1,567 research outputs found
Aspects to Be Considered when Implementing Technology Enhanced Learning Approaches. A Literature Review
The significance of approaches to technology-enhanced learning (TEL) has increased rapidly during the last few years. Nowadays in education different approaches such as game-based learning, web-based learning, video-based online courses, and many others are used on a daily basis. However, what defines the success of technology-enhanced learning approaches and how can such approaches be developed in a structured way? Furthermore, what different aspects have to be considered while doing so? To answer these questions, 4567 publications were analyzed in this present literature review in order to recognize the different aspects of implementing technology-enhanced learning approaches. Finally, 20 categories are defined in four main areas that summarize all the aspects in the field of technology-enhanced learning. Moreover, the study also reveals research areas that are important but hardly investigated in the observed journals of this study
Meta-Analysis: The Effectiveness of Using Blended Learning on Multiple Intelligences and Student Character Education During the Covid-19 Period
This study aims to determine the effectiveness of the use of integrated blended learning on multiple intelligences (multiple intelligence) and student character education during the COVID-19 period. This type of research is a meta-analysis research. The research sample came from a search of 21 national and international journals. Search articles through databases sourced from Google Scholar, Eric, IEEE, Science Director and Wiley. The sample selection technique is purposive sampling technique. The data sampled relates to the use of Blended Learning, Multiple Intelligence and character education. Data analysis used quantitative data analysis techniques by conducting effect size and N-Gain tests using JASP software version 26. The results showed that the use of STEM integrated blended learning was effective in increasing students' multiple intelligence with an average value of 76.25 and student character education of 75 with the value of effect size (ES) is 0.44 and the N-Gain is 0.65 category medium
Decoding learning: the proof, promise and potential of digital education
With hundreds of millions of pounds spent on digital technology for education every year â from interactive whiteboards to the rise of oneâtoâone tablet computers â every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate.
But key questions remain in education: has the range of technologies helped improve learnersâ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent ÂŁ487 million on icT equipment and services in 2009-2010.
1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog
The student-produced electronic portfolio in craft education
The authors studied primary school studentsâ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe
Neural Network Driven Eye Tracking Metrics and Data Visualization in Metaverse and Virtual Reality Maritime Safety Training
Understand the human brain, predict human
performance, and proactively plan, strategize and act based on
such information initiated a scientific multidisciplinary
alliance to address modern management challenges. This
paper integrates numerous advanced information technologies
such as eye tracking, virtual reality and neural networks for
cognitive task analysis leading to behavioral analysis on
humans that perform specific activities. The technology
developed and presented in this paper has been tested on a
maritime safety training application for command bridge
communication and procedures for collision avoidance. The
technology integrates metaverse and virtual reality
environments with eye tracking for the collection of behavioral
data which are analyzed by a neural network to indicate the
mental and physical state, attention and readiness of a seafarer
to perform such a critical task. The paper demonstrates the
technology architecture, data collection process, indicative
results, and areas for further research
The Effect of Game-Based Learning on Title 1 Elementary Students\u27 Math Achievement
The purpose of this quasi-experimental study was to investigate game-based learning, using a computer game system as a supplementary tool in math for elementary students in a low-income Title 1 school. The research question asked, âWhat are the effects of a game-based learning supplemental instruction on math achievement of Title 1 students?â The null hypothesis was rejected for all five hypotheses. Dreambox is a research-based computer game system that is aligned according to various curricula needs to meet the fourth-grade standards. Four fourth-grade classes, two classes each, were divided into a comparative group and an experiential group. Both the groups were administered the Test of Mathematical Ability-3 pretest. The experiential group received treatment via a computer game system for a seven-week period; whereas, the comparative group received instructions through traditional approaches. Both the groups were given Test of Mathematical Ability-3 as a pre- and post-test. They were tested in (a) mathematical symbols and concepts, (b) math computation, (c) math in everyday life, and (d) math word problem-solving. The independent t-test was used to compare the mean of the pre- and post-test scores of the groups on the afore-mentioned four subtests. The results indicated the experiential group exceeded the comparative group in all four areas: (a) Recognizing mathematical symbols, Subtest 1, experiential group: M = 3.20, SD = 2.02; comparative group: M = .60, SD = 2.79); (b) math computation, Subtest 2, experiential group: M = 3.58, SD = 2.30; comparative group: M = 1.70, SD = 1.87); (c) math in everyday life, Subtest 3, experiential group: M = 3.73, SD = 1.83; comparative group: M = .95, SD = 3.15); and (d) math word problem-solving, Subtest 4: experiential group: M = 3.68, SD = 1.85; comparative group: M = 1.40, SD = 6.42). The difference in improvement between the comparative group and experiential group demonstrated that game-based learning had the potential to benefit students academically. In addition, game-based treatment helped students in the experiential group to develop a positive attitude toward math. Utilizing game instruction as a supplement proves advantageous and helps to promote learning and positive attitudes for students of math
Investigation and development of a tangible technology framework for highly complex and abstract concepts
The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits.
Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science.
In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling studentsâ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (ÎŒ = 25.8%) and student satisfaction (ÎŒ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations
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Technology Integration and Use in Elementary Mathematics Methods Courses for Pre-service Teachers
According to the National Educational Technology Plan 2010, technology should be incorporated into teaching methods courses and field experiences and not just in stand-alone technology courses. The teacher preparation programs would provide technology-based learning experiences to prepare pre-service teachers to effectively use technology to improve learning, assessment, and instructional practices. However, the problem is that graduate pre-service teacher preparation programs do not adequately prepare pre-service teachers to incorporate technology into their teaching. Furthermore, the teacher preparation programs lacked opportunities for the pre-service teachers to experience technology as learners beyond the stand-alone course in technology.
Research shows the need for pre-service teachers to experience technology as learners so that they can use their knowledge to create learning environments of greater understanding in their future classrooms, specifically in the area of mathematics. Technological pedagogical content knowledge is knowledge of how to incorporate technology into the teaching of content to promote student learning (Koehler & Mishra, 2009).
This study investigated the ways in which math methods courses that provide technology-based learning experiences for pre-service teachers enable them to gain the technological pedagogical content knowledge necessary for effective teaching. This study investigated two elementary methods courses where technology integration was in place. Informants included the instructors and pre-service teachers in each course. A qualitative multiple case study methodology utilizing observations of methods courses, interviews with faculty and pre-service teachers, and collection of teaching and learning artifacts was used. Additionally, this study focused on both the faculty and the studentsâ use of instructional technology for enhancing the teaching and learning.
Furthermore, Massachusetts has a technology self-assessment tool that can be utilized by teachers to assess their own technology proficiency (Massachusetts Department of Elementary and Secondary Education, 2010). The criteria in Standard 3, Teaching and Learning with Technology, was used to assess the instructors. The analysis also described how faculty used and modeled instructional technology in the methods courses to enhance teaching and learning
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