74,215 research outputs found
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Improving writing skills through technology-based instruction: A meta-analysis
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Educational Technology Topic Guide
This guide aims to contribute to what we know about the relationship between educational technology (edtech) and educational outcomes by addressing the following overarching question: What is the evidence that the use of edtech, by teachers or students, impacts teaching and learning practices, or learning outcomes? It also offers recommendations to support advisors to strengthen the design, implementation and evaluation of programmes that use edtech.
We define edtech as the use of digital or electronic technologies and materials to support teaching and learning. Recognising that technology alone does not enhance learning, evaluations must also consider how programmes are designed and implemented, how teachers are supported, how communities are developed and how outcomes are measured (see http://tel.ac.uk/about-3/, 2014).
Effective edtech programmes are characterised by:
a clear and specific curriculum focus
the use of relevant curriculum materials
a focus on teacher development and pedagogy
evaluation mechanisms that go beyond outputs.
These findings come from a wide range of technology use including:
interactive radio instruction (IRI)
classroom audio or video resources accessed via teachers’ mobile phones
student tablets and eReaders
computer-assisted learning (CAL) to supplement classroom teaching.
However, there are also examples of large-scale investment in edtech – particularly computers for student use – that produce limited educational outcomes. We need to know more about:
how to support teachers to develop appropriate, relevant practices using edtech
how such practices are enacted in schools, and what factors contribute to or mitigate against
successful outcomes.
Recommendations:
1. Edtech programmes should focus on enabling educational change, not delivering technology. In doing so, programmes should provide adequate support for teachers and aim to capture changes in teaching practice and learning outcomes in evaluation.
2. Advisors should support proposals that further develop successful practices or that address gaps in evidence and understanding.
3. Advisors should discourage proposals that have an emphasis on technology over education, weak programmatic support or poor evaluation.
4. In design and evaluation, value-for-money metrics and cost-effectiveness analyses should be carried out
Teaching Language to Students with Autism
This meta-synthesis of the literature on methods of instruction to students with ASD examines the various methods of teaching language to students with ASD. While each student learns language at his or her own pace, the author has found that certain methods yield results quicker, and these methods need to be examined critically for any literature on their reliability, efficacy, and scientific research. If a student with autism can be taught language quickly, therefore mitigating any further delays in academic development relative to peers, then this methodology should be made accessible to all teachers of such students
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Evaluating the impact of video-based versus traditional lectures on student learning
Copyright ©2010 International Research Journals. This full-text open access article is available at the link below.Although, computer assisted learning and multimedia programs have emerged into higher education institutions, there is no clear evidence that such a movement can improve student learning. This study was conducted to provide an objective assessment of the impact of lectures with the use of video clips on student learning over traditional teaching methods. Five university students participated and experimental control was achieved using an alternating-treatments design. Overall, students experienced sixteen 5-minute lectures, half on kinesiology and half on psychological issues for children, delivered by either traditional or video-based methods. Results showed that teaching material based on video clips was at least as equally effective as standard teaching lectures. Similar data were collected during 1-, 2-, and 3-week follow-up measures. These results come in agreement with the current literature reinforcing the suggestion that the use of videos in education may hold great promises.This article is available through the Brunel Open Access Publishing Fund
‘The best app is the teacher’ introducing classroom scripts in technology-enhanced education
A quasi-experimental study was set up in secondary education to study the role of teachers while implementing tablet devices in science education. Three different classroom scripts that guided students and teachers' actions during the intervention on two social planes (group and classroom level) are compared. The main goal was to investigate which classroom script leads to the best results regarding progress in domain-specific knowledge and inquiry skills. Besides student achievement, students' experiences towards the role of the teacher and students' perceptions towards learning with tablets within the three conditions were investigated. In the first condition, the classroom script included learning activities that were balanced between the group and the classroom level. In the second condition, the learning activities occurred predominantly on the group level. The third condition entailed the classroom script as the control condition in which the learning activities were situated only on the classroom level, with the tablet used in a traditional way or as ‘book behind glass’. Results show that students perform better on domain-specific knowledge in the conditions where the teacher intervened on the classroom level. Regarding the acquisition of inquiry skills, students performed best in the condition where the learning activities were balanced between the group and the classroom level. Moreover, students who perceived more structure achieved better. These results indicate that the role of the teacher cannot be ignored in technology-enhanced learning. Moreover, these results seem to suggest that one of the best apps remains the teacher
Blogging: Promoting Learner Autonomy and Intercultural Competence through Study Abroad
The current study explores closely how using a combined modalities of asynchronous computer-mediated communication (CMC) via blogs and face-to-face (FTF) interaction through ethnographic interviews with native speakers (L1s) supports autonomous learning as the result of reflective and social processes. The study involves 16 American undergraduate students who participated in blogs to develop their intercultural competence over the course of one-semester study abroad. The results show that blogs afforded students the opportunity to work independently (e.g., content creation) and reflect upon cross-cultural issues. Critical reflection, however, relied on the teacher’s guidance and feedback, as most of the students were cognitively challenged by not being able to clearly articulate different points of view. It is likely that students were not accustomed to reflecting. The findings also indicate that task type fostered autonomy in different ways. While free topics gave students more control of their own learning, teacher-assigned topics required them to critically think about the readings. Lack of access to Internet at the host institution and family also contributed to a limited level of social interaction. The study concludes that well-designed tasks, effective metacognitive and cognitive skills, and the accessibility to Internet are essential to maximize the potentials of blogs for learner autonomy and intercultural communication
Video games and Intellectual Disabilities: a literature review.
Los videojuegos son omnipresentes en la sociedad y esta tecnologÃa ha trascendido su lado lúdico inicial para convertirse también en una herramienta educativa y de entrenamiento cognitivo. En este sentido, diferentes estudios han demostrado que los jugadores expertos obtener ventajas en diversos procesos cognitivos respecto a no-jugadores y jugar con juegos de video puede resultar en especial los beneficios que en algunos casos podrÃa generalizarse a otras tareas. En consecuencia, los juegos de video podrÃa ser utilizado como una herramienta de formación para mejorar las capacidades cognitivas en poblaciones atÃpicas, como las relativas a las personas con discapacidad intelectual (DI). Sin embargo, la literatura sobre los videojuegos en personas con ID es escasa. En este trabajo se ejecutó una revisión narrativa de los estudios sobre el uso de los videojuegos en relación a las personas con ID.Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID.• Fundación Valhondo Calaff (Cáceres), para Marta RodrÃguez Jiménez
• Università di Padova. Beca CPDA 127939, para Silvia LanfranchipeerReviewe
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