164,356 research outputs found
The teacher as action researcher : Using technology to capture pedagogic form
The paper argues that we make best use of learning technologies if we begin with an understanding of educational problems, and use this analysis to target the solutions we should be demanding from technology. The focus is to address the issue from the perspective of teachers and lecturers – the 'teaching community', and to consider how they could become the experimental innovators and reflective practitioners who will use technology well. Teachers could become 'action researchers', collaborating to produce their own development of knowledge about teaching with technology. For this to be possible, they must be able to share that knowledge, and the paper proposes the use of an online learning activity management system (LAMS) as a way of capturing and sharing the pedagogic forms teachers design. An action research approach, like all research, needs a theoretical framework from which to challenge practice, and paper shows how teachers could use the Conversational Framework to design and test an optimally effective learning experience. Examples of 'generic' learning designs illustrate how such approach can help the teaching community rethink their teaching, collectively, and embrace the best of conventional and digital methods. In this way they will be more likely to harness technology to the needs of education, rather than simply search for the problems to which the latest technology is a solution
Analytics and complexity: learning and leading for the future
There is growing interest in the application of learning analytics to manage, inform and improve learning and teaching within higher education. In particular, learning analytics is seen as enabling data-driven decision making as universities are seeking to respond a range of significant challenges that are reshaping the higher education landscape. Experience over four years with a project exploring the use of learning analytics to improve learning and teaching at a particular university has, however, revealed a much more complex reality that potentially limits the value of some analytics-based strategies. This paper uses this experience with over 80,000 students across three learning management systems, combined with literature from complex adaptive systems and learning analytics to identify the source and nature of these limitations along with a suggested path forward
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Combining Exploratory Learning With Structured Practice to Foster Conceptual and Procedural Fractions Knowledge
Robust domain knowledge consists of conceptual and procedural knowledge. The two types of knowledge develop together, but are fostered by different learning tasks. Exploratory tasks enable students to manipulate representations and discover the underlying concepts. Structured tasks let students practice problem-solving procedures step-by-step. Educational technology has mostly relied on providing only either task type, with a majority of learning environments focusing on structured tasks. We investigated in two quasi-experimental studies with 8-10 years old students from UK (N = 121) and 10-12 years old students from Germany (N = 151) whether a combination of both task types fosters robust knowledge more than structured tasks alone. Results confirmed this hypothesis and indicate that students learning with a combination of tasks gained more conceptual knowledge and equal procedural knowledge compared to students learning with structured tasks only. The results illustrate the efficacy of combining both task types for fostering robust fractions knowledge
Key skills by design: Adapting a central Web resource to departmental contexts
Web‐based delivery of support materials for students has proved to be a popular way of helping small teams to implement key skills policies within universities. The development of ‘key’ or ‘transferable’ skills is now encouraged throughout education, but resources (both in terms of staffing and budget) tend to be limited. It is difficult for key skills teams to see learners face to face, and not feasible to print or distribute large amounts of paper‐based material. Web‐based delivery presents a means of overcoming these problems but it can result in generic study skills material simply being published online without due consideration of the needs of different groups of learners within different subject disciplines. Therefore, although a centralized Website for skills provision can overcome logistical problems, it may be perceived as irrelevant or unusable by the student population. This paper presents a model for Web‐based delivery of support for key skills which incorporates two separate approaches to the design of these resources. The model was implemented as part of a wider key skills pilot project at University College London, over a period of one year. It includes a ‘core’ Website, containing information and resources for staff and students. These can also be accessed via customized, departmental key skills homepages. This paper presents the basis for the design choices made in preparing these materials, and the evaluation of some of the pilot departments using them. It then draws some wider conclusions about the effectiveness of this design for supporting skills development
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Scoping a vision for formative e-assessment: a project report for JISC
Assessment is an integral part of teaching and learning. If the relationship between teaching and learning were causal, i. e. if students always mastered the intended learning outcomes of a particular sequence of instruction, assessment would be superfluous. Experience and research suggest this is not the case: what is learnt can often be quite different from what is taught. Formative assessment is motivated by a concern with the elicitation of relevant information about student understanding and / or achievement, its interpretation and an exploration of how it can lead to actions that result in better learning. In the context of a policy drive towards technology-enhanced approaches to teaching and learning, the question of the role of digital technologies is key and it is the latter on which this project particularly focuses. The project and its deliverables have been informed by recent and relevant literature, in particular recent work by Black andIn this work, they put forward a framework which suggests that assessment for learning their term for formative assessment can be conceptualised as consisting of a number of aspects and five keystrategies. The key aspects revolve around the where the learner is going, where the learner is right now and how she can get there and examines the role played by the teacher, peers and the learner. Language: English Keywords: assessments, case studies, design patterns, e-assessmen
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Sketch-Based Interfaces to Support Collaborative Conceptual Design Learning
In order to gain a better understanding of online collaborative conceptual design processes this paper investigates how student designers make use of Lyceum, a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging 'themes' are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of 'grounding – mutual understanding' and 'support creativity' complement findings from other research, while important themes associated with 'near-synchrony' have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment
Key Challenges of On-Line Education in Multi-Cultural Context
In meeting the ever-growing educational needs of culturally diverse student populations, universities and colleges still seek to maintain high quality standards, both for in situ and on line education. Despite the latter's reportedly high effectiveness potential, online degree courses tend to have low students' persistence and satisfaction rates. In this pape, r we examine the role that students' and instructors' national cultures play in the way individuals learn at a distance. We argue that students' individual culture dimensions may prove influential in achieving overall learning outcomes. The key complexities for students involve understanding the instructor's role in a socio-constructivist approach, adapting online collaborative learning and acquiring academic skills. These can become crucial barriers to effective online learning. No less a challenge is presented by online distance education for instructors. Academic institutions' managements have high expectations in terms of utilizing up-to-date teaching techniques, enhancing competitive edge and maximizing cost-effectiveness. Thus, the teaching staff is expected to play an increasingly essential role in the new environment. We conclude that instructors have to develop strategies to motivate, support and counsel students with the aim of facilitating the students' on-line learning experience. This implies that teaching staff have to acquire new skills and competences vital for multicultural online education. Robert Kennedy College, whose experience is reflected in this paper, shares much of the issues of other institutions aiming to utilize distance online learning, but has the advantage that it was set up from the start as an online institution. (C) 2017 The Authors. Published by Elsevier Ltd
The Impact of Flow in an EEG-based Brain Computer Interface
Major issues in Brain Computer Interfaces (BCIs) include low usability and
poor user performance. This paper tackles them by ensuring the users to be in a
state of immersion, control and motivation, called state of flow. Indeed, in
various disciplines, being in the state of flow was shown to improve
performances and learning. Hence, we intended to draw BCI users in a flow state
to improve both their subjective experience and their performances. In a Motor
Imagery BCI game, we manipulated flow in two ways: 1) by adapting the task
difficulty and 2) by using background music. Results showed that the difficulty
adaptation induced a higher flow state, however music had no effect. There was
a positive correlation between subjective flow scores and offline performance,
although the flow factors had no effect (adaptation) or negative effect (music)
on online performance. Overall, favouring the flow state seems a promising
approach for enhancing users' satisfaction, although its complexity requires
more thorough investigations
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