1,642 research outputs found

    Making it real: exploring the potential of Augmented Reality for teaching primary school science

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    The use of Augmented Reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher-child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements

    An Investigation of Special Education Teachers\u27 Perceptions of the Effectiveness of a Systematic 7-Step Virtual Worlds Teacher Training Workshop for Increasing Social Skills

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    This study describes how a systematic 7-Step Virtual Worlds Teacher Training Workshop promoting inquiry, experiential learning, and sociocultural theory guided the enculturation of 18 special education teachers into three-dimensional virtual worlds. The main purpose was to enable these teachers to make informed decisions about the usability of virtual worlds for students with social skills challenges, such as students with autism. Mixed-methods data analysis and triangulation were based on the analysis of seven instruments. Six of the seven steps of the intervention received high ratings indicating its viability for teachers\u27 professional development opportunitie

    An Exploratory Study of Attributes, Affordances, Abilities, and Distance in Children\u27s Use of Mathematics Virtual Manipulative iPad Apps

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    This exploratory qualitative study investigated the presence of and relationships among constructs that contribute to children\u27s interactions with educational technology, leading to the development of the modification of attributes, affordances, abilities, and distance (MAAAD) for Learning framework. For this study, each of 10 fifth-grade children participated in one individual video-recorded semistructured interview session, during which they interacted with two mathematics virtual manipulative iPad apps and responded to follow-up questions. Video recordings and observation field notes were analyzed for evidence of attributes, affordance-ability relationships, distance, and relationships among these constructs. Constant comparative data analysis using memoing and eclectic coding provided evidence of the presence of each focus construct. Further analysis and interpretation, including quantization of qualitative data for visualization using novel rhombus plots, also led to the identification of emergent themes related to each construct and revealed relationships among the constructs. Emergent themes included categorization, alignment, and modification of attributes, variations and interrelationships among affordance-ability relationships, and the identification of and interactions among mathematical and technological distance. Furthermore, each construct related to each other construct. The evidence and interpretations led to the development of the MAAAD for Learning framework. The results of the study suggest that the MAAAD for Learning framework models relationships among attributes, affordance-ability relationships, and distance in the context of user-app interactions. the framework could serve as a tool for app developers designing apps, educators using apps to support children\u27s learning, and researchers characterizing user-app interactions and the outcomes of those interactions. The constructs, relationships, and framework identified in this study advance the literature on children\u27s interactions with educational technology tools, in particular literature concerning children\u27s interactions with mathematics virtual manipulative iPad apps

    How Design Features in Digital Math Games Support Learning and Mathematics Connections

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    Current research shows that digital games can significantly enhance childrenā€™s learning. The purpose of this study was to examine how design features in 12 digital math games influenced childrenā€™s learning. The participants in this study were 193 children in Grades 2 through 6 (ages 8-12). During clinical interviews, children in the study completed pre-tests, interacted with digital math games, responded to questions about the digital math games, and completed post-tests. We recorded the interactions using two video perspectives that recorded childrenā€™s gameplay and responses to interviewers. We employed mixed methods to analyze the data and identify salient patterns in childrenā€™s experiences with the digital math games. The analysis revealed significant gains for 9 of the 12 digital games and most children were aware of the design features in the games. There were eight prominent categories of design features in the video data that supported learning and mathematics connections. Six categories focused on how the design features supported learning in the digital games. These categories included: accuracy feedback, unlimited/multiple attempts, information tutorials and hints, focused constraint, progressive levels, and game efficiency. Two categories were more specific to embodied cognition and action with the mathematics, and focused on how design features promoted mathematics connections. These categories included: linked representations and linked physical actions. The digital games in this study that did not include linked representations and opportunities for linked physical actions as design features did not produce significant gains. These results suggest the key role of mathematics-specific design features in the design of digital math games

    Learning designs incorporating animated pedagogical agents: Their potential for improving academic writing competence, writing self-efficacy, and reducing writing anxiety

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    Academic writing can be extremely challenging, especially for new university students. This is compounded by the mass-migration of courses to online delivery, which further increases the complexity of acquiring writing skills. Animated pedagogical agents (APAs) have shown promise in addressing these problems, because they simulate authentic face-to-face social interactions thereby potentially increasing student engagement, motivation, and favourable emotions conducive to learning. This studyā€™s first aim was to examine the impact of learning designs employing APAs on novice learnersā€™ academic writing, writing anxiety, and writing self-efficacy. Its second aim was to examine the influence of various delivery options (didactic delivery or scaffolded questioning) with support messages (emotional, motivational or neither) on writing competence, writing anxiety and writing self-efficacy. These aims were achieved in a mixed-method study that included six experimental conditions tested using two multimedia academic writing lessons provided to 106 participants who were new to Australian tertiary studies. Quantitative data were collected immediately before and after the lessons (Phase 1), while qualitative data were obtained by interviews with a subset of participants after Lesson 2 (Phase 2). The impact of the independent variable combinations on the dependent variables were examined quantitatively (General Linear Modelling, t-tests) and qualitatively (thematic analysis). The results demonstrate that completing two academic writing lessons with APAs can increase writing competence and self-efficacy, and reduce writing anxiety. However, no significant differences were found between the support and delivery groups. Despite the lack of significant inter-group differences, more participants from the emotional group reported that their negative emotions were reduced because of the lesson. Also, all the participants in the motivational group reported perceptions of writing improvement as a result of attending the lessons. The overall positive result suggests promising possibilities for writing support delivered online to counter student under preparedness for academic writing

    ALT-C 2010 - Conference Proceedings

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    Learning to work together: designing a multi-user virtual reality game for social collaboration and perspective-taking for children with autism

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    Children with Autism Spectrum Disorders (ASD) find it difficult to engage in reciprocal, shared behaviours and technology could be particularly helpful in supporting childrenā€™s motivations and skills in this area. Designing educational technologies for children with ASD requires the integration of a complex range of factors including pedagogical and cognitive theories; the affordances of the technology; and the real-world contexts of use. This paper illustrates how these factors informed the design of a novel collaborative virtual reality environment (CVE) for supporting communicative perspective-taking skills for high-functioning children with ASD. Findings from a small-scale study involving eight typically developing (TD) children (aged 8 years) and six children with ASD (verbal mental age 9 years) are also reported. Children with ASD were supported to be reciprocal and collaborative in their responses, suggesting that this CVE could form the basis for a useful technology-based educational intervention

    Mobilising teacher education: a study of a professional learning community

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    This paper reports on a study of a community of university educators that investigated the introduction of mobile technologies into their learning and teaching. The study was conducted by a subgroup of that community. Given the ubiquity of mobile devices, members of the community felt they needed to develop expertise in mobile learning so that they could incorporate it into their teaching. They studied their own learning, supported by a critical friend who evaluated the community's functioning and activities, providing valuable feedback. Activities of this group were informed by and focused on: development of awareness of the potential of mobile devices for learning; construction of action plans within the community; and implementation of these plans. They also included investigating best-practice approaches by interviewing experts in the field, exploring the literature on mobile learning and then initiating and testing some mobile learning pedagogies in the context of their own teacher education subjects. The community met regularly to discuss emerging issues and applications. The paper shares some of the findings gained from studying the community, and discusses the challenges and constraints that were experienced. The authors conclude with recommendations for professional learning communities aiming to learn about technology-mediated teaching practices
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