257 research outputs found
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Improving secondary students' revision of physics concepts through computer-mediated peer discussion and prescriptive tutoring
In this dissertation, I report on the design, implementation, and evaluation of my intervention for the revision of physics in a mainstream public secondary school in Singapore. This intervention was conducted over a one-year period, and involved students who were taking their GCE 'O' level physics examination after immersion in the intervention, which was conducted as part of their regular physics revision curriculum. Based on sociocultural theory, the intervention changed the practice of how physics revision was conducted in a particular secondary physics classroom. The intervention consisted of a computer-mediated collaborative problem-solving (CMCPS) component and a teacher-led prescriptive tutoring (PT) component. The CMCPS portion of the intervention required the students to follow basic “ground rules” for computer-mediated problem-solving of physics questions with other students, while the PT
portion saw the teacher prescriptively addressing students' misconceptions,
misunderstandings, and other problem-solving difficulties as captured by the discussion logs during the CMCPS session. The intervention was evaluated in two stages. First, a small-scale (pilot) study which utilised a control group (CG) / alternate intervention group (AG) / experimental group (XG) with pre- and post-test research design was conducted in order to evaluate whether the intervention was effective in promoting improved learning outcomes of a small group of students. Given the success of the pilot study, a main study involving the entire class of students was conducted. This main study was evaluated by comparing the cohort's actual GCE 'O' level physics results with their expected grades (as given by the Singapore Ministry of Education based on the students' primary school's results). Also, the students' 'O' level physics results were compared with the average physics results obtained by previous
cohorts. The quantitative data indicated that the intervention for physics revision appears to be effective in helping the entire class of students revise physics concepts, resulting in improved test scores, while the qualitative data indicated that the students' interest in physics had increased over time. The physics teacher also reflected that the intervention had provided her with much deeper insights into her students' mental models
The guiding process in discovery hypertext learning environments for the Internet
Hypertext is the dominant method to navigate the Internet, providing user freedom
and control over navigational behaviour. There has been an increase in converting
existing educational material into Internet web pages but weaknesses have been
identified in current WWW learning systems. There is a lack of conceptual support
for learning from hypertext, navigational disorientation and cognitive overload. This
implies the need for an established pedagogical approach to developing the web as a
teaching and learning medium.
Guided Discovery Learning is proposed as an educational pedagogy suitable for
supporting WWW learning. The hypothesis is that a guided discovery environment
will produce greater gains in learning and satisfaction, than a non-adaptive hypertext
environment. A second hypothesis is that combining concept maps with this specific
educational paradigm will provide cognitive support. The third hypothesis is that
student learning styles will not influence learning outcome or user satisfaction. Thus,
providing evidence that the guided discovery learning paradigm can be used for many
types of learning styles.
This was investigated by the building of a guided discovery system and a framework
devised for assessing teaching styles. The system provided varying discovery steps,
guided advice, individualistic system instruction and navigational control. An 84
subject experiment compared a Guided discovery condition, a Map-only condition
and an Unguided condition. Subjects were subdivided according to learning styles,
with measures for learning outcome and user satisfaction. The results indicate that
providing guidance will result in a significant increase in level of learning. Guided
discovery condition subjects, regardless of learning styles, experienced levels of
satisfaction comparable to those in the other conditions. The concept mapping tool
did not appear to affect learning outcome or user satisfaction.
The conclusion was that using a particular approach to guidance would result in a
more supportive environment for learning. This research contributes to the need for a
better understanding of the pedagogic design that should be incorporated into WWW
learning environments, with a recommendation for a guided discovery approach to
alleviate major hypertext and WWW issues for distance learning
Teacher Education Futures: Developing learning and teaching in ITE across the UK
A selection of papers from the Teacher Education Futures conference 2006
Paradigms for the design of multimedia learning environments in engineering
The starting point for this research was the belief that interactive multimedia
learning environments represent a significant evolution in computer based
learning and therefore their design requires a re-examination of the underlying
principles of learning and knowledge representation.
Current multimedia learning environments (MLEs) can be seen as descendants
of the earlier technologies of computer-aided learning (CAL), intelligent tutoring
systems (ITS) and videodisc-based learning systems. As such they can benefit
from much of the wisdom which emerged from those technologies. However,
multimedia can be distinguished from earlier technologies by its much greater
facility in bringing to the learner high levels of interaction with and control over
still and moving image, animation, sound and graphics. Our intuition tells us that
this facility has the potential to create learning environments which are not
merely substitutes for "live" teaching, but which are capable of elucidating
complex conceptual knowledge in ways which have not previously been
possible. If the potential of interactive multimedia for learning is to be properly
exploited then it needs to be better understood. MLEs should not just be
regarded as a slicker version of CAL, ITS or videodisc but a new technology
requiring a reinterpretation of the existing theories of learning and knowledge
representation.
The work described in this thesis aims to contribute to a better understanding of
the ways in which MLEs can aid learning. A knowledge engineering approach
was taken to the design of a MLE for civil engineers. This involved analysing in
detail the knowledge content of the learning domain in terms of different
paradigms of human learning and knowledge representation. From this basis, a
design strategy was developed which matched the nature of the domain
knowledge to the most appropriate delivery techniques. The Cognitive
Apprenticeship Model (CAM) was shown to be able to support the integration
and presentation of the different categories of knowledge in a coherent
instructional framework.
It is concluded that this approach is helpful in enabling designers of multimedia
systems both to capture and to present a rich picture of the domain. The focus of
the thesis is concentrated on the domain of Civil Engineering and the learning of
concepts and design skills within that domain. However, much of it could be
extended to other highly visual domains such as mechanical engineering. Many
of the points can also be seen to be much more widely relevant to the design of
any MLE.Engineering and
Physical Sciences Research Counci
A comparison of student achievement, self-esteem, and classroom interactions in technology -enriched and traditional elementary classrooms with low socioeconomic students
The purpose of this study was to compare the attainments of elementary students in technology-enriched classrooms and students in traditional classrooms, while considering performance levels in student achievement, self-esteem, and classroom interactions. Student achievement was measured by the reading and mathematics sections of the Iowa Tests of Basic Skills (ITBS) and the California Achievement Test (CAT). Composite self-esteem, as well as subscale self-esteem levels, was measured by the Coopersmith Self-Esteem Inventories (CSEI), and classroom interaction analysis measurements were conducted using an adaptation of Flanders Interaction Analysis System.
Intact classes from 5 Louisiana elementary schools were randomly assigned to either treatment or control groups in a quasi-experimental design of the time-series type. Treatment classrooms included a variety of technology hardware and software but control classrooms did not. The sample was composed of 211 low socioeconomic students of various backgrounds, races, and ability levels.
Analysis of the achievement and self-esteem data was conducted using univariate analysis of covariance (ANCOVA) procedures and classroom interaction data were examined using chi-square processes. ITBS reading analysis resulted in no significant differences, but CAT reading analyses were statistically significant. ITBS mathematics and CAT mathematics scores were found to be statistically significant. Regarding student self-esteem, the areas of Composite Self-Esteem, School Self-Esteem and General Self-Esteem were found to be statistically significant although no statistical significance was found for either Home Self-Esteem or Social Self-Esteem. Classroom Interaction Analyses during the fall and spring of the school year found a significant difference between type of classroom (technology-enriched or not) and type of verbal interactions occurring within those frameworks, with treatment groups being more student-centered and control groups being more teacher-centered.
Results of this study indicated that the presence of classroom technology had a positive effect on the mathematics achievement of the low socioeconomic elementary school students although influence reading achievement remained inconclusive. In addition, classroom technologies appeared to have positive effects on overall self-esteem, general self-esteem, and school self-esteem, and tended to produce more student-directed learning opportunities. School systems should consider the acquisition of additional classroom technologies although further research is needed to replicate these findings
Bridging between Research and Practice
This book presents a fresh approach to bridging the perceived gap between academic and classroom cultures. It describes a unique form of research partnership whereby Cambridge University academics and school teachers together grappled with and reformulated theory—through in-depth case studies analysing practice using interactive whiteboards in five subject areas. The inquiry exploited the collaborators’ complementary professional knowledge bases. Teachers’ voices are particularly audible in co-authored case study chapters. Outcomes included deeper insights into concepts of sociocultural learning theory and classroom dialogue, more analytical mindsets, sustained new practices and ways of working collegially.; Readership: The book will interest academic and teacher researchers, initial teacher educators, professional development leaders, mentors, plus practitioners interested in using interactive whiteboards and dialogic teaching. It explores widening approaches to collegial development to reach educators working in other contexts (with and without technology). This could involve intermediate theory building or shortcutting by sharing and adapting the outcomes—springboarding teachers’ further critique and professional learning
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Navigational patterns in interactive multimedia
The central purpose of this thesis is to investigate whether users have distinct preferences for specific navigational patterns in multimedia: that is preferences for moving through multimedia. Subsidiary questions are whether users have preferences for working strategies, (the mental approach to investigating software) whether these preferences are similar for specific groups and whether these preferences are affected by the software's system and navigational design. Four groups were investigated within two ranges: children to adults, and novices to experts. The literature review revealed four different perspectives of investigating navigation: user, designer, pedagogy and human computer interaction and although this research concentrates on the first two perspectives the other two are integral and of equal importance.Two empirical studies elicited the navigational information. The first studied pairs of children undertaking set tasks in multimedia, and demonstrated that although each pair had definite preferences, each group did not utilise the full pattern range discerned from the observations, literature review and multimedia package analysis. The second study was redesigned using individual adults to ascertain the full range of preferred patterns in use. The essential element from the investigations was the wide range of variation between individuals and within groups. There was a gradual progression in their range and speed using these patterns, related to their skills, abilities and experience, and each individual could be placed along a continuum. Topologies of the multimedia packages and diagrams of the fit of the navigation patterns were included. Finally an expert panel was convened to verify the pattern range and their comments supported the new classification.The research outcomes included navigational patterns and working strategies classifications, future techniques for designers, and user methods. These will create more successful and informed multimedia, and forward developments and improvements in the design of high quality user preference software
Bridging between Research and Practice
This book presents a fresh approach to bridging the perceived gap between academic and classroom cultures. It describes a unique form of research partnership whereby Cambridge University academics and school teachers together grappled with and reformulated theory—through in-depth case studies analysing practice using interactive whiteboards in five subject areas. The inquiry exploited the collaborators’ complementary professional knowledge bases. Teachers’ voices are particularly audible in co-authored case study chapters. Outcomes included deeper insights into concepts of sociocultural learning theory and classroom dialogue, more analytical mindsets, sustained new practices and ways of working collegially.; Readership: The book will interest academic and teacher researchers, initial teacher educators, professional development leaders, mentors, plus practitioners interested in using interactive whiteboards and dialogic teaching. It explores widening approaches to collegial development to reach educators working in other contexts (with and without technology). This could involve intermediate theory building or shortcutting by sharing and adapting the outcomes—springboarding teachers’ further critique and professional learning
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