies (Powell et al., 2004), using it as the basis for their analysis of virtual teams using HTC. The IPO model offers unconstrained conceptual categories, facilitating an exploratory approach to specifying the dimensions of virtual team performance. The virtual team performance framework appears to be a viable tool for studying collaboration in distributed cyberinfrastructure teams. The responses of focus group participants fit within IPO framework categories, with the exception of "communication" and "cohesion". The group discussions related to communication and cohesion focused on communication technologies, coordination, and culture rather on the specifics of communication and cohesion in the team. It is possible that the retrospective character of focus group discussion is not conducive to capturing these elements; observation of group processes over time and in different settings might be more promising. Two new subcategories emerged within the design category: leadership and membership size. However, more research is needed to expand and eventually validate key performance dimensions across various types of teams. This work demonstrates some potential application to education reform. HTC is an extremely fault-tolerant system--that is, it performs well without significant human intervention or interaction--and school district systems such as data warehousing, accountability reporting, video encoding or re-encoding, and analytics (e.g., business intelligence in dashboards) need to be fault-tolerant and update regularly. One of the challenges facing districts is that their current infrastructure designs are outmoded, while at the same time they have a growing need to implement longitudinal data systems to collect, manage, and use student, school, and teacher data (Thorn, Meyer, & Gameron, 2007). HTC has the capacity to handle the demands for parallel processing and robust systems--core aspects of sound education infrastructure. Focus Group Protocol is appended. (Contains 1 figure, 5 tables and 4 footnotes.) [Additional funding for this paper was provided by the Children First Fund: The Chicago Public Schools Foundation and the New York City Teacher Data Initiative.]
- Published
- 2010
26. Video Games and the Future of Learning. WCER Working Paper No. 2005-4
- Author
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Wisconsin Center for Education Research, Madison., Shaffer, David Williamson, Halverson, Richard, and Squire, Kurt R.
- Abstract
Will video games change the way we learn? We argue here for a particular view of games--and of learning--as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate to an age marked by the power of new technologies. We argue that to understand the future of learning, we have to look beyond schools to the emerging arena of video games. We suggest that video games matter because they present players with simulated worlds: worlds that, if well constructed, are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices. Most educational games to date have been produced in the absence of any coherent theory of learning or underlying body of research. We argue here for such a theory--and for research that addresses the important questions about this relatively new medium that such a theory implies.
- Published
- 2005
27. 2020 Vision for 2010: Developing Global Competence. Selected Papers from the 2010 Central States Conference
- Author
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Central States Conference on the Teaching of Foreign Languages (CSCTFL), Bloom, Melanie, and Gascoigne, Carolyn
- Abstract
The 2010 Central States Conference on the Teaching of Foreign Languages (CSCTFL) focused on exploring various ways to lead students to become part of an internationally competent workforce. Foreign language educators shared their experiences in investigating various modes of assessment, the use of technology, and techniques to motivate students to become proficient users of the target language. Presenters from all 17 states that make up the Central States Conference on the Teaching of Foreign Languages offered a diverse program, including "Best of…" sessions selected by their respective states. Presenters of "All-Star" 2009 sessions, chosen by the CSCTFL Board, were invited to share their expertise again with 2010 conference attendees. There were workshops and sessions for language professionals at all levels and in various languages, including insight into immersion education in Minnesota. This year's volume offers a group of articles representing some of the best practices and innovations in language teaching and learning stemming from the 2010 conference. Authors offer insights into developing global competence through subthemes of technological applications to language learning, pre-service teacher preparation, and approaches to teaching language and culture.
- Published
- 2010
28. Annual Proceedings of Selected Research and Development Papers Presented at the National Convention of the Association for Educational Communications and Technology (25th, Dallas, Texas, 2002). Volume 1
- Author
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Association for Educational Communications and Technology, Washington, DC., Simonson, Michael, and Crawford, Margaret
- Abstract
For the twenty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Dallas, TX. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with instruction and training issues are contained in Volume 2. Volume 2 contains over 60 papers. (Individual papers contain references and tables.) [For Volumes 1 and 2 of the 2001 proceedings, see ED470066.]
- Published
- 2002
29. A Study of Equating in NAEP. NAEP Validity Studies. Working Paper Series.
- Author
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National Center for Education Statistics (ED), Washington, DC., Hedges, Larry V., and Vevea, Jack L.
- Abstract
A computer simulation study was conducted to investigate the amount of uncertainty added to National Assessment of Educational Progress estimates by equating error under three different equating methods and while varying a number of factors that might affect accuracy of equating. Data from past NAEP administrations were used to guide the simulations, and error due to equating was estimated empirically. Factors investigated were number of items in the scale, proportion of items in the scale taken by each student, proportion of items in each administration that are common, proportion of each item "type" in each scale, proportion of each item type among common items used for equating, scale linking strategy, and change in ability from wave 1 to wave 2. Common item scale linking performed very well, even under circumstances that were far from ideal. Findings suggest that the merits of less biased measurements may outweigh the problems caused by slight adjustments to previously reported scores. It is recommended that long-term trend lines be periodically reanalyzed using methods such as multiple-group item response theory that can minimize such biases. (Contains 29 tables, 42 figures, and 9 references.) (SLD)
- Published
- 2003
30. A Study of Imputation Algorithms. Working Paper Series.
- Author
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Synectics for Management Decisions, Inc., Arlington, VA., National Center for Education Statistics (ED), Washington, DC., Hu, Ming-xiu, and Salvucci, Sameena
- Abstract
Many imputation techniques and imputation software packages have been developed over the years to deal with missing data. Different methods may work well under different circumstances, and it is advisable to conduct a sensitivity analysis when choosing an imputation method for a particular survey. This study reviewed about 30 imputation methods and 5 imputation software packages. Eleven of the most popular imputation methods were evaluated through a Monte Carlo simulation study. The first four chapters of this report are methodology discussions based on a review of the literature on imputation. Chapter 1, describes about 30 commonly used methods, including those used by the National Center for Education Statistics, and discusses their strengths and weaknesses. Chapter 2 focuses on five software packages for imputation, Nonresponse bias correction through imputation is addressed in chapter 3, and variance estimation with imputed data and multiple imputation inference is discussed in chapter 4. Chapter 5 reports the results of the simulation study, which evaluated 11 methods according to 8 evaluation criteria for 4 types of distributions, 5 types of missing mechanisms, and 4 types of missing rates. (Contains 31 tables and 45 references.) (SLD)
- Published
- 2001
31. Comparing the 3D Augmented Reality Sandbox and a 2D Paper Map's Effects on Student Learning and Cognitive Load among University Undergraduates: Applying Multimodal and Embodied Interaction Theories to Teaching Topographic Map Skills
- Author
-
R. Thomas Richardson
- Abstract
This study tested the proposition that the Augmented Reality Sandbox's (ARS) user-interaction from tactile sensory feedback and a realistic 3D perspective improved topographic map comprehension among novice users with reduced cognitive load compared to the same instruction and practice from a 2D topographic map. Undergraduate students were randomly assigned to one of two treatment groups after completing a spatial test that assigned participants to either a low or high spatial ability group. Treatment consisted of multimedia instruction followed by learning practice with either the AR condition or a duplicate 2D paper topographic map (non-AR condition). Learning performance scores and separate cognitive load ratings from the Mental Effort Measurement Scale were collected for each learning practice question and for each question on a subsequent posttest. Treatment group (AR or non-AR), spatial ability, and cognitive load from the posttest did not identify any significant differences between treatments. Applying the same analysis for the learning practice questions that preceded the posttest revealed a significant interaction between instructional condition and performance score and a significant interaction between instructional condition and spatial ability on cognitive load. The AR participants scored significantly higher than non-AR participants during learning practice and did so with less cognitive load. The spatial ability as enhancer hypothesis accounted for the high spatial ability group's higher scores with insignificant differences in cognitive load, regardless of treatment condition. Cognitive load for the low spatial ability group was dependent on treatment condition during learning practice: lower cognitive load and higher scores were associated with the AR condition and higher cognitive load and lower scores with the non-AR condition. This was explained by the spatial ability as enhancer hypothesis. Learning performance with minimal cognitive load was reconciled to embodied interaction and multimodal theories, which suggested that hands-on interaction and tactile feedback from the ARS promoted germane cognitive load, thereby offsetting the extra sensory information (visual plus tactile) that the ARS provided. These findings promote the use of AR instruction for teaching topographic map reading skills to novices. Recommendations for instructional design of embodied interaction and multimodal learning environments and directions for further research are offered. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
- Published
- 2017
32. Safety in Construction Using Virtual Reality (SAVR): A Model for Labor Safety. Working Paper Series WP-022.
- Author
-
Ohio State Univ., Columbus. Center for Labor Research. and Hadipriono, Fabian C.
- Abstract
An interactive training model called SAVR (Safety in Construction Using Virtual Reality) was developed to train construction students, novice engineers, and construction workers to prevent falls from scaffolding. The model was implemented in a graphics supercomputer, the ONYX Reality Engine2. The SAVR model provides trainees with an immersive, interactive virtual environment to perform "on-the-job" safety training without physically being at a real construction site. The model includes two major training environments: erection, which teaches trainees the correct procedure to erect a commonly used metal bracket form scaffolding; and inspection, which introduces several hazardous conditions in an existing platform and requires trainees to identify them visually. The development of SAVR involved four major tasks: knowledge acquisition, model development, model validation, and preparation of reports and manuals. Several common potential causes of falls from scaffolding platforms were chosen for the SAVR model, including component problems and connection problems. The second task, model development, included the construction of the three-dimensional graphical objects of the scaffolding components, the construction of the texture images for SAVR's interface panels, and the construction of the SAVR program. Construction used a developmental approach that included six steps: (1) defining the problem, (2) designing the solution, (3) refining the solution, (4) considering a testing strategy, (5) coding, testing, and debugging the program, and (6) documenting the program. SAVR demonstrates the potential of virtual reality technology in safety training using a safe environment. (Contains 45 references.) (KC)
- Published
- 1996
33. The Impact of BIB-Spiralling Induced Missing Data Patterns on Goodness-of-Fit Tests in Factor Analysis. Occasional Paper OP93-1.
- Author
-
National Center on Adult Literacy, Philadelphia, PA. and Kaplan, David
- Abstract
The impact of the use of data arising from balanced incomplete block (BIB) spiralled designs on the chi-square goodness-of-fit test in factor analysis is considered. Data from BIB designs posses a unique pattern of missing data that can be characterized as missing completely at random (MCAR). Standard approaches to factor analyzing such data rest on forming pairwise available case (PAC) correlation matrices. Developments in statistical theory for missing data show that PAC correlation matrices may not satisfy Wishart distribution assumptions underlying factor analysis, this impacting tests of model fit. A new approach for handling missing data in structural equation modeling advocated by B. Muthen, D. Kaplan, and M. Hollis (1987) is proposed as a possible solution to these problems. The new approach is compared to the standard PAC approach in a Monte Carlo simulation framework. Simulation results show that tests of goodness-of-fit are very sensitive to PAC approaches even when data are MCAR, as is the case for BIB designs. The new approach outperforms the PAC approach for continuous variables and is comparatively much better for dichotomous variables. One table and one figure illustrate the discussion. (SLD)
- Published
- 1993
34. Developing the Strategic Thinking of Instructional Leaders. Occasional Paper No. 13.
- Author
-
National Center for Educational Leadership, Cambridge, MA., Hallinger, Philip, and McCary, C. E.
- Abstract
Emerging research on instructional leadership is examined in this paper, with a focus on the new perspective on strategic thinking. The main theme is that research must address the reasoning that underlies the exercise of leadership rather than describe discrete behaviors of effective leaders. A computer simulation designed to facilitate the transfer from research to leadership practice is described. The simulation model asks aspiring principals to choose a combination of improvement strategies using research-based cost and benefit information. Outcomes of the simulation are discussed and suggestions are made for the design and delivery of administrative training and development. Appendices contain a description of the problem scenario, a list of school improvement strategies, a synopsis of research on a strategy, and an example of a cost-benefit strategy description. (Contains 44 references.) (LMI)
- Published
- 1992
35. Artificial Intelligence in Training (AIT). Interim Technical Paper for Period February 1991-October 1991.
- Author
-
Honeywell Sensor and System Development Center, Minneapolis, MN. and Bloom, Charles P.
- Abstract
The objective of the current research program was to develop a prototype knowledge acquisition tool that could enable the investigation of knowledge acquisition issues for instructional systems. Our approach to accomplishing this objective entailed the identification of the types of knowledge to be acquired, the evaluation of methods of acquiring such knowledge, the specification of appropriate interaction metaphors for the direct acquisition of knowledge from multiple human sources, and the iterative development of an Artificial Intelligence in Training (AIT) prototype that operationalized the findings of the first three tasks. The AIT prototype demonstrated critical characteristics of a knowledge acquisition environment designed to acquire multiple types of knowledge using a simulated domain environment in which multiple, animated views of knowledge are completely introspective and manipulatable. In addition, strategic knowledge construction was demonstrated based on observations of user actions. We described sample knowledge acquisition scenarios to characterize the functionality supported by the AIT prototype. The following areas for additional research were recommended: acquisition of instructional heuristics, dynamic construction of justification knowledge, use of higher level problem representations such as the goal-action hierarchy, and most importantly, the veridicality of the expertise captured using these methods. (Contains 34 figures, 3 tables, an appendix of instructions for software maintenance, and 26 references.) (Author)
- Published
- 1992
36. Value of a Mobile Game-Based App towards Education for Sustainability
- Author
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Rita Rodrigues, Lúcia Pombo, Margarida M. Marques, Sofia Ribeiro, João Ferreira-Santos, and Julia Draghi
- Abstract
The local environment can be explored to sustain effective sustainability learning. With this aim, new learning methodologies can be fostered, namely mobile and game-based learning, as is the case of the EduPARK app. This app supports innovative learning strategies through treasure hunt games, integrating multimedia and augmented reality resources, in natural spaces. This paper presents a pilot case study of a pedagogical approach based on the exploration of a game in the EduPARK app, in the outdoors. The game was developed to be explored in the largest annual event of the University of Aveiro (UA)--XPERiMENTA 2022--where students of several ages and the wider community are invited to participate in diverse activities on the campuses. The main goal of the activity "XPERiMENTA with EduPARK in the UA Campus" was to raise basic education students' awareness towards nature conservation. Eighteen students (14 and 15 years-old) explored an interdisciplinary educational game that encouraged them to follow a path through the UA Campuses to promote learning related to recycling, renewable energies, food waste, and ocean plastic pollution. Simultaneously, curricular contents of Science, Mathematics, Education for Citizenship, and cultural aspects of the city of Aveiro were articulated. At the end of the activity, an individual and anonymous questionnaire to evaluate the activity was applied. Students revealed a positive attitude towards the EduPARK app, as their answers revealed they felt motivated to learn during the game. Additionally, students reached a good performance in the game, although difficulties in one specific question were identified. This paper presents preliminary results that will inform the development of a new related project, the EduCITY, that aims to promote education for sustainability through a smart learning city environment. [For the full proceedings, see ED639391.]
- Published
- 2023
37. Web Viewers for Educational VR Contents
- Author
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Yoshihiro Okada and Kanami Oki
- Abstract
This paper introduces web viewers for educational VR contents. Recently, many types of VR goggles have been released as commercial products and many entertainment applications for them have been created. However, educational VR contents have been created so far are not so many because the creation of VR contents is time consuming task. We need to create many educational VR contents to enhance educational efficiency using VR technology. On the other hand, many types of scanning devices have been researched and developed, e.g., Lidar cameras, 360VR cameras and so on. Using these scanning devices, we can obtain 3D data like Point Cloud Data (PCD), 3D model data, 360VR images/videos. To use these 3D data as educational VR contents, we need viewer applications for them. In this paper, the authors propose such viewer applications as web services. The proposed web viewers also have functionality to upload 3D data from users' web-browser to the web-server on that the web viewers are stored. Therefore, it becomes possible for users like teachers to provide other users like students with educational VR contents as web contents. In addition, as the proposed web viewers support VR goggles, they provide students with immersive environments. [For the full proceedings, see ED639391.]
- Published
- 2023
38. A Qualitative Comparison of Mathematics Teachers' and Students' Experiences in a Virtual Reality Algebra Application
- Author
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Julianna Washington, Taylor Darwin, Theodora Beauchamp, and Candace Walkington
- Abstract
Prisms VR, a secondary math learning application, allows for users to see, manipulate, and engage with mathematical concepts in an embodied way in Virtual Reality (VR) environment. We examine cases in which mathematics teachers and middle school students worked through Prisms and reflected upon their experiences. Findings indicate that VR environments can help teachers find alternative ways of presenting algebraic concepts in a hands-on, interactive, and embodied manner; and these findings were confirmed based on the student experience. VR allows teachers to make connections through scaffolding and personalized experiences, while also aiding students in the exploration and meaning-making. [This paper was published in: "Proceedings of the 18th International Conference of the Learning Sciences - ICLS 2024," edited by R. Lindgren et al., International Society of the Learning Sciences, 2024, pp. 1610-13.]
- Published
- 2024
39. Learning Episodes in an Intercultural Virtual Exchange: The Case of Social High-Immersion Virtual Reality
- Author
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Jauregi-Ondarra, Kristi, Christoforou, Maria, and Boglou, Dimitrios
- Abstract
Computer-mediated communication tools facilitate international collaboration projects between foreign language learners and peers abroad (O'Dowd, 2018). Social Virtual Reality (VR) applications allow for synchronous interactions and task-based communication in which learners can experience telepresence and immersion and conversate in a foreign language. Based on previous pilot experiences (Jauregi-Ondarra, Gruber, & Canto, 2020, 2021), this Virtual Exchange (VE) project aims to investigate how the specific affordances of Social High-immersion VR (SHiVR) in conjunction with designed tasks influence interaction patterns, and learning episodes. The VE took place between two groups of university students in the Netherlands (N=15) and Cyprus (N=14) through SHiVR in March 2022. The main aims of the tasks were to raise student intercultural awareness, stimulate task-based communication processes using English as a lingua franca and digital pedagogical competences of language education students. Different sources of data were gathered and analysed. In this paper, we describe and present the pedagogical experience and the initial results. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
40. Using Augmented Reality for Collaborative Multimodal Storytelling
- Author
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Asquith, Steven and Frazier, Erin
- Abstract
New technologies often influence the ways in which one shares linguistic experiences. One such technology, Augmented Reality (AR), may initiate concepts used in language learning through digital storytelling. This paper describes an exploratory research project based on Choose Your Own Adventure (CYOA) AR digital storytelling which investigated how Collaborative Learning (CL) and AR can be used to enhance language learning. Different AR activities were evaluated, culminating in an AR digital storytelling project. Analyses of qualitative data collected after each activity provided insights into important considerations when utilizing AR in the classroom. The findings suggest that learners found considerable value in AR, but also highlighted challenges in its application. CL was key to the success of this project. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
41. Verbal and Nonverbal Communication in High-Immersion Virtual Reality for Language Learners
- Author
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Gruber, Alice and Kaplan-Rakowski, Regina
- Abstract
Virtual Reality (VR) offers language learners a valuable environment for practicing language skills and other aspects essential for language development, interaction, and negotiation of meaning. For example, speaking practice in VR using avatars can reduce speaking anxiety and increase users' sense of agency. Social spaces in VR present possibilities for verbal and nonverbal communication. This conceptual paper discusses the advantages and drawbacks of both types of communication in high-immersion VR and the implications for language learners. Language learners rely on multiple modes of communication, including nonverbal behavior such as gestures. However, VR often lacks behavioral anthropomorphism, i.e. when an avatar cannot speak, move, or act in a human-like way, which may negatively impact communication, especially at beginner level. [For the complete volume, "Intelligent CALL, Granular Systems and Learner Data: Short Papers from EUROCALL 2022 (30th, Reykjavik, Iceland, August 17-19, 2022)," see ED624779.]
- Published
- 2022
42. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Mobile Learning (12th, Vilamoura, Algarve, Portugal, April 9-11, 2016)
- Author
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International Association for Development of the Information Society (IADIS), Sánchez, Inmaculada Arnedillo, and Isaías, Pedro
- Abstract
These proceedings contain the papers of the 12th International Conference on Mobile Learning 2016, which was organized by the International Association for Development of the Information Society, in Vilamoura, Algarve, Portugal, April 9-11, 2016. The Mobile Learning 2016 Conference seeks to provide a forum for the presentation and discussion of mobile learning research which illustrate developments in the field. Full papers presented in these proceedings include: (1) Mobile Devices and Spatial Enactments of Learning: iPads in Lower Secondary Schools (Bente Meyer); (2) NetEnquiry--A Competitive Mobile Learning Approach for the Banking Sector (Marc Beutner, Matthias Teine, Marcel Gebbe and Lara Melissa Fortmann); (3) M-Learning Challenges in Teaching Crosscutting Themes in the Education of Young People and Adults (Marcos Andrei Ota and Carlos Fernando de Araujo Jr); (4) Mobile Learning: Pedagogical Strategies for Using Applications in the Classroom (Anna Helena Silveira Sonego, Leticia Rocha Machado, Cristina Alba Wildt Torrezzan and Patricia Alejandra Behar); (5) Experiencing a Mobile Game and its Impact on Teachers' Attitudes towards Mobile Learning (Hagit Meishar-Tal and Miky Ronen); (6) Exploring Mobile Affordances in the Digital Classroom (David Parsons, Herbert Thomas and Jocelyn Wishart); (7) Design, Development and Evaluation of a Field Learning Video Blog (Otto Petrovic); (8) Development and Evaluation of a Classroom Interaction System (Bingyi Cao, Margarita Esponda-Argüero and Raúl Rojas); (9) Visual Environment for Designing Interactive Learning Scenarios with Augmented Reality (José Miguel Mota, Iván Ruiz-Rube, Juan Manuel Dodero and Mauro Figueiredo); and (10) The Development of an Interactive Mathematics App for Mobile Learning (Mauro Figueiredo, Beata Godejord and José Rodrigues). Short papers presented include: (1) Conceptualizing an M-Learning System for Seniors (Matthias Teine and Marc Beutner); (2) Sensimotor Distractions when Learning with Mobile Phones on-the Move (Soledad Castellano and Inmaculada Arnedillo-Sánchez); (3) Personal Biometric Information from Wearable Technology Tracked and Followed Using an Eportfolio: A Case Study of eHealth literacy Development with Emerging Technology in Hong King Higher Education (Michele Notari, Tanja Sobko and Daniel Churchill); (4) An Initial Evaluation of Tablet Devices & What Are the Next Steps? (Tracey McKillen); (5) Information Literacy on the Go! Adding Mobile to an Age Old Challenge (Alice Schmidt Hanbidge, Nicole Sanderson and Tony Tin); (6) The Use of Digital Tools by Independent Music Teachers (Rena Upitis, Philip C. Abrami and Karen Boese); (7) Development of a Math Input Interface with Flick Operation for Mobile Devices (Yasuyuki Nakamura and Takahiro Nakahara); (8) Smartwatches as a Learning Tool: A Survey of Student Attitudes (Neil Davie and Tobias Hilber); and (9) The Adoption of Mobile Learning in a Traditional Training Environment: The C95-Challenge Project Experience (Nadia Catenazzi, Lorenzo Sommaruga, Kylene De Angelis and Giulio Gabbianelli). Reflection papers include the following; (1) Leadership for Nursing Work-Based Mobile Learning (Dorothy Fahlman); (2) Reflections on Ways forward for Addressing Ethical Concerns in Mobile Learning Research (Jocelyn Wishart); and (3) Mobile Learning: Extreme Outcomes of Everywhere, Anytime (Giuseppe Cosimo De Simone). Posters include: (1) Student Response Behavior to Six Types of Caller/Sender When Smartphones Receive a Call or Text Message during University Lectures (Kunihiro Chida, Yuuki Kato and Shogo Kato); and (2) Understanding the Use of Mobile Resources to Enhance Paralympic Boccia Teaching and Learning for Students with Cerebral Palsy (Fabiana Zioti, Giordano Clemente, Raphael de Paiva Gonçalves, Matheus Souza, Aracele Fassbinder and Ieda Mayumi Kawashita). Doctoral Consortium papers include: (1) Forms of the Materials Shared between a Teacher and a Pupil (Libor Klubal and Katerina Kostolányová); and (2) Mobile Touch Screen Devices as Compensation for the Teaching Materials at a Special Primary School (Vojtech Gybas and Katerina Kostolányová). Individual papers provide references, and an Author Index is provided.
- Published
- 2016
43. Augmented Reality in Education: An Overview of Research Trends
- Author
-
F. Sehkar Fayda-Kinik
- Abstract
Augmented reality (AR), a cutting-edge technology, has the potential to change the way students learn by superimposing virtual items and information onto the real environment. Through more immersive and interesting interactions with digital content, AR might help students better understand difficult concepts and boost their drive to learn. As a result of its contribution to student learning, AR has become increasingly appealing to educational researchers. This study aimed to descriptively explore the characteristics of AR studies in education and to qualitatively analyze the most influential ones indexed in the Web of Science (WoS) between 2000 and 2022. A scoping review was conducted to determine the sample of the AR studies in education based on the inclusion criteria. Accordingly, descriptive analyses were conducted to identify the characteristics of the AR studies in education between 2000 and 2022 in terms of publication year, country, affiliations, journals, funding agencies, and citation trends. Then, the research methodologies and implications were found among the most influential AR studies in education between 2000 and 2022 by synthesizing qualitatively. The overall results indicated that AR studies in education have been conducted since 2008, with an increasing number of studies over time. Based on the implications of the most influential studies identified in terms of citation numbers, it was detected that AR has the potential to enhance education and training by providing interactive and engaging environments, linking real-world contexts with digital resources, and promoting efficiency and effectiveness in learning. [This paper was published in: "EJER Congress 2023 International Eurasian Educational Research Congress Conference Proceedings," Ani Publishing, 2023, pp. 273-291.]
- Published
- 2023
44. Raising Students' Awareness about Nature Conservation: From the Park to the City
- Author
-
Rita Rodrigues, Lúcia Pombo, and Margarida M. Marques
- Abstract
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's sustainability. This paper presents a study that articulates the previous project, the EduPARK, with the current one, the EduCITY. While EduPARK was developed within an urban park, EduCITY expanded its geographical area to the entire city. This study aims to analyze students' perceptions regarding changes in their nature conservation attitudes after exploring an urban green park in a mobile AR game-based learning activity. For this purpose, 233 basic education students (from school-year 5 to 9) played a game for environmental education, available in the EduPARK app, at the Infante D. Pedro Park (Aveiro, Portugal). Through a mixed method approach, data collection was focused on students and included two questionnaires, applied before and after the game activity; a focus group guide; and an observation grid. Results show a strengthening of positive attitudes towards nature conservation. Moreover, students mentioned that their nature conservation future intentions are focused on preserving natural resources, combating resources' waste, recycling waste, reducing pollution, and protecting fauna and flora. Students also revealed willingness and concern to teach friends and family about what they have learned with the EduPARK game. The EduCITY intends to give continuity to these practices throughout Aveiro city. This is anchored on a community-based participatory project integrating AR location games based on challenges, to be explored in the city, in formal, non-formal, and informal educational contexts, in a socio constructivism approach. This study adds to the literature on education for Sustainable Development, by revealing that it is possible to sensitize school students to nature conservation through mobile AR game-based approaches in the outdoors, which can be a first step to promote positive nature attitudes. [For the full proceedings, see ED639391.]
- Published
- 2023
45. Effects of an Immersive, Multilinear Future Scenario for Education Purposes
- Author
-
Flurina Hilber, Thomas Keller, and Elke Brucker-Kley
- Abstract
This paper proposes a didactic design that is centered around an immersive, multilinear narrative in virtual reality as a means of illustrating human life on the edge of technological singularity. It explores the potential of narrative scenarios to trigger a discourse from users' perspective. Affective Computing is taken as a use case. It is a subfield of AI that focuses on identifying, understanding, and appropriately responding to human emotions. Its goal is to create more personalized and emotionally engaging human-machine interactions. To explore what life might be like if an emotionally intelligent AI became our best friend, a multilinear scenario was created. This scenario takes the reader through different stages of the protagonist's life, starting from the first day of secondary school and ending with the loss of a loved one in midlife. The systematic approach to create and validate the multilinear interactive scenario is described and the results of an experiment with 164 participants are presented. The ultimate goal is the application of this approach for educational purposes regarding ethical thinking and responsible innovations. [For the full proceedings, see ED636095.]
- Published
- 2023
46. Ready Student One! Exploring How to Build a Successful Game-Based Higher Education Course in Virtual Reality
- Author
-
Robert Jesiolowski and Monique Jesiolowski
- Abstract
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build something new. An instructional design team was empowered to reimagine an Introduction to Sociology university course as a Game-Based Learning (GBL) experience utilizing cutting edge Virtual Reality (VR) technology. The result was a innovate collaborative process that resulted in a brand-new type of learning based in Game theory, Method of Loci, and VR Immersion Simulations to promote deeper retention of core concepts. The team deconstructed the way that university courses operated, in order to rebuild the educational process in a whole new, learner-centric manner. In addition to a review of the build process, this paper will explore the results of in-course surveys completed by student participants. [For the full proceedings, see ED656038.]
- Published
- 2023
47. Television and Learning Systems (Distance Education). Papers on Information Technology No. 245.
- Author
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Open Univ., Walton, Bletchley, Bucks (England). Inst. of Educational Technology. and Bates, A. W.
- Abstract
Arguing that television has a very important role to play in distance education courses, this paper outlines some of the unique roles that television can play and gives examples of how television can provide learning material not otherwise available to distance learners and help in the development of thinking and learning. Examples of how television can be used for students working primarily at home are cited, including demonstrations of experiments or experimental situations; demonstrations of principles involving movement over space and/or time; provision of case-study materials; use of archival audiovisual materials; and the demonstration of processes. It is further argued that television can enhance the learning process by providing powerful audiovisual images through illustrations, modeling, and supplantation. It is pointed out that one problem with using television is that it is a weak medium for providing diagnosis and feedback of student learning. Other conditions that must be satisfied include: the need to match the program structure and style to the needs of different audiences; the importance of suitable transmission times for broadcast television; and the need for students to appreciate the relevance of the television material to the rest of their studies. The changing nature and value of videodisks and videocassettes for distance learners as a result of such technological developments as satellite and cable television are noted. It is concluded that the information technology revolution is having profound effects on television as well, and that computers and television can play complementary teaching roles and are best used in combination. (Author/DJR)
- Published
- 1986
48. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA) (11th, Porto, Portugal, October 25-27, 2014)
- Author
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International Association for Development of the Information Society (IADIS), Sampson, Demetrios G., Spector, J. Michael, Ifenthaler, Dirk, and Isaias, Pedro
- Abstract
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in Education (JSISE). The CELDA 2014 conference aims to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways. Paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches have emerged and are being supported by technological advancements such as simulations, virtual reality and multi-agents systems. These developments have created both opportunities and areas of serious concerns. This conference aimed to cover both technological as well as pedagogical issues related to these developments. The conference included the Keynote Lecture: "Designing Learning Environments in a Digital Age: The Quest for What to Consider," by Professor Jan Elen, Faculty of Psychology and Educational Sciences, K.U. Leuven, Belgium. The conference included a panel entitled: "Competencies, Challenges, and Changes: A Global Conversation About 21st Century Teachers and Leaders" by Lynne Schrum, Rose Dolan, Dirk Ifenthaler, Ronghuai Huang, Dale Niederhauser, and Neal Strudler. Papers in the proceedings include: (1) Interactive Application in Spanish Sign Language for a Public Transport Environment (José Guillermo Viera-Santana, Juan C. Hernández-Haddad, Dionisio Rodríguez-Esparragón, and Jesús Castillo-Ortiz); (2) A Game-Based Assessment of Students' Choices to Seek Feedback and to Revise (Maria Cutumisu, Doris B. Chin, and Daniel L. Schwartz); (3) Investigating Teachers' Readiness, Understanding and Workload in Implementing School Based Assessment (SBA) (Norsamsinar Samsudin, Premila A/P Rengasamy, Jessnor Elmy Mat Jizat, Hariyaty Ab Wahid, and Norasibah Abdul Jalil; (4) The Effects of Frequency of Media Utilization on Decision Making of Media Choice (Yasushi Gotoh); (5) Comparing Novices & Experts in Their Exploration of Data in Line Graphs (Bruce H. Tsuji and Gitte Lindgaard); (6) Assessment Intelligence in Small Group Learning (Wanli Xing and Yonghe Wu); (7) Collaborative Creativity Processes in a Wiki: A Study in Secondary Education (Manoli Pifarré, Laura Marti, and Alex Guijosa); (8) LSQuiz: A Collaborative Classroom Response System to Support Active Learning Through Ubiquitous Computing (Ricardo Caceffo and Rodolfo Azevedo); (9) Impacts of MediaWiki on Collaborative Writing Among Teacher Students (Said Hadjerrouit); (10) Teachers' Perceptions of the Individual Case Studies' Literacy Performance and Their Use of Computer Tools (Odette Bourjaili Radi); (11) Exploring Opportunities to Boost Adult Students' Graduation--The Reasons Behind the Delays and Drop-Outs of Graduation (Päivi Aarreniemi-Jokipelto and Asta Bäck; (12) Effective Use of a Learning Management System to Influence On-Line Learning (Xu Hongjiang, Sakthi Mahenthiran, and Kenton Smith); (13) Order Effects of Learning with Modeling and Simulation Software on Field-Dependent and Field-Independent Children's Cognitive Performance: An Interaction Effect (Charoula Angeli, Nicos Valanides, Eirini Polemitou, and Elena Fraggoulidou); (14) Comparative Case Study on Designing and Applying Flipped Classroom at Universities (Cheolil Lim, Sunyoung Kim, Jihyun Lee, Hyeonsu Kim, and Hyeongjong Han); (15) Organizational Leadership Process for University Education (Ricardo Llamosa-Villalba, Dario J. Delgado, Heidi P. Camacho, Ana M. Paéz, and Raúl F. Valdivieso); (16) Academic versus Non-Academic Emerging Adult College Student Technology Use (Joan Ann Swanson and Erica Walker); (17) Creative Stories: A Storytelling Game Fostering Creativity (Antonis Koukourikos, Pythagoras Karampiperis, and George Panagopoulos); (18) An EVS Clicker Based Hybrid Assessment to Engage Students with Marking Criteria (Steve Bennett, Trevor Barker, and Mariana Lilley); (19) ICT Competence-Based Learning Object Recommendations for Teachers (Stylianos Sergis, Panagiotis Zervas, and Demetrios G. Sampson); (20) Improving Content Area Reading Comprehension with 4-6th Grade Spanish ELLs Using Web-Based Structure Strategy Instruction (Kausalai [Kay] Wijekumar, Bonnie J.F. Meyer, and Puiwa Lei); (21) Preparing Special Education Teachers to Use Educational Technology to Enhance Student Learning (Teresa Wallace and David Georgina); (22) ASK4Labs: A Web-Based Repository for Supporting Learning Design Driven Remote and Virtual Labs Recommendations (Panagiotis Zervas, Stefanos Fiskilis, and Demetrios G. Sampson); (23) Digital Storytelling: Emotions in Higher Education (Sandra Ribeiro, António Moreira, and Cristina Pinto da Silva); (24) Design in Practice: Scenarios for Improving Management Education (Lee Schlenker and Sébastien Chantelot); (25) Factors Influencing Students' Choice of Study Mode: An Australian Case Study (Dirk Ifenthaler, Maree Gosper, Matthew Bailey, and Mandy Kretzschmar); (26) Addressing Standardized Testing Through a Novel Assessment Model (Catherine C. Schifter and Martha Carey); (27) "It's Just Like Learning, Only Fun"--A Teacher's Perspective of Empirically Validating Effectiveness of a Math App (Ka Rene Grimes); (28) A User Centered Faculty Scheduled Development Framework (Shohreh Hadian and Nancy Sly); (29) Musical Peddy-Paper: A Collaborative Learning Activity Supported by Augmented Reality (José Duarte Cardoso Gomes, Mauro Jorge Guerreiro Figueiredo, Lúcia da Graça Cruz Domingues Amante, and Cristina Maria Cardoso Gomes); (30) Undergraduate Students' Experiences of Time in a MOOC: A Term of Dino 101 (Catherine Adams and Yin Yin); (31) The Answering Process for Multiple-Choice Questions in Collaborative Learning: A Mathematical Learning Model Analysis (Yasuyuki Nakamura, Shinnosuke Nishi, Yuta Muramatsu, Koichi Yasutake, Osamu Yamakawa, and Takahiro Tagawa); (32) Using Five Stage Model to Design of Collaborative Learning Environments in Second Life (Sevil Orhan and M. Kemal Karaman); (33) Students' Reflections Using Visualized Learning Outcomes and E-Portfolios (Takatsune Narumi and Yasushi Gotoh); (34) The Efficiency of Different Online Learning Media--An Empirical Study (Franziska J. Kößler and Marco M. Nitzschner); (35) Microblogging Best Practices (Shohreh Hadian and Maria-Elena Froese); (36) DIY Analytics for Postsecondary Students (Timothy Arndt and Angela Guercio); (37) Project "Flappy Crab": An Edu-Game for Music Learning (Cristina Maria Cardoso Gomes, Mauro Jorge Guerreiro Figueiredo, José Bidarra, and José Duarte Cardoso Gomes); (38) Higher Education Institutions (HEI) Students Take on MOOC: Case of Malaysia (Jessnor Elmy Mat-jizat, Norsamsinar Samsudin, and Rusliza Yahaya); (39) A Cross Cultural Perspective on Information Communication Technologies Learning Survey (Hale Ilgaz, Sacide Güzin Mazman, and Arif Altun); (40) An App for the Cathedral in Freiberg--An Interdisciplinary Project Seminar (Cindy Kröber and Sander Münster); (41) Possible Science Selves: Informal Learning and the Career Interest Development Process (Leila A. Mills); (42) A Case Study of MOOCs Design and Administration at Seoul National University (Cheolil Lim, Sunyoung Kim, Mihwa Kim, Songlee Han, and Seungil Seo); (43) Persistent Possible Science Selves (Leila A. Mills and Lin Lin); and (44) Towards a Collaborative Intelligent Tutoring System Classification Scheme (Rachel Harsley). Individual papers contain references. An author index is included.
- Published
- 2014
49. Using Computers Intelligently in Tertiary Education. A Collection of Papers Presented to the Australian Society for Computers in Learning (Sydney, New South Wales, Australia, November 29-December 3, 1987).
- Author
-
Australian Society for Computers in Learning., Barrett, John, and Hedberg, John
- Abstract
The 63 papers in this collection include two keynote addresses: "Patient Simulation Using Interactive Video: An Application" (Joseph V. Henderson), and "Intelligent Tutoring Systems: Practice Opportunities and Explanatory Models" (Alan Lesgold). The remaining papers are grouped under five topics: (1) Artificial Intelligence, including intelligent computer assisted learning, problem solving, artificial intelligence, and programming (15 papers); (2) Delivery Systems, including distance learning, communications, and hardware (9 papers); (3) Developments, including interactive video, simulation, authoring, computer managed learning, and computer based training (12 papers); (4) Research/Evaluation and Future Directions, including research, policy/planning, and philosophical aspects (21 papers); and (5) Software Tutorials, including computer assisted learning tools and commercial product applications (4 papers). The text is supplemented by various figures, and references are provided for each paper. (EW)
- Published
- 1987
50. The WARNET Papers. Final Report.
- Author
-
Air Force Human Resources Lab., Williams AFB, AZ. and Genet, Russell M.
- Abstract
This report consists of several papers written, but not published, during the course of the WARNET study of requirements for a network of relatively low-cost, interconnected combat simulators for use in training pilots for combat readiness. It is projected that such a network would allow a number of aircraft to fight each other in simulated but realistic battles and incorporate many combat factors critical to the survival of the pilots. It would also allow aircraft to interact with ground vehicles and surface-to-air missiles. It is argued that this training would enable pilots to transfer skills from training to actual combat environments without the high risk of failure due to lack of experience. This conceptual research effort used information obtained from fighter pilots and computer and training experts to examine a range of questions and options that might be considered with a network of tactical aircraft combat simulators. Although the main emphasis of the research was on training, some consideration was given to the use of such a network in aircraft development and in pilot selection. While such a network of aircraft simulators remains to be built, the results of this study suggest that such a network should be given serious consideration. (DB)
- Published
- 1988
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