177 results on '"Digital learning environments"'
Search Results
2. Arts Professors' Perception of the Didactic Use of Virtual Reality.
- Author
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Antón-Sancho, Álvaro, Fernández-Arias, Pablo, and Vergara, Diego
- Subjects
VIRTUAL reality ,CORE competencies ,COLLEGE teachers ,TECHNOLOGY education ,ARTS education - Abstract
Virtual reality (VR) technologies have proven to be effective teaching tools in higher education, particularly in arts education. Likewise, the analysis of the assessment that professors make of these technologies helps to understand their reception and to design strategies for their implementation in universities. In this work, quantitative research is carried out to analyze the perception of university arts professors on different technical and didactic aspects of virtual reality (VR), as well as its limitations and its future projection. Specifically, significant differences are identified in these evaluations according to the tenure (private or public) of the university where the professors teach. For this purpose, a validated questionnaire is used, which was responded by 291 arts professors from 13 different Latin American countries. The results show low levels of digital skills for the use of VR. There is also a strong gap between private and public universities with respect to the digital competence of arts professors and their assessment of VR. It is suggested that universities increase the necessary equipment to integrate VR technology in arts education, as well as carry out specific faculty training sessions on the use of VR technologies and their integration into arts education. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Future Directions of Assessment Analytics
- Author
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Sahin, Muhittin, Ifenthaler, Dirk, Ifenthaler, Dirk, Series Editor, Gibson, David, Series Editor, and Sahin, Muhittin, editor
- Published
- 2024
- Full Text
- View/download PDF
4. Tourism Education and Digital Learning Environments: The Contribution of Transformative Learning
- Author
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Kallou, Sofia, Kikilia, Aikaterini, Kalogiannakis, Michail, Katsoni, Vicky, editor, and Cassar, George, editor
- Published
- 2024
- Full Text
- View/download PDF
5. Artificial Intelligence in the Context of Digital Learning Environments (DLEs): Towards Adaptive Learning
- Author
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Elimadi, Imane, Chafiq, Nadia, Ghazouani, Mohamed, Chakir, Aziza, editor, Andry, Johanes Fernandes, editor, Ullah, Arif, editor, Bansal, Rohit, editor, and Ghazouani, Mohamed, editor
- Published
- 2024
- Full Text
- View/download PDF
6. Unveiling Potential: Fostering Students' Self-Concepts in Science Education by Designing Inclusive Educational Settings.
- Author
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Graichen, Martina, Mikelskis-Seifert, Silke, Hinderer, Linda, Scharenberg, Katja, and Rollett, Wolfram
- Subjects
SCIENCE education ,INCLUSIVE education ,DESIGN science ,DIGITAL technology ,DESIGN education - Abstract
The relevance of experimentation in natural sciences and the importance of inclusion of all students are widely acknowledged. Successful scientific experimentation in the classroom is based on higher levels of science self-concept and appropriate instructions for completing the experiment. To facilitate the experimentation process, we developed a learning environment for magnetism with minimal barriers, aimed at fostering experimentation and self-concept development in dimensions such as language, visibility, and action. In a study involving 348 students from Grades 5 and 6 from German secondary schools, we investigated how students perceived the learning environment in terms of accessibility, how their self-concept in engaging with experimental instructions developed, and how these two concepts, accessibility and self-concept, are related. The results indicated that the students found the instructions of the digital learning environment to be accessible and showed a significant increase in self-concept when utilizing experimental instructions. It was also shown that the more accessible the students perceived the experimental instructions, the greater the increase in their self-concept with experimental instructions. However, only a small amount of variance was explained. This shows that such a digital learning environment can have positive effects on students, although the remaining open aspects (e.g., the specific support of low-achieving students) are being addressed and should be investigated in the future. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
7. Simulated Learning Environments as an Interdisciplinary Option for Vocational Training: A Systematic Review.
- Author
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Navarro-Parra, Sandra Liliana and Chiappe, Andrés
- Subjects
- *
CLASSROOM environment , *SAMPLING (Process) , *MEMORIZATION , *EDUCATIONAL technology , *DIRECT instruction , *DIGITAL learning - Abstract
Background: The current scenario of university education calls for training spaces that go beyond direct instruction and knowledge memorization exercises. Such requirement stems from the need to articulate very diverse knowledge and skills that the current professional must develop both in university practice and in their daily work. Given this circumstance, it is imperative to build new teaching experiences that articulate the space of practice and the knowledge that corresponds to it, as scenarios for the interdisciplinary and permanent construction of knowledge. Method: To address this issue, a systematic literature review has been conducted to explore research from the last 20 years on the educational implementation of simulations in various professions. After conducting filtering and sampling processes, 101 articles were reviewed, which were read in depth and to which qualitative processes of categorization and frequency analysis were applied. Results: The results of the review highlight some advantages and limitations of simulations as learning resources and suggest the importance of their deployment from an interdisciplinary perspective of teaching, especially in health sciences. Conclusion: Finally, we reflect on the importance of approaching simulation-based learning from a curricular perspective, which brings learning in higher education closer to the complex realities of the world of work. In addition, the existence of great challenges and transformative effects of its implementation on university educational structures and models is highlighted. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
8. Quantitative analysis of the use of virtual reality environments among higher education professors
- Author
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Álvaro Antón-Sancho, Diego Vergara, and Pablo Fernández-Arias
- Subjects
Virtual reality ,Digital learning environments ,Educational technologies ,Digital competence ,Special aspects of education ,LC8-6691 - Abstract
Abstract Virtual Reality (VR) is a computer-generated environment with noteworthy didactic applications in different educational levels and areas of knowledge. The study of the perceptions of the agents involved about the use of VR in lectures is a fruitful line of research because it has implications in terms of the measures to be taken to improve the training and competence of professors in its use. In this paper, a quantitative, descriptive, and correlational research is carried out on the assessments of a sample of 1638 Latin American university professors on both (i) the didactic use of VR and (ii) the influence of the professors' area of knowledge on these assessments. For this purpose, a validated questionnaire was used, the responses to which were subjected to statistical analysis. As a result, it was found that the ratings of VR are very high, but professors believe that their digital skills for its use are insufficient. In addition, the professors' area of knowledge significantly influences their ratings, being higher in the areas of knowledge in which professors have a better self-concept of their digital skills. Furthermore, gender gaps have also been identified in the answers given, which behave differently according to the area of knowledge. Finally, some conclusions, implications, and recommendations are drawn from the results obtained.
- Published
- 2024
- Full Text
- View/download PDF
9. Quantitative analysis of the use of virtual reality environments among higher education professors
- Author
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Antón-Sancho, Álvaro, Vergara, Diego, and Fernández-Arias, Pablo
- Published
- 2024
- Full Text
- View/download PDF
10. Virtual Worlds for Learning in Metaverse: A Narrative Review.
- Author
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Damaševičius, Robertas and Sidekerskienė, Tatjana
- Abstract
As digital technologies continue to evolve, they offer unprecedented opportunities to transform traditional educational paradigms. Virtual worlds offer a dynamic and immersive platform for fostering sustainability education, bridging the gap between theoretical knowledge and practical application. In these interactive environments, students can engage with complex ecological systems and sustainability challenges in a risk-free setting, allowing for experimentation and exploration that would be impractical or impossible in the real world. This study aims to investigate the application of various types of virtual worlds in educational settings, examine their characteristics and potential, and explore how they foster critical 21st-century skills like critical thinking, creativity, communication, and collaboration. This paper comprehensively explores various types of virtual worlds—Adventure World, Simulation World, Creative World, Role-Playing World, and Collaborative World—assessing their impact on educational processes and outcomes. Adventure Worlds, with narrative-driven quests, engage students in exploratory learning within a story context. Simulation Worlds replicate real-world environments, allowing students to practice and hone practical skills in a risk-free setting. Creative Worlds provide open-ended, sandbox-like environments where innovation and imagination are paramount. Role-Playing Worlds facilitate empathy and perspective-taking through character-driven scenarios, while Collaborative Worlds emphasize teamwork and problem-solving in group projects. The narrative review methodology was adopted for the comprehensive analysis and synthesis of the literature to assess the impact and integration of virtual worlds in education, focusing on identifying trends, challenges, and opportunities within this domain. The evaluation methodology used in this study incorporates a mix of the Theory of Inventive Problem Solving (TRIZ), Concept-Knowledge (C-K) theory, Structure-behavior-function (SBF) modeling, the Framework for 21st Century Learning (P21), and Universal Design for Learning (UDL) to evaluate the characteristics and educational potential of different virtual world types. Findings indicate that virtual worlds effectively support critical thinking, creativity, communication, and collaboration skills, presenting a comprehensive analysis of how these environments can support, supplement, or transform traditional educational models. The main outcome of the study is the comprehensive exploration of various types of virtual worlds—Adventure World, Simulation World, Creative World, Role-Playing World, and Collaborative World—in education, demonstrating their significant potential to enhance learning experiences and outcomes through immersive, interactive environments that foster critical thinking, creativity, communication, and collaboration skills. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
11. Emergent Bilinguals Self-Affecting Their Self-Efficacy Through Bilingual Digital Environments
- Author
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Viera, Julian, Young, Patricia A., Section editor, Spector, J. Michael, editor, Lockee, Barbara B., editor, and Childress, Marcus D., editor
- Published
- 2023
- Full Text
- View/download PDF
12. Novel Times Call for Novel Ways: Effective Teaching and Learning in Digital Learning Environments
- Author
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Chia, Alexius, Divaharan, Shanti, Shin, Jung Cheol, Series Editor, Horta, Hugo, Series Editor, Teichler, Ulrich, Editorial Board Member, Leydesdorff, Loet, Editorial Board Member, Marginson, Simon, Editorial Board Member, Lee, Keun, Editorial Board Member, Rhoades, Gary, Editorial Board Member, Stephen, Jacqueline S., editor, Kormpas, Georgios, editor, and Coombe, Christine, editor
- Published
- 2023
- Full Text
- View/download PDF
13. Developing and Enhancing Emotional Intelligence in the Tourism Sector: The Role of Transformative Learning
- Author
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Kallou, Sofia, Kikilia, Aikaterini, Kalogiannakis, Michail, Zacharis, Nick Z., and Katsoni, Vicky, editor
- Published
- 2023
- Full Text
- View/download PDF
14. Smart Learning Environments: Overview of Effective Tools, Methods, and Models
- Author
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Pierpaolo, Limone, Antonia, Toto Giusi, Chlamtac, Imrich, Series Editor, Marques, Gonçalo, editor, and González-Briones, Alfonso, editor
- Published
- 2023
- Full Text
- View/download PDF
15. Rethinking Learning Experience: How Generally Perceived Life Stress Influences Students’ Course Perceptions in Different Learning Environments
- Author
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Morris Gellisch, Thorsten Schäfer, Imadeldin Yahya, Matthias Joswig, Xin Cheng, Gabriela Morosan-Puopolo, and Beate Brand-Saberi
- Subjects
medical education ,stress and learning ,digital learning environments ,Public aspects of medicine ,RA1-1270 ,Psychology ,BF1-990 - Abstract
Previous research work has already demonstrated that both the form of teaching as well as different teaching methods directly influence students’ learning experience along with their psychobiological responses at the endocrine and autonomic level. Aiming to gain deeper insights into the constitution of the learning experience, this study examined the influence of external factors such as generally perceived life stress and self-efficacy on the immediate learning experience in different learning environments. Therefore, a randomized experimental field study was conducted in which both psychological constructs and physiological data (heart rate variability) were collected from healthy first-year medical students (n = 101) during the COVID-19 pandemic. In an effort to determine the consistency of the effects across various teaching formats, the same content of a practical histology course was carried out in a face-to-face setting as well as in passive and active online teaching. While self-efficacy was a strong predictor for positive course perceptions in all learning conditions (Pearson’s r = 0.41–0.58), generally perceived worries correlated with higher anxiety during passive online learning and face-to-face learning (Pearson’s r = 0.21–0.44), a finding supported by the negative correlation between the level of perceived life demands and enjoyment during the learning unit (Pearson’s r = −0.40–−0.43). Here, we additionally report initial evidence pointing towards the role of reduced general life stress as a resilience factor for the expression of physiological stress parameters in an academic context (small-sized effect; Pearson’s r = 0.18). The data gathered in this study illustrate the relevance of emerging emotional manifestations—either aversive; negative effect or positive; protective effect—for the immediate learning process and thus establish a connection between medical education and the importance of mental health and wellbeing—especially discussed against the background of current social and political challenges in increasingly complex societal structures.
- Published
- 2023
- Full Text
- View/download PDF
16. Teachers' perceptions of principals’ digital leadership practices in a school district in a developing country
- Author
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Judy Dasruth, Suraiya Rathankoomar Naicker, and Clive Smith
- Subjects
Digital leadership ,Digital learning environments ,Digital learning ,Fourth industrial revolution ,Principals ,Teachers ,History of scholarship and learning. The humanities ,AZ20-999 ,Social sciences (General) ,H1-99 - Abstract
The fourth industrial revolution's (4IR's) disruptive digital technologies and innovations are radically altering the educational environment. The aim and structure of schooling have become progressively digital and different from the norm. Understanding principals' digital leadership practices is particularly important in the transition to digital learning as it involves navigating the digital change process in schools. This study investigated teachers' perceptions of principals' digital leadership practices in their attempts to keep up with the digital shift. Drawing on the four core principles of transformational leadership theory, the study sought to identify leadership practices that could mobilise digital learning. A generic qualitative approach was used. The study looked at three public primary schools in the Gauteng West district in South Africa. Data were generated by means of three focus group interviews with teachers and individual interviews with three principals. The findings revealed that leadership in these schools was mainly confined to conventional leadership practices which did not promote the practice of digital leadership. The findings exposed the need for principals to improve their knowledge of digital leadership in their leadership practices. The findings further highlighted the need for system-wide change in the South African education sector to support principals in transforming schools into digital learning environments. These findings contribute to the theoretical knowledge of principals' digital leadership practices.
- Published
- 2024
- Full Text
- View/download PDF
17. IEA International Computer and Information Literacy Study 2023
- Author
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Fraillon, Julian and Rožman, Mojca
- Subjects
Computer literacy ,Information literacy ,Computer and information literacy ,Computational thinking ,Digital literacy ,International assessment ,Educational research ,Technology in education ,Digital skills ,Information and communication technologies (ICT) ,Curriculum development ,Digital citizenship ,Technology integration ,Student achievement ,Digital competence ,Digital divide ,Cross-cultural comparison ,Educational policy ,Digital learning environments ,thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL) ,thema EDItEUR::J Society and Social Sciences::JN Education::JND Educational systems and structures::JNDH Education: examinations and assessment ,thema EDItEUR::J Society and Social Sciences::JN Education::JND Educational systems and structures - Abstract
This open access book presents the conceptual and operational foundations of the IEA International Computer and Information Literacy Study (2023), which is designed to assess how well students are prepared for study, work, and life in a digital world. The study measures international differences in students’ computer and information literacy (CIL): their ability to use computers to investigate, create, participate and communicate at home, at school, in the workplace and in the community. Participating countries also have an option for their students to complete an assessment of computational thinking (CT). The ICILS assessment framework articulates the basic structure of the study. It provides a description of the field and the constructs to be measured. It outlines the design and content of the measurement instruments, sets down the rationale for those designs, and describes how measures generated by those instruments relate to the constructs. In addition, it hypothesizes relations between constructs so as to provide the foundation for some of the analyses that follow.
- Published
- 2025
- Full Text
- View/download PDF
18. Unveiling Potential: Fostering Students’ Self-Concepts in Science Education by Designing Inclusive Educational Settings
- Author
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Martina Graichen, Silke Mikelskis-Seifert, Linda Hinderer, Katja Scharenberg, and Wolfram Rollett
- Subjects
inclusion ,accessibility ,science for all ,digital learning environments ,scientific literacy ,experimental instructions ,Education - Abstract
The relevance of experimentation in natural sciences and the importance of inclusion of all students are widely acknowledged. Successful scientific experimentation in the classroom is based on higher levels of science self-concept and appropriate instructions for completing the experiment. To facilitate the experimentation process, we developed a learning environment for magnetism with minimal barriers, aimed at fostering experimentation and self-concept development in dimensions such as language, visibility, and action. In a study involving 348 students from Grades 5 and 6 from German secondary schools, we investigated how students perceived the learning environment in terms of accessibility, how their self-concept in engaging with experimental instructions developed, and how these two concepts, accessibility and self-concept, are related. The results indicated that the students found the instructions of the digital learning environment to be accessible and showed a significant increase in self-concept when utilizing experimental instructions. It was also shown that the more accessible the students perceived the experimental instructions, the greater the increase in their self-concept with experimental instructions. However, only a small amount of variance was explained. This shows that such a digital learning environment can have positive effects on students, although the remaining open aspects (e.g., the specific support of low-achieving students) are being addressed and should be investigated in the future.
- Published
- 2024
- Full Text
- View/download PDF
19. Rethinking Learning Experience: How Generally Perceived Life Stress Influences Students' Course Perceptions in Different Learning Environments.
- Author
-
Gellisch, Morris, Schäfer, Thorsten, Yahya, Imadeldin, Joswig, Matthias, Cheng, Xin, Morosan-Puopolo, Gabriela, and Brand-Saberi, Beate
- Subjects
- *
ONLINE education , *CLASSROOM environment , *HEART beat , *COVID-19 pandemic , *LEARNING , *PSYCHOBIOLOGY - Abstract
Previous research work has already demonstrated that both the form of teaching as well as different teaching methods directly influence students' learning experience along with their psychobiological responses at the endocrine and autonomic level. Aiming to gain deeper insights into the constitution of the learning experience, this study examined the influence of external factors such as generally perceived life stress and self-efficacy on the immediate learning experience in different learning environments. Therefore, a randomized experimental field study was conducted in which both psychological constructs and physiological data (heart rate variability) were collected from healthy first-year medical students (n = 101) during the COVID-19 pandemic. In an effort to determine the consistency of the effects across various teaching formats, the same content of a practical histology course was carried out in a face-to-face setting as well as in passive and active online teaching. While self-efficacy was a strong predictor for positive course perceptions in all learning conditions (Pearson's r = 0.41–0.58), generally perceived worries correlated with higher anxiety during passive online learning and face-to-face learning (Pearson's r = 0.21–0.44), a finding supported by the negative correlation between the level of perceived life demands and enjoyment during the learning unit (Pearson's r = −0.40–−0.43). Here, we additionally report initial evidence pointing towards the role of reduced general life stress as a resilience factor for the expression of physiological stress parameters in an academic context (small-sized effect; Pearson's r = 0.18). The data gathered in this study illustrate the relevance of emerging emotional manifestations—either aversive; negative effect or positive; protective effect—for the immediate learning process and thus establish a connection between medical education and the importance of mental health and wellbeing—especially discussed against the background of current social and political challenges in increasingly complex societal structures. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
20. 'The Students Like Me Less in Digital Lectures': Teachers' Experiences of Teaching in Digital Learning Environments With Large Groups of Students During the COVID-19 Pandemic.
- Author
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Breiby, Monica Adele, LappegardHauge, Åshild, Holen, Stig, and Stølan, Trygve
- Subjects
DIGITAL technology ,COVID-19 pandemic ,DIGITAL learning ,LECTURE method in teaching ,CLASSROOM environment ,TEACHERS - Abstract
The COVID-19 pandemic actualized teaching in digital learning environments and brought a steep learning curve for teachers in higher education. Several studies focusing on students' experiences of this period have gradually emerged, but there has been less on how teachers experience digital learning environments. Hence, the purpose of this empirical study was to gain knowledge about how teachers experienced online teaching of large groups during the pandemic. Two group interviews were conducted with experienced teachers. The main finding was that teaching in digital environments leads to a type of digital apathy. The teachers experienced black screens and lower response from students, having a negative effect on them. They become tired, demotivated, and drained of energy. They experienced losing their qualities as lecturers, becoming boring, and being less free in what they could say. Breakout groups were easy to manage, but many students would leave when these were introduced. Teaching in digital learning environments seemed to lead to a comfortable distance, which posed a risk for both students and teachers to become resigned. Therefore, this teaching format may be more demanding than teaching in physical environments. The interviews were conducted in April 2021 when teaching in digital learning environments was novel, and the informants' expectations may have been characterized by traditional teaching. Their experiences may be different in the long run. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
21. Gamification of e-learning in higher education: a systematic literature review
- Author
-
Amina Khaldi, Rokia Bouzidi, and Fahima Nader
- Subjects
Gamification ,Higher education ,Tertiary education ,e-learning ,Digital learning environments ,Systematic review ,Special aspects of education ,LC8-6691 - Abstract
Abstract In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate students’ involvement in the course. However, choosing the right combination of game elements remains a challenge for gamification designers and practitioners due to the lack of proven design approaches, and there is no one-size-fits-all approach that works regardless of the gamification context. Therefore, our study focused on providing a comprehensive overview of the current state of gamification in online learning in higher education that can serve as a resource for gamification practitioners when designing gamified systems. In this paper, we aimed to systematically explore the different game elements and gamification theory that have been used in empirical studies; establish different ways in which these game elements have been combined and provide a review of the state-of-the-art of approaches proposed in the literature for gamifying e-learning systems in higher education. A systematic search of databases was conducted to select articles related to gamification in digital higher education for this review, namely, Scopus and Google Scholar databases. We included studies that consider the definition of gamification as the application of game design elements in non-game activities, designed for online higher education. We excluded papers that use the term of gamification to refer to game-based learning, serious games, games, video games, and those that consider face-to-face learning environments. We found that PBL elements (points, badges, and leaderboards), levels, and feedback and are the most commonly used elements for gamifying e-learning systems in higher education. We also observed the increasing use of deeper elements like challenges and storytelling. Furthermore, we noticed that of 39 primary studies, only nine studies were underpinned by motivational theories, and only two other studies used theoretical gamification frameworks proposed in the literature to build their e-learning systems. Finally, our classification of gamification approaches reveals the trend towards customization and personalization in gamification and highlights the lack of studies on content gamification compared to structural gamification.
- Published
- 2023
- Full Text
- View/download PDF
22. Digital Pandemic Stress in Higher Education in Venezuela
- Author
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Álvaro Antón-Sancho, Diego Vergara, Elsy Medina, and María Sánchez-Calvo
- Subjects
anxiety ,digital resources ,digital learning environments ,Global Innovation Index ,Latin America ,digital stress ,Public aspects of medicine ,RA1-1270 ,Psychology ,BF1-990 - Abstract
The COVID-19 pandemic had a great impact on the process of integrating digital technologies in higher education and caused digital stress among professors, mainly in countries with a lower level of digitalization. In this work, quantitative research was carried out on the stress of professors in Venezuela due to the digitalization of their teaching activities caused by the pandemic, and gender gaps were identified in this regard. This digital stress was compared with that of professors in other countries with a low level of digitalization. For this purpose, a questionnaire designed by the authors was used. The questionnaire was distributed to a sample of 129 Venezuelan professors and 132 professors from countries with low digitalization levels. As a result, it was found that Venezuelan professors have lower digital competence and lower digital stress than their colleagues in weakly digitized countries, and that digital stress decreases as digital competence increases. Moreover, among Venezuelan professors, there was a strong gender gap in digital stress, which was higher among females in all subject areas, except for Health Sciences. This gender gap is specific to Venezuela since it differs from that in countries with low digital levels. According to the results, we urgently recommend investing resources in the digital training of faculty members, especially in regards to the integration of female professors.
- Published
- 2022
- Full Text
- View/download PDF
23. Med distans till distansen – en introduktion till temat “Högre utbildning och coronapandemin”.
- Author
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Barman, Linda and Schnaas, Ulrike
- Abstract
Copyright of Högre Utbildning is the property of Cappelen Damm Akademisk and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
24. Gamification of e-learning in higher education: a systematic literature review.
- Author
-
Khaldi, Amina, Bouzidi, Rokia, and Nader, Fahima
- Subjects
GAMIFICATION ,EDUCATIONAL literature ,HIGHER education ,DIGITAL learning - Abstract
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement. Gamification which can be defined as the application of game design elements in non-game activities has been used to address the issue of learner distraction and stimulate students' involvement in the course. However, choosing the right combination of game elements remains a challenge for gamification designers and practitioners due to the lack of proven design approaches, and there is no one-size-fits-all approach that works regardless of the gamification context. Therefore, our study focused on providing a comprehensive overview of the current state of gamification in online learning in higher education that can serve as a resource for gamification practitioners when designing gamified systems. In this paper, we aimed to systematically explore the different game elements and gamification theory that have been used in empirical studies; establish different ways in which these game elements have been combined and provide a review of the state-of-the-art of approaches proposed in the literature for gamifying e-learning systems in higher education. A systematic search of databases was conducted to select articles related to gamification in digital higher education for this review, namely, Scopus and Google Scholar databases. We included studies that consider the definition of gamification as the application of game design elements in non-game activities, designed for online higher education. We excluded papers that use the term of gamification to refer to game-based learning, serious games, games, video games, and those that consider face-to-face learning environments. We found that PBL elements (points, badges, and leaderboards), levels, and feedback and are the most commonly used elements for gamifying e-learning systems in higher education. We also observed the increasing use of deeper elements like challenges and storytelling. Furthermore, we noticed that of 39 primary studies, only nine studies were underpinned by motivational theories, and only two other studies used theoretical gamification frameworks proposed in the literature to build their e-learning systems. Finally, our classification of gamification approaches reveals the trend towards customization and personalization in gamification and highlights the lack of studies on content gamification compared to structural gamification. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
25. Digital Pandemic Stress in Higher Education in Venezuela.
- Author
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Antón-Sancho, Álvaro, Vergara, Diego, Medina, Elsy, and Sánchez-Calvo, María
- Subjects
- *
HIGHER education , *WOMEN college teachers , *UNIVERSITY faculty , *GENDER inequality , *PANDEMICS - Abstract
The COVID-19 pandemic had a great impact on the process of integrating digital technologies in higher education and caused digital stress among professors, mainly in countries with a lower level of digitalization. In this work, quantitative research was carried out on the stress of professors in Venezuela due to the digitalization of their teaching activities caused by the pandemic, and gender gaps were identified in this regard. This digital stress was compared with that of professors in other countries with a low level of digitalization. For this purpose, a questionnaire designed by the authors was used. The questionnaire was distributed to a sample of 129 Venezuelan professors and 132 professors from countries with low digitalization levels. As a result, it was found that Venezuelan professors have lower digital competence and lower digital stress than their colleagues in weakly digitized countries, and that digital stress decreases as digital competence increases. Moreover, among Venezuelan professors, there was a strong gender gap in digital stress, which was higher among females in all subject areas, except for Health Sciences. This gender gap is specific to Venezuela since it differs from that in countries with low digital levels. According to the results, we urgently recommend investing resources in the digital training of faculty members, especially in regards to the integration of female professors. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
26. Blended Learning Reimagined: Teaching and Learning in Challenging Contexts.
- Author
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Divaharan, Shanti and Chia, Alexius
- Subjects
BLENDED learning ,COVID-19 pandemic ,TECHNOLOGICAL innovations ,LEARNING strategies ,VIRAL transmission - Abstract
The COVID-19 global pandemic has caused disruptions around the world with devastating consequences socially and economically. Education was not spared. Schools and institutions of higher learning (IHLs) had to grapple with new sets of demands. With most countries forced into lockdown to stem the spread of the virus, some turned to technology-mediated learning to provide some kind continuity for learning to still take place. This concept paper will share some of the key learning points and strategies culled from experiences having to pivot almost overnight to embracing technology and new learning environments, which were sometimes remote or neglected in a milieu and culture that often prided itself in effective physical face-to-face interactions. This article will then draw upon how the Blended Learning approach, undergirded by Connectivism, was implemented in a local IHL. Examples of the different types of blended learning designs that were employed will be described alongside examples on how educators can distinguish between them to engage their learners in both modes. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
27. Perspektiv på digital relationskompetens : Analys av lärares strategier för att stödja utbildningsrelationer i digitala lärmiljöer
- Author
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Bonnevie, Helena and Bonnevie, Helena
- Abstract
Studien syftar till att öka kunskapen om lärares digitala relationskompetens samt bidra till utveckling av praktik och teori inom relationell pedagogik i digitala lärmiljöer. I studien analyserades kvalitativa enkätsvar från 123 lärare och lärarstudenter i Sverige och Finland angående hur de uppfattade att de kunde stödja relationer mellan lärare och elev i distansundervisning. Resultaten analyserades först fram induktivt i en reflexiv tematisk process. Därefter användes de som underlag i ett andra abduktivt analyssteg tillsammans med metoden perspektivskifte. Syftet var att undersöka i vilken utsträckning två relationella teorier som utgår från fysisk lärmiljö kan tillämpas för att förstå relationell lärarpraktik i digitala lärmiljöer. De teoretiska koncept som analyserades var Aspelins (2018) respektive Juul och Jensens (2003) modeller för lärares relationskompetens. Resultaten tematiserades i kategorierna kommunikation, närvaro och bemötande och visade att lärarens kommunikativa kompetens är primär för relationsbygge i digitala lärmiljöer. Kompetensen omfattar förmågor som att lyhört hantera synlighet och bemötande, bemästra det digitala språket samt skapa en känsla av närvaro, gemenskap och trygghet. Kommunikativ kompetens påverkar även inkludering och integritet. Mer forskning behövs för att förstå synlig och osynlig närvaro i digitala lärmiljöer ur både lärarens och elevens perspektiv. Det framgick av resultaten att distanslärare lånar relationella bemötandehandlingar från fysiska lärmiljöer. Digital relationskompetens framträder därför inte som ett eget kompetensområde. Mer kunskap behövs om affordanser för relationsskapande i digitala lärmiljöer. Även undersökningar som visar vad som verkligen begränsar digitala lärmiljöer behövs, för att undvika att praktiken fastnar i allmänna antaganden som hindrar nyskapande och tillvaratagande av digitala lärmiljöers möjligheter. Analysen visade att de två teoretiska modellerna fungerade som övergripande, och delvis, The purpose of the study was to increase knowledge about teachers' digital relational competence and contribute to the development of practice and theory within relational pedagogy in digital learning environments. In the study, qualitative survey responses from 123 teachers and student teachers in Sweden and Finland were analysed regarding how they perceived that they could support teacher-student relations in distance education. The results were first analysed inductively in a reflexive thematic process. The results were then used in a second abductive analysis together with the perspective shift method. The aim was to investigate to what extent two relational theories based on physical learning environments can be applied to understand relational teacher practice in digital learning environments. The theoretical concepts used in the analysis were Aspelin's (2018) and Juul and Jensen's (2003) models for teachers' relational competence. The results were thematised into three categories: communication, presence and response, and showed that the teacher's communicative competence is primary for relationship building in digital learning environments. The competence includes abilities such as sensitively managing visibility and reception, mastering the digital language and creating a sense of presence, belonging and security. Communicative competence also affects inclusion and integrity. More research is needed to understand visible and invisible presence in digital learning environments from both the teacher's and the student's perspective. The results showed that distance teachers borrow relational behaviour acts from physical learning environments. Digital relational competence therefore does not appear as a competence area on its own. More knowledge is needed about affordances for relationship building in digital learning environments. Research showing what really limits digital learning environments is also needed, to avoid practice being hampered by assumptions
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- 2024
28. LOW CODE SOLUTIONS FOR MANAGING THE INTEGRATION OF VIDEO, GRAPHICS AND ACTIVE LEARNING RESOURCES FOR ENGAGING CLASSROOMS
- Author
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Frank, Ian and Frank, Ian
- Abstract
Modern educators have access to ever-growing options for the creation of learning resources to foster engagement and comprehension. This paper describes an implemented low-code platform tailored to the needs of managing resource deployment and development. The metaphor of horizontal and vertical “slicing” is adopted from the field of software development to motivate the use of interfaces for managing diverse content, including video, banner graphics for delivering “Q&A” responses to student feedback, and a database of classroom activities. The effective marshalling of resources can help with enhancing interactivity and responsiveness in classrooms, and efficacy of the system is discussed through evaluation results showing that classes delivered via the system are at the very top of university-wide evaluation criteria
- Published
- 2024
29. TRAINING PREFERENCES OF ADULT LEARNERS IN ONLINE LEARNING ENVIRONMENTS: DISTANCE LEARNING GATE.
- Author
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Şahin, Muhittin, Müftüoğlu, Cennet Terzi, Ceylan, Savaş, and Atay, Salim
- Subjects
DISTANCE education ,CIVIL service personnel management ,PROFESSIONAL education ,PRIMARY education ,ADULT students - Abstract
Adults are independent learners and are expected to direct their own learning. Nowadays, there aremanyMOOC platforms preferred by adult learners. Many states have adapted to these developments and established an online learning platform in order to carry out the training and development activities of civil servants. The Presidency of the Republic of Türkiye Human Resources Office has established the Distance Learning Gate (DLG) platform in order to carry out educational activities. In this study, learning preferences of adult learners were determined in order to improve the relevant online learning environment and to structure appropriate trainings for public personnel. For this purpose, the training preferences of adult learners were determined according to their title groups and education levels. The participants of the research consisted of 4864 civil servants who received training from the DLG platform. According to the results, it was determined that adult learners preferred personal development training themost and professional development training in the last place. It is seen that the servants in the service title group that watched the most training in all categories according to the title groups. It is seen that the groups that received the least education are the senior manager and manager title group. On the other hand, it has been determined that the number of adult learners' training and the education categories differ according to the education level. According to the findings, it is seen that those who watched the most education are adults at the compulsory primary education level, while those who watched the least education are those who are at the graduate level. This research includes the first phase of a series of research and a design-based research. As a first step, the training preferences of adult learners were determined. In the next stage, a recommendation system will be integrated into the DLG platform based on the determined profiles. [ABSTRACT FROM AUTHOR]
- Published
- 2022
30. Transforming Media Accessibility in Europe
- Author
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Marcus-Quinn, Ann, Krejtz, Krzysztof, and Duarte, Carlos
- Subjects
Media Accessibility ,Digital Learning Environments ,Cultural Heritage ,Accessibility Legislation ,Emerging Technologies ,Artificial Intelligence ,thema EDItEUR::U Computing and Information Technology::UY Computer science::UYZ Human–computer interaction ,thema EDItEUR::J Society and Social Sciences::JN Education::JNS Teaching of students with different educational needs::JNSC Teaching of students with physical impairments or disabilities ,thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications - Abstract
In a rapidly evolving digital landscape, accessibility in media has emerged as a crucial frontier for inclusion, equality, and knowledge democracy. The present edited volume "Transforming Media Accessibility in Europe: Digital Media, Education and City Space Accessibility Contexts" is a comprehensive exploration of technological, societal, psychological, and legal aspects of media accessibility in Europe. It offers a comprehensive roadmap for navigating the multifaceted landscape of media accessibility. Through compelling experimental studies, case studies, and forward-looking insights, it elucidates the transformative potential of accessible media across diverse sectors, including education, culture, and smart cities. Crafted as a collaborative effort under the COST (European Cooperation in Science and Technology) LEAD-ME Action (CA19142), this book unites the expertise of researchers, educators, and practitioners. This is an open access publication.
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- 2024
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31. Teaching Qualitative Research Methods in Media and Communication: The Benefits and Limitations of Digital Learning Objects.
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Dumitrica, Delia and Jarmula, Paulina
- Subjects
- *
DIGITAL learning , *DIGITAL communications , *QUALITATIVE research , *STUDENT attitudes , *THEMATIC analysis , *CLASSROOM environment - Abstract
Teaching qualitative research is often hampered by student uncertainties around how to apply methodological knowledge in practice. Digital learning objects (DLOs) may offer a solution to this problem, although they also come with limitations. This study assessed the student perspective on the strengths and limitations of six qualitative analysis DLOs in the field of media and communication. Drawing from a thematic analysis of 527 written student reflections on the use of these DLOs in learning practices, this paper found that DLOs were helpful in clearing doubts and cementing knowledge. Furthermore, they motivated students by increasing self-regulation and by providing a new learning environment that was perceived as showcasing “learning how to learn.” However, the DLOs also introduced new anxieties, destabilized the relationship between lecture and tutorial, and were not successful at fostering student reflexivity in relation to the research process. These findings provide practitioners with pedagogical insight into using DLOs to improve the learning experience of qualitative research. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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32. Digital environments as third spaces: analyses of simple artefacts in the rooms of the MOdE
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Panciroli Chiara and Russo Veronica
- Subjects
third space ,digital museums ,digital learning environments ,artefacts ,knowledge process ,Education (General) ,L7-991 ,Communication. Mass media ,P87-96 - Abstract
With the spread of digital environments that allow the user to design and produce contents, we have asked ourselves whether digital museums can be considered as ‘third spaces’ in which it is possible to exhibit, research, aggregate and re-elaborate, in a shared narrative, materials and experiences coming from different contexts. Conceiving the digital museum as a third space of contamination between formal and informal, presence and distance, real and digital presupposes the rethinking of the functions of the museum itself, capable of connecting both the demands for safeguards and those of accessibility to the cultural heritage, for an access to knowledge that is increasingly open. Starting from these premises, this contribution references the digital museum Museo Officina dell’Educazione (MOdE) as a third space by specifically analysing the digital settings produced by students of the upper secondary schools and by university students.
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- 2020
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33. Visual learning and education for augmented reality environments
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Anita Macauda
- Subjects
visual learning ,visual perception ,augmented reality ,immersive technology ,digital learning environments ,Psychology ,BF1-990 ,Visual arts ,N1-9211 - Abstract
Studies on the neurosciences and the cognitive sciences have shown the existing interconnections between visual perception and cognition in the knowledge/interaction with the world. It is recognised in particular how the perception of the information in the multimedia format can improve the teaching-learning processes. With reference to the neuro-cognitive and cognitive aspects, I will focus my attention on visual learning, with particular regard to the use of augmented reality technologies. The present contribution aims specifically to identify the elements of tangency between visual educational perspectives and the construction/use of augmented digital environments.
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- 2020
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34. Who’s in Charge?—Dealing with the Self-regulation Dilemma in Digital Learning Environments
- Author
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Bergamin, Per, Hirt, Franziska S., North, Klaus, editor, Maier, Ronald, editor, and Haas, Oliver, editor
- Published
- 2018
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35. The roles of academic engagement and digital readiness in students’ achievements in university e-learning environments
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Hye Jeong Kim, Ah Jeong Hong, and Hae-Deok Song
- Subjects
Digital learning environments ,Academic engagement ,Academic performance ,Special aspects of education ,LC8-6691 ,Information technology ,T58.5-58.64 - Abstract
Abstract University students, who are assumed to be digital natives, are exposed to campus e-learning environments to improve their academic performance at the beginning of their academic careers. However, previous studies of students’ perceptions of e-learning demonstrate a lack of consistent results with respect to the prediction of their academic achievement. The goal of this study was to examine university students’ perceptions of e-learning, based on their experiences, and the mediating roles of academic engagement and digital readiness within the university context of an e-learning environment for academic achievement. A total of 614 undergraduate students enrolled in a Korean university participated in this study. Using a partial least squares model to develop the theory, we examined students engaging in university e-learning environments in relation to their perceptions of e-learning, digital readiness, academic engagement, and academic achievement (i.e., grade point average). The results are significant for the importance of students’ academic engagement and digital readiness as mediators in their perceptions of e-learning predicted by academic achievement. Although students positively perceived e-learning experiences on campus, they must have strong digital skills to perform academic work and commit to effortful involvement in the context of academic learning in university e-learning environments. Our results provide practical implications for ways to enhance effective adoption of e-learning environments by college students, educators, and administrators.
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- 2019
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36. Blended Learning Reimagined: Teaching and Learning in Challenging Contexts
- Author
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Shanti Divaharan and Alexius Chia
- Subjects
blended learning ,COVID-19 ,digital learning environments ,Education - Abstract
The COVID-19 global pandemic has caused disruptions around the world with devastating consequences socially and economically. Education was not spared. Schools and institutions of higher learning (IHLs) had to grapple with new sets of demands. With most countries forced into lockdown to stem the spread of the virus, some turned to technology-mediated learning to provide some kind continuity for learning to still take place. This concept paper will share some of the key learning points and strategies culled from experiences having to pivot almost overnight to embracing technology and new learning environments, which were sometimes remote or neglected in a milieu and culture that often prided itself in effective physical face-to-face interactions. This article will then draw upon how the Blended Learning approach, undergirded by Connectivism, was implemented in a local IHL. Examples of the different types of blended learning designs that were employed will be described alongside examples on how educators can distinguish between them to engage their learners in both modes.
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- 2022
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37. Contexts of Smart Learning Environments
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Liu, Dejian, Huang, Ronghuai, Wosinski, Marek, Huang, Ronghuai, Series editor, Kinshuk, Series editor, Jemni, Mohamed, Series editor, Chen, Nian-Shing, Series editor, Spector, J. Michael, Series editor, Liu, Dejian, and Wosinski, Marek
- Published
- 2017
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38. Multiliteracies, Critical Framing, and Literary Analysis in BookTube Reviews.
- Author
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Brígido-Corachán, Anna M.
- Subjects
STUDENT attitudes ,UPPER level courses (Education) ,CRITICAL thinking ,COMPUTER literacy ,ACTIVE medium ,POSTSECONDARY education - Abstract
Drawing from the pedagogical framework of multiliteracies, this study examines the potential benefits of studentproduced BookTube reviews in developing critical thinking skills, literary analysis, and digital literacy when they are incorporated as a final assessment component of literature courses in Higher Education in the place of more traditional formats such as the written essay. Specifically, the study aims to determine whether sufficient instances of argumentation, close-reading, and critical thought take place in BookTube reviews when they incorporate some academic features from video essays, a format that has gained popularity in media and cultural studies in recent years. Twenty-eight sample videos produced by BA students of English Studies at a large university in Spain are analyzed considering their structure, level of argumentative expression, and critical thought. The instruments used were a quantitative and qualitative data analysis of these videos and their text-based scripts, participant observation, and student perceptions gathered through anonymous online questionnaires. A closer examination of these projects shows that videos inspired by generic BookTube reviews on YouTube explored general themes, leaned toward opinion-based statements, and often lacked sufficient academic rigor, whereas audiovisual projects that consciously adhered to the argumentative conventions of traditional essays and video essays evinced a higher degree of critical analysis and were, therefore, more in line with expectations for advanced literary courses in tertiary education. Furthermore, all students producing such work enhanced their digital competence and collaborative skills and achieved a deeper awareness of multiliteracies as a relevant pedagogical framework. The author identifies some key challenges and provides pedagogical recommendations for instructors aiming to introduce BookTube reviews as a pedagogical tool in the classroom. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
39. Digital games pre-schoolers play: parental mediation and examination of educational content.
- Author
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Gözüm, Ali İbrahim Can and Kandır, Adalet
- Subjects
PRESCHOOL education ,DIGITAL technology ,CLASSROOM environment ,VIDEO games ,PARENTS - Abstract
The aim of this study is to examine mediations of parents who make digital games played by 60–72 months old children accessible, and the contents of the digital games played by children educationally. In this research the convergent parallel mixed research method that include both qualitative and quantitative research methods was used. The study group of the research consists of 109 parents. In the research, two data collection tools as a survey and a questionnaire were used. The data collection tools were developed by the researchers. Qualitative data of the research consist of parents' opinions and the digital games their children play. Quantitative data were collected with the questionnaire form. As a consequence of combining quantitative and qualitative data and evaluating them as a meaningful whole, it was established that children of parents using a parental mediation consciously play digital games with educational content. Yet, this rate is below 10%. It was determined that 90% of the parents do not use a mediation strategy consciously. In fact, children who are not applied a mediation play digital games with violent and neutral content. According to the findings, it is another significant result that parents using a mediation strategy consciously choose digital games with educational content by taking expert opinions. The results of the research were discussed in consideration of the literature in terms of both parental mediation and educational content of digital games. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
40. Los MOOC en la línea del tiempo: una revisión sistemática de literatura.
- Author
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Chiappe, Andrés and Amaral, Monique
- Published
- 2021
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41. Teacher educators' experiences when changing to digital teaching during the COVID-19 pandemic in subject Food and Health.
- Author
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Søberg, Lilja Palovaara and Müller, Hanne
- Subjects
- *
COVID-19 pandemic , *TEACHER educators , *CLASSROOM environment , *TEACHER health , *DIGITAL learning - Abstract
Several Norwegian universities implemented the digitization of all teaching in March 2020 during the COVID-19 pandemic. This study explores teacher educators' experiences when teaching the subject of Food and Health under the pandemic. The data consisted of eight interviews with teacher educators and was thematically analysed. The pandemic has challenged teachers' digital competencies and pedagogical practices in different ways and forced them to work hard to maintain quality in their teaching. The findings indicate it could be possible to conduct innovative teaching in digitized learning environments. Teacher educators spent a lot of time rethinking teaching practices pedagogically and professionally in new digital settings. Digital teaching can be challenging in terms of communication and relationships between teacher educator and students, and between students. Accordingly, it would appear that the underlying challenges have presented the most obstacles to personal and institutional innovation, not the coronavirus crisis itself. [ABSTRACT FROM AUTHOR]
- Published
- 2021
42. Uso de la evidencia y significatividad histórica en la enseñanza de la Transición española mediante un entorno digital de aprendizaje.
- Author
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MIGUEL-REVILLA, DIEGO, CALLE-CARRACEDO, MERCEDES, and SÁNCHEZ-AGUSTÍ, MARÍA
- Subjects
- *
CLASSROOM environment , *HISTORY students , *HISTORY education , *DIGITAL learning , *SECONDARY education - Abstract
INTRODUCTION. This study, which is framed within the HISREDUC Project, presents the results obtained following an intervention with 15-year-old secondary education History students. METHOD. The aim of this paper is the development of two main concepts related to historical thinking (use of evidence and historical significance) through the use of a digital learning environment over seven sessions. 53 students participated and the curricular framework used was the Spanish transition to democracy. The level of progression related to both concepts is examined through a qualitative method which compared the perceived proficiency level before and after the use of the digital learning environment. RESULTS. The results allow to identify common patterns related to students' abilities, showing a positive progression related to the use of evidence and historical significance. DISCUSSION. It can be concluded that this intervention reinforced and helped made explicit latent capabilities, allowing their use in the analysis of the past. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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- View/download PDF
43. Can a Brief, Digital Skill Training Intervention Help Undergraduates "Learn to Learn" and Improve Their STEM Achievement?
- Author
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Bernacki, Matthew L., Vosicka, Lucie, and Utz, Jenifer C.
- Subjects
- *
SELF-regulated learning , *ABILITY , *MODULAR coordination (Architecture) , *LEARNING strategies , *DESIGN students - Abstract
Students who drop out of their science, technology, engineering, and math (STEM) majors commonly report that they lack skills critical to STEM learning and career pursuits. Many training programs exist to develop students' learning skills and they typically achieve small to medium effects on behaviors and performance. However, these programs require large investments of students' and instructors' time and effort, which limits their applicability to large lecture course formats commonly employed in early undergraduate STEM coursework. This study examined whether brief, digital training modules designed to help students apply learning strategies and self-regulated learning principles effectively in their STEM courses can impact students' behaviors and performance in a large biology lecture course. Results indicate that a 2-hr Science of Learning to Learn training had significant effects on students' use of resources for planning, monitoring, and strategy use, and improved scores on quizzes and exams. These findings indicate that a brief, self-guided, online training can increase desirable learning behaviors and improve STEM performance with minimal cost to learners or instructors. Implications for future design of interventions and their provision to students in need of support are discussed. Educational Impact and Implications Statement: Researchers examined whether providing undergraduate students with training designed to improve their study skills could (a) change the way students used digital resources for learning and (b) improve their achievement in a challenging course for students who pursue science careers. Students encountered the training on their science course's website. Most completed it within 1 to 2 hr at a time of their choosing. Students who completed the training used more of the resources designed to support effective studying, and also performed better on their quizzes and unit exam compared with students who completed another science activity. This training is promising because it is low in cost, reasonably brief, and easily scalable to new courses and populations of students who may benefit from improving their approach to learning. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
44. Politics of digital learning—Thinking education with Bernard Stiegler.
- Author
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Lindberg, Susanna
- Subjects
- *
PHILOSOPHERS , *TECHNOLOGY education , *TECHNOLOGY & society , *CAPITALISM , *DIGITAL learning - Abstract
Bernard Stiegler is known as a leading philosopher of technics. He has developed an original interpretation of technics as an externalized epiphylogenetic memory that (1) remembers in the place of the human being, who appears therefore as a forgetful being and (2) is collective and constitutes a technological community, that is different from any ethnical-political community. Stiegler has also examined the social and political consequences of contemporary technology. Technics are not neutral. Contemporary digital technologies claim to inform but more fundamentally they produce pulsions in a way that is destructive to psychic and collective individuation and leads to a generalized proletarianization, where the problem is not biopower or capitalism but lack of attention and desire. Can the digital world become a new public space? Stiegler is quite pessimistic, but in principle, to some extent, it is possible to seize and convert 'the means of memory production.' Stiegler's insights are invaluable in the task of evaluating new learning technologies, because he analyzes political community from the double point of view of technology, and of the care of younger generations. In this article, I present Stiegler's philosophical theory and show how it can be applied to education and digital learning environments. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
45. Effects of digital video-based feedback environments on pre-service teachers' feedback competence.
- Author
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Prilop, Christopher Neil, Weber, Kira Elena, and Kleinknecht, Marc
- Subjects
- *
CONTENT analysis , *SCHOOL environment , *TEACHERS , *TEACHING , *VIDEO recording , *AFFINITY groups , *JOB performance , *QUANTITATIVE research , *PRE-tests & post-tests , *UNDERGRADUATES , *EDUCATION ,WRITING - Abstract
The present study investigates the added value of blended digital video-based feedback environments in fostering pre-service teachers' feedback competence on teaching during a practicum. Pre-service teachers practised providing their peers with feedback on their classroom management in traditional face-to-face feedback sessions (control group, n = 65) or blended digital video-based environments with an expert present (V-Feedback+ , n = 22) or without (V-Feedback , n = 16). Before and after the practicum, a video-based tool was applied that required pre-service teachers to provide written feedback to a teacher concerning fictitious classroom events. Written feedbacks were analysed by applying quantitative content analysis. Feedback competence was assessed with six categories: assessment criteria; specificity; suggestions; questions; first person; and positive/negative emphasis. This study demonstrated that digital video-based environments can elicit stronger effects than traditional face-to-face settings, especially when combined with expert feedback. Results from the pre- and post-tests revealed that V-Feedback and V-Feedback + participants provided more specific feedback than the control group. V-Feedback + participants provided feedback containing more high quality suggestions than the V-Feedback group. This study illustrates how pre-service teachers' feedback competence can be fostered in teaching practicums using digital video-based feedback environments. • Effects of face-to-face and digital video-based feedback environments were compared. • Pre-service teachers' feedback specificity increased in the video-based environments. • Expert feedback enhanced effects of digital video-based feedback environments. • Video-based environments with expert feedback led to more high quality suggestions. • Teaching practicums can be enhanced by digital video-based feedback environments. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
46. ONLINE TRANSFORMATIVE LEARNING IN HIGHER EDUCATION: OPPORTUNITIES AND CHALLENGES FOR IMPROVING EDUCATIONAL PRACTICES.
- Author
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Marzano, Gilberto and Lubkina, Velta
- Subjects
- *
HIGHER education , *EDUCATION , *PLETHORA (Pathology) , *DIGITAL communications , *SOCIAL learning - Abstract
Many researchers and scholars nowadays view the online environment as the ideal context for fostering transformative learning. However, although the growth of online education has resulted in a plethora of investigations, for the moment, few empirical studies exist about promoting transformative learning in online environments. This paper focuses on the application of the transformative learning model in two distinct online learning environments in higher education. The first is a traditional blended learning environment while the second is a digital social learning environment. In this paper, we present the preliminary results of an ongoing research aimed at employing online learning for different student needs. It has been carried out within an applied research project, DocTDLL (Implementation of Transformative Digital Learning in Doctoral Programs of Pedagogical Science in Latvia), funded by the Latvian Council of Science. We analyze and discuss how environment variables in an online context can influence an educational approach based on a transformative learning process and vice versa. We highlight a conceptual model comprising interacting contextual components, including personal factors (motivational beliefs and achievement emotions) as well as personal behaviors (use of cognitive and metacognitive learning strategies). Our final objective is to design a multidimensional model of learning for Ph.D. students that integrate students' thoughts, feelings, and actions while they are learning online. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
47. Towards learner-centric pedagogies: Technology-enhanced teaching and learning in the 21st century classroom
- Author
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Jeanette La Fleur and Reuben Dlamini
- Subjects
situated learning ,digital capital ,hybrid learning ,digital learning environments ,digital equity ,professional learning communities ,Education - Abstract
Effective professional development contributes to improved teacher knowledge and practice as well as deep and meaningful student learning. Despite professional development being cited by the South African Department of Basic Education as a priority goal, teacher professional development activities have been inadequate. In this article, we use a socio-cultural perspective to investigate the pedagogical affordances of digitalisation and technology integration. This study is part of a larger mixed methods study but for the purpose of this article we focus solely on its qualitative results. The aim of the study was to understand teachers' best practices with digital technologies and how these technologies are being used to inform the 21st century classroom and encourage a learner-centric environment. The findings reveal weaknesses in the professional development activities regarding digital technologies and learner-centric pedagogies that are generally episodic, one-size-fits-all events focused largely on technical knowledge. The chief impediment towards learner-centric pedagogies and the implementation of technology-enhanced teaching and learning is the misalignment between teachers' digital abilities and the demands of the 21st century technology-equipped classrooms. Our recommendation is the continual situated professional development of teachers, including the creation of professional learning communities and the harnessing of digital technologies to provide an effective blended approach to teacher learning and instructional delivery in the 21st century.
- Published
- 2022
- Full Text
- View/download PDF
48. Digitale Lernwelten ohne Programmierkenntnisse erstellen.
- Author
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Müller, Laurence, Müller, Stefan, and Reiners, Christiane S.
- Subjects
- *
CHEMISTRY teachers , *CLASSROOM environment , *DISTANCE education , *COLLEGE teachers , *STUDENT teachers - Abstract
In times of distance learning, many chemistry teachers wish they had more possibilities to provide learners with chemical content knowledge digitally and in a differentiated way. This publication presents possibilities for developing and testing digital learning environments for chemical content using simple functions. With just a few clicks, PowerPoint presentations can be transformed into "point‐and‐click" learning environments. In the project "e‐lement", student teachers from the University of Cologne tested and evaluated these functions in a school context with learners. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
49. Multiple Negative Emotions During Learning With Digital Learning Environments – Evidence on Their Detrimental Effect on Learning From Two Methodological Approaches
- Author
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Franz Wortha, Roger Azevedo, Michelle Taub, and Susanne Narciss
- Subjects
emotions ,learning ,digital learning environments ,person-centered ,variable-centered ,emotion-regulation ,Psychology ,BF1-990 - Abstract
Emotions are a core factor of learning. Studies have shown that multiple emotions are co-experienced during learning and have a significant impact on learning outcomes. The present study investigated the importance of multiple, co-occurring emotions during learning about human biology with MetaTutor, a hypermedia-based tutoring system. Person-centered as well as variable-centered approaches of cluster analyses were used to identify emotion clusters. The person-centered clustering analyses indicated three emotion profiles: a positive, negative and neutral profile. Students with a negative profile learned less than those with other profiles and also reported less usage of emotion regulation strategies. Emotion patterns identified through spectral co-clustering confirmed these results. Throughout the learning activity, emotions built a stable correlational structure of a positive, a negative, a neutral and a boredom emotion pattern. Positive emotion pattern scores before the learning activity and negative emotion pattern scores during the learning activity predicted learning, but not consistently. These results reveal the importance of negative emotions during learning with MetaTutor. Potential moderating factors and implications for the design and development of educational interventions that target emotions and emotion regulation with digital learning environments are discussed.
- Published
- 2019
- Full Text
- View/download PDF
50. What Is Adaptivity? Does It Improve Performance?
- Author
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Haynes, Jacqueline A., Underwood, Jody S., Pokorny, Robert, Spinrad, Amit, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Kobsa, Alfred, editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Weikum, Gerhard, editor, Goebel, Randy, editor, Tanaka, Yuzuru, editor, Wahlster, Wolfgang, editor, Siekmann, Jörg, editor, Schmorrow, Dylan D., editor, and Fidopiastis, Cali M., editor
- Published
- 2014
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