Research and Practice in Technology Enhanced Learning

Công bố khoa học tiêu biểu

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Identifying predictors of digital competence of educators and their impact on online guidance
Research and Practice in Technology Enhanced Learning - Tập 17 - Trang 1-19 - 2022
Francisco D. Guillén-Gámez, Teresa Linde-Valenzuela, Marta Ramos, María J. Mayorga-Fernandez
In the current socio-health situation, new educational challenges have emerged, such as the need to implement a virtual tutorial action. Therefore, this study has three objectives: (1) to investigate the level of digital competence that early childhood and primary school teachers possess to carry out quality online tutorial actions; (2) to analyse whether there are differences in use at both education stages; and (3) to identify which variables significantly affect the development of this competence at each educational stage. For this purpose, an ex post facto design was used, based on the survey technique, by means of non-probabilistic purposive sampling. The final sample consisted of a total of 1,069 educators working at the early childhood and primary education stages, from all over Spain. The results showed acceptable digital competence, with higher scores in the primary education stage, which may be due to characteristics of the students and the education stage itself, rather than to teachers’ digital competences. On the other hand, it was found that the virtual tutorial action tasks are significantly influenced in the early childhood education stage by blogs, WhatsApp, Facebook, and number of tutoring hours per month with families, while for the primary stage they are influenced by blogs, WhatsApp, Twitter, ClassDojo, Moodle, tutoring hours, number of tutoring hours per month with families, and sex. Based on these results, there is an obvious need for educational institutions to continue to develop teacher training in relation to the use of resources to carry out adequate tutoring actions and thus increase the diversification in the use of resources.
The potential of Second Life for university counseling: a comparative approach examining media features and counseling problems
Research and Practice in Technology Enhanced Learning - Tập 12 - Trang 1-20 - 2017
Fu-Yun Yu, Hsiao-Ting Hsieh, Ben Chang
This study explored the potential of Second Life (SL), a popular multi-user virtual online environment, for university counseling. University students (n = 312) were asked to evaluate three counseling channels (i.e., traditional face-to-face, internet, and SL) based on a range of media features deemed relevant and important to counseling and to assess their relative preferability when faced with different counseling problems. For the purposes of this study, counseling rooms with different styles were built, virtual counselors with different genders, ages, and styles were created, and short video recordings of scripted counseling sessions were produced in SL. For the media feature comparisons, the collected data were analyzed by the multivariate analysis of variance, followed by the analysis of variance and post hoc comparisons when significant differences were found, whereas for counseling problem comparisons, repeated-measure analysis of variance and post hoc comparisons were used. The results for the media feature comparisons showed that SL counseling significantly out-rated traditional counseling in all of the examined media features, with the exception of the interactivity dimension. Additionally, while SL and internet counseling were both perceived as significantly better than traditional counseling in areas that are unique to computer-mediated communications, including anonymity, convenience, and flexibility with regard to time and space, as well as privacy of the counseling site, SL was perceived as distinctly superior to internet counseling in five areas due to its unique affordances, including the choice of appearance, choice of counselors, interactivity, diversity of counseling sites, and availability of counseling object dimensions. Furthermore, traditional counseling was regarded as better able to support more fluent and versatile interaction between the counselor and client than the other two computer-mediated channels. As for the results of counseling problem comparisons, SL was rated as least preferred for six out of the seven counseling problems (except for gender identity issues), despite its media affordances. Suggestions for practitioners and future research are provided based on the current findings.
Development of a support system for measurement and analysis of thinking processes based on a metacognitive interpretation framework: a case study of dissolution of belief conflict thinking processes
Research and Practice in Technology Enhanced Learning - Tập 13 - Trang 1-25 - 2018
Yuki Hayashi, Kazuhisa Seta, Mitsuru Ikeda
The ability for metacognitive thought, or “thinking about thinking,” is recognized as an increasingly important skill for the future enrichment of social life. However, this skill is difficult to teach because it involves implicit cognitive activities that cannot be perceived by an outside observer. In this study, we propose an interpretation framework of metacognition as one approach to considering metacognitive thinking processes. This framework serves as the design principles for developing a system that makes it possible to provide metacognitive interpretations of gaze behaviors and thought operation actions and provides a common basis for sharing and comparing knowledge from analysis results. In this study, for an example of framework-based system development, we construct a thinking externalization application and thinking analysis support system with a thinking task of dissolving belief conflict as the theme. We also demonstrate an example of the analysis of thinking about belief conflict, as derived from lower-level and higher-level thinking interpretation rules. From the example results of the defined interpretation rules, we found that the desired behavior occurred, demonstrating the postulated possibility of capturing the thought process. By realizing a series of phases on the framework proposed in this paper, it contributes to the feasibility of grasping the metacognition process and accumulating knowledge about it.
Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire
Research and Practice in Technology Enhanced Learning - Tập 13 - Trang 1-23 - 2018
Christothea Herodotou, Maria Aristeidou, Mike Sharples, Eileen Scanlon
This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry learning and citizen science, combined with user experience studies involving more than 200 users. These have informed a concept that we have termed ‘citizen inquiry’, which engages members of the public alongside scientists in setting up, running, managing or contributing to citizen science projects with a main aim of learning about the scientific method through doing science by interaction with others. A design-based research (DBR) methodology was adopted for the iterative design and evaluation of citizen science tools. DBR was focused on the refinement of a central concept, ‘citizen inquiry’, by exploring how it can be instantiated in educational technologies and interventions. The empirical evaluation and iteration of technologies involved three design experiments with end users, user interviews, and insights from pedagogy and user experience experts. Evidence from the iterative development of nQuire led to the production of a set of interaction design principles that aim to guide the development of online, learning-centred, citizen science projects. Eight design guidelines are proposed: users as producers of knowledge, topics before tools, mobile affordances, scaffolds to the process of scientific inquiry, learning by doing as key message, being part of a community as key message, every visit brings a reward, and value users and their time.
Making MOOCs meaningful and locally relevant? Investigating IDCourserians—an independent, collaborative, community hub in Indonesia
Research and Practice in Technology Enhanced Learning - Tập 11 - Trang 1-23 - 2016
Manda Firmansyah, Sue Timmis
Along with massive open online course (MOOC) budding popularity, some problems have begun to surface. One that appears prominent concerns sustainability: for example, high dropout and low completion rates, which are reported to be less than 10 % on average. In response to growing concerns over these issues, some MOOC providers have begun to campaign for the development of offline supporting communities. Meanwhile in Indonesia, where provider supported learning communities are not yet present, some MOOC learners took the initiative to form their own community, which they called IDCourserians. This paper reports on a qualitative study which aimed to investigate and to make sense what was actually happening in the IDCourserians as an independent MOOC learning community. Nine overarching themes were identified from the collected data that illuminate the purpose of the IDCourserians, the way the community’s members learn MOOCs, and the benefit the participants perceived by joining the IDCourserians. These findings then are discussed further with regard to two key theoretical perspectives: collaborative learning and communities of practice. The paper concludes that where English is not the main spoken language and the hub model is not yet provided, creating face-to-face communities in local communities should be considered, as this may be a better way for learners to experience MOOCs and make their learning more meaningful in the local context. This also offers potential for overcoming the common difficulties in MOOCs, such as a lack of motivation and difficulties in interpreting the material through developing collaborative support activities within a community of practice.
Sử dụng bảng điều khiển học tập để hỗ trợ các kịch bản sư phạm phức tạp trong đào tạo y khoa: chúng ảnh hưởng như thế nào đến sự tham gia vào tư duy của sinh viên?
Research and Practice in Technology Enhanced Learning - - 2020
Bas de Leng, Friedrich Pawelka
Tóm tắt

Nghiên cứu này nhằm đóng góp vào kiến thức thực nghiệm và liên ngành về làm thế nào công cụ phân tích học tập trực quan có thể hỗ trợ sự tham gia tư duy của sinh viên trong các kịch bản phức tạp tại lớp học. Áp dụng một cách tiếp cận tổng thể, thiết kế giảng dạy, phân tích học tập và nhìn nhận của sinh viên đã được khảo sát đồng thời. Việc giảng dạy về quan sát hệ thống và giải nghĩa hình ảnh trong giáo dục chẩn đoán hình ảnh là ví dụ cho một kịch bản phức tạp trong lớp, và một bảng điều khiển học tập cụ thể đã được thiết kế như một công cụ hỗ trợ. Thiết kế này dựa trên cả lý thuyết giáo dục và lý thuyết trực quan hóa, và được căn chỉnh với kịch bản sư phạm tích hợp các hoạt động cá nhân và toàn lớp. Số lượng và chất lượng của việc tham gia tư duy của một nhóm gồm 26 sinh viên đã được khám phá. Một phương pháp tiếp cận hỗn hợp đã được sử dụng, bao gồm phân tích các tập tin nhật ký máy tính về công việc cá nhân, phân tích các bản ghi video của cuộc thảo luận nhóm nhỏ trong lớp và một cuộc thảo luận nhóm tập trung với các sinh viên tham gia. Kịch bản trong lớp với bảng điều khiển học tập đã dẫn đến sự cân bằng tốt giữa các nhiệm vụ cá nhân và cuộc thảo luận nhóm, cùng với mức độ tham gia tư duy tích cực cao. Tuy nhiên, các hình thức tham gia tư duy xây dựng và tương tác lại ít rõ ràng hơn. Ngoài ra, các sản phẩm của những tham gia tư duy xây dựng (miêu tả phát hiện) và tham gia tư duy tương tác (loại đối thoại) này có chất lượng trung bình và do đó không tối ưu cho việc truyền tải kiến thức. Nghiên cứu cũng cho thấy rằng việc sinh viên và giáo viên hiểu nhiệm vụ của họ và sử dụng các kỹ thuật tương tác có sẵn của bảng điều khiển học tập thế nào đã ảnh hưởng lớn đến sự tham gia tư duy của sinh viên. Cuối cùng, đã nổi lên nhiều ý tưởng có thể giúp vượt qua những hạn chế được tìm thấy trong quá trình đào tạo người tham gia và cải thiện các nhiệm vụ đề xuất cũng như bản thân bảng điều khiển học tập.

An integrated practice system for learning programming in Python: design and evaluation
Research and Practice in Technology Enhanced Learning - - 2018
Peter Brusilovsky, Lauri Malmi, Roya Hosseini, Julio Guerra, Teemu Sirkiä, Kerttu Pollari-Malmi
Research trends in measurement and intervention tools for self-regulated learning for e-learning environments—systematic review (2008–2018)
Research and Practice in Technology Enhanced Learning - Tập 15 - Trang 1-21 - 2020
Eric Araka, Elizaphan Maina, Rhoda Gitonga, Robert Oboko
For the last one decade, research in self-regulated learning (SRL) and educational psychology has proliferated. Researchers and educators have focused on how to support leaners grow their SRL skills on both face-to-face and e-learning environments. In addition, recent studies and meta-analysis have greatly contributed to the domain knowledge on the use of SRL strategies and how they contribute and boost academic performance for learners. However, there is little systematic review on the literature on the techniques and tools used to measure SRL on e-learning platforms. This review sought to outline recent advances and the trends in this area to make it more efficient for researchers to establish the empirical studies and research patterns among different studies in the field of SRL. The findings from this study are concurrent with existing empirical evidence that traditional methods designed for classroom supports are being used for measuring SRL on e-learning environments. Few studies have used learner analytics and educational data mining (EDM) techniques to measure and promote SRL strategies for learners. The paper finally points out the existing gaps with the tools presently used to measure and support SRL on learning management systems and recommends further studies on the areas of EDM which can support SRL.
Contemporary communication conduit among exemplar school principals in Malaysian schools
Research and Practice in Technology Enhanced Learning - Tập 17 - Trang 1-23 - 2022
Emelia Fantoza Saraih, Su Luan Wong, Soaib Asimiran, Mas Nida Md. Khambari
Digital Leadership is relatively a new field of leadership study which focuses on leveraging the technology and Internet in support of one’s leadership practice. Currently, very little is known how Malaysian school principals practice Digital Leadership particularly in support of their communication practice. Therefore, this qualitative study was undertaken with the aim of understanding Digital Leadership among principals from four High Performing Schools (HPS) in Malaysia. Semi structured interviews were employed involving four exemplar school principals as the main respondents and 12 school staff as secondary respondents to the study. Findings of the study indicate that social media have become the contemporary communication conduit among exemplar Malaysian school principals and this medium has become more prominent than face-to-face interaction. Findings have also suggested that it may have a positive relation with job performance and productivity. The aforesaid findings have meaningful implications for all school principals to better integrate social media in their communication practice within members of the schools and those outside the school, including the stakeholders.
The incubation effect among students playing an educational game for physics
Research and Practice in Technology Enhanced Learning - Tập 16 - Trang 1-21 - 2021
May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo
The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving traditional classroom activities. This initial investigation showed evidence of IE instances in a computer-based learning environment. This paper consolidates the studies on IE among students playing an educational game called Physics Playground and presents further analysis to examine the incidence of post-incubation or the revisit to a previously unsolved problem. Prior work, which focused on predicting successful outcomes, includes a coarse-grained IE model developed with logistic regression on aggregated data and an improved model which leveraged long short-term memory (LSTM) combined with dimensionality reduction visualization technique and clustering on fine-grained data. The additional analysis which aims to understand factors that may trigger the post-incubation phase also used fine-grained data and LSTM to create a revisit model. Results show that time elapsed relative to the activity period and encountering a problem with a similar solution during incubation were possible factors in revisiting previously unsolved problems.
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