7 research outputs found

    Aligning Curriculum and Evidencing Learning Effectiveness Using Semantic Mapping of Learning Assets

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    The ability to evidence learning effectiveness in virtual learning environments for accreditation purposes has posed as a challenge to higher education institutions who offer online courses. Many instructional designers have tried several methods for retrieving learning object, resulting in varying levels of object quality. For institutions who offer online courses and who are initially applying for or seeking renewal accreditation, rigorous alignment of curriculum to goals to learning objects is paramount. To date, there has been no evidence in the literature of this type of semantic mapping to harvest high quality learning objects that further align to course content to learning objects to course goals and objectives. A research and development team at a fully online higher education institution addressed this challenge by employing an open source repository and semantic engine for analysis and alignment of content, materials, and learning activities to goals and objectives across all courses within the School of Business. The result was a highly detailed, accurate mapping of the programs' knowledge base to established goals and objectives. Discussion, conclusions, and future directions are provided

    Aligning Curriculum and Evidencing Learning Effectiveness Using Semantic Mapping of Learning Assets

    No full text
    The ability to evidence learning effectiveness in virtual learning environments for accreditation purposes has posed as a challenge to higher education institutions who offer online courses. Many instructional designers have tried several methods for retrieving learning object, resulting in varying levels of object quality. For institutions who offer online courses and who are initially applying for or seeking renewal accreditation, rigorous alignment of curriculum to goals to learning objects is paramount. To date, there has been no evidence in the literature of this type of semantic mapping to harvest high quality learning objects that further align to course content to learning objects to course goals and objectives. A research and development team at a fully online higher education institution addressed this challenge by employing an open source repository and semantic engine for analysis and alignment of content, materials, and learning activities to goals and objectives across all courses within the School of Business. The result was a highly detailed, accurate mapping of the programs' knowledge base to established goals and objectives. Discussion, conclusions, and future directions are provided

    Aligning Curriculum and Evidencing Learning Effectiveness Using Semantic Mapping of Learning Assets

    No full text
    The ability to evidence learning effectiveness in virtual learning environments for accreditation purposes has posed as a challenge to higher education institutions who offer online courses. Many instructional designers have tried several methods for retrieving learning object, resulting in varying levels of object quality. For institutions who offer online courses and who are initially applying for or seeking renewal accreditation, rigorous alignment of curriculum to goals to learning objects is paramount. To date, there has been no evidence in the literature of this type of semantic mapping to harvest high quality learning objects that further align to course content to learning objects to course goals and objectives. A research and development team at a fully online higher education institution addressed this challenge by employing an open source repository and semantic engine for analysis and alignment of content, materials, and learning activities to goals and objectives across all courses within the School of Business. The result was a highly detailed, accurate mapping of the programs' knowledge base to established goals and objectives. Discussion, conclusions, and future directions are provided

    Accrediting Processes and Institutional Effectiveness at a California Community College

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    The implementation of the Accrediting Commission for Community and Junior Colleges\u27 (ACCJC) 2002 Accreditation Standards significantly increased the number of sanctions on California community colleges resulting in a debate regarding the interpretation and application of the standards. This study examined the perceptions at a community college regarding compliance and the application of ACCJC\u27s 2002 Standard IB on institutional effectiveness as defined by the Commission. This qualitative, exploratory case study used Etzioni\u27s 2 constructs\u27 organizational compliance and organizational effectiveness\u27 as the conceptual framework. Data were collected from a focus group and interviews with 12 participants with experience in accreditation as well as documents from a community college in California. A constant comparative method analysis was used to identify 4 main themes: negative perceptions, relevance, integration, and efficacy. The study findings showed that the prevailing climate of the ACCJC and the negative perceptions held by the institutional participants presented challenges in interpreting and applying Standard IB. The scope and pervasiveness of accreditation-related activities are broad and inclusive of institutional stakeholders. Recommendations for improving the congruence between the understanding and application of Standard IB include applying innovative approaches to application efforts and building on the social capital of community colleges, so as to further promote positive social change by guiding institutions through the cultivation of efficacy for student success

    The Implementation of Curriculum Mapping at a Private High School

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    Using curriculum mapping to align the expected curriculum and the actual curriculum has been demonstrated as an effective approach for ensuring educational equity for all students. To improve student achievement, a private high school in the Midwest implemented curriculum mapping to better align curriculum and eliminate gaps and repetition between and within grade levels. The purpose of this qualitative study was to determine fundamental implementation strategies for the mapping process and teachers\u27 and administrators\u27 perceptions of those strategies. The theoretical framework was based on change theory. Data were collected from 10 participants through individual interviews and observations. Teachers and administrators were observed during their curricular mapping meeting time in order to record the strategies used, and each participant was interviewed in order to gather individual perceptions of the strategies used. Data were transcribed and then open coded based on repeating concepts. Thematic analysis indicated that administrators and teachers perceived a need for curriculum mapping training, using standards, collaboration time, and accountability. The outcome of the study was a professional development project for teachers incorporating curriculum mapping at the local site. Implications for positive social change include providing educational leaders with curricular alignment strategies to promote educational equity and the academic success of all student

    Games based learning

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    The aim of this thesis is to investigate whether it is possible for a teacher (as a non-game developer) to create educational computer games that could be considered fun‟ to play. The influences of game genre and graphical fidelity on this process are also investigated, along with the practicalities and barriers that constrain the (mainstream) use of computer games within the education system. A literature review was conducted into the motivations for using educational games, the educational and conventional approaches to games design, and finally the development frameworks/software tools available for the purposes of implementation. Building upon the literature review, a questionnaire based survey and a games design pilot were conducted in order to establish what constitutes educational games design „best practice‟. Based on the feedback/results obtained, a small number of educational games were developed (using the package "GameMaker") and piloted for use within the subsequent main study. The main study consisted of a series of educational game playing sessions (supported by questionnaires) aimed at addressing the thesis research questions. The results of the study (in combination with an additional literature review) suggest the following: It is possible for teachers (as non-game developers) to create „fun‟ educational computer games, although this may not always be the most practical or preferred approach. Low fidelity graphics do not negatively impact the successful use of computer games within an educational environment. Educational games can be used practically within the education system, but with constraints and barriers preventing their mainstream adoption, unless schools, government and educational game advocates work together towards a shared vision. Due to limitations within the study, the influence of genre on the use educational games remains unresolved. This thesis contributes new knowledge through the discovery that computer games do not require high fidelity graphics in order to be used successfully within an educational environment (at the primary school level), and addresses a gap within the current literature through the documentation of the author‟s „real world‟ experience of developing educational computer games (from a teacher‟s point of view)
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