4,041 research outputs found

    ALT-C 2010 - Conference Proceedings

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    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    Pre-tertiary engagement with online learning : Exploring uses of online learning environments and digital technology for progression into and through Higher Education

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    This report outlines work undertaken by the Institute of Education to explore how pre-tertiary experiences of online learning influences students’ successful transitions into and through Higher Education. The work was commissioned by Pamoja Education, and the studies that were undertaken focused on the experiences of students and staff taking part in Pamoja Education courses offered as part of the International Baccalaureate Diploma Programme. The work involved reviewing previous literature about the role of technology in preparing students for University study; undertaking a survey of International Baccalaureate students (including Pamoja Education alumni) to explore their experiences; interviewing Pamoja Education alumni as a way of explaining and elaborating these patterns of experience; and asking teachers to reflect on how they worked with learners to support them online. Each of these areas of work is reported in a separate section of this report

    Pre-tertiary engagement with online learning : Exploring uses of online learning environments and digital technology for progression into and through Higher Education

    Get PDF
    This report outlines work undertaken by the Institute of Education to explore how pre-tertiary experiences of online learning influences students? successful transitions into and through Higher Education. The work was commissioned by Pamoja Education, and the studies that were undertaken focused on the experiences of students and staff taking part in Pamoja Education courses offered as part of the International Baccalaureate Diploma Programme. The work involved reviewing previous literature about the role of technology in preparing students for University study; undertaking a survey of International Baccalaureate students (including Pamoja Education alumni) to explore their experiences; interviewing Pamoja Education alumni as a way of explaining and elaborating these patterns of experience; and asking teachers to reflect on how they worked with learners to support them online. Each of these areas of work is reported in a separate section of this report

    Building a virtual classroom : an education environment for the internet generation

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    This thesis examines the provision of learning environments that enable people to participate in high-quality learning experiences without physically travelling to classrooms and classes. New technologies enable the asynchronous web currently based on text, images, and video, to be extended to facilitate multi-channel synchronous communications. There is significant potential to enhance learning using the 3D worlds used for interactive gaming, populated by avatars representing the participants, and chat systems using text and audio channels. The purpose of this study was to investigate the development and use of 3D web-based learning environments. Staff and students from an Information Technology degree programme at one New Zealand Polytechnic participated in the study. The design and use of 3D web-based learning environments were integrated into one paper over six years. Data were collected from the teachers of this paper and the programme in which it was embedded.A survey instrument was used to collect data, along with artefacts from the software design and development plus the web-based environments created. Computer logs, and records of chat sessions were collected to enable analysis of the activities that took place in the new learning environments. Follow-up interviews were conducted with a sample of students after the completion of their study. Analysis of these data included collations of statistically significant relationships between environmental factors and the design features of the 3D web-based environments created. Results indicate that the 3D web-based environments were well received by the students and show significant potential for the future provision of learning environments. The technology has no negative impact on students’ perception of their learning environment; however, it did not have the expected positive impact on their communications with peers or teaching staff. This research suggests directions for the future development and application of 3D webbased technologies to fully enable their potential to be achieved in educational learning environments

    Trial By Fire: Gaming and Badging in an FYE Program

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    Assessing the impact of a cloud-based learning platform on student motivation and ownership of learning

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    Has the KuraCloud learning platform increased student motivation and ownership of their learning? Cloud-based educational technologies are used with the expectation that they will assist students to become life-long learners. These technologies give students more control over their learning and this has been shown to motivate them to work harder (Yurco, 2014). This research examines the impact of a recently implemented cloud-based learning platform (KuraCloud) on student motivation and ownership of their learning. All students enrolled in the undergraduate Bachelor of Nursing programme at Wintec will be invited to participate in an online survey. Areas that will be explored to assess motivation include whether students feel more motivated, whether they feel encouraged to seek extra information about topics, and whether their participation is influenced by particular aspects and exercises within the KuraCloud lessons. Areas that will be explored to assess ownership of learning include whether the KuraCloud lessons helped them to learn independently, to problem-solve, and to understand the topic content and the lesson concepts. The research has not been completed yet, but the results will be presented at the conference. It is expected that the results will inform future planning to enhance student motivation and ownership of learning using this technology
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