65,758 research outputs found

    E/Valuating new media in language development

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    This paper addresses the need for a new approach to the educational evaluation of software that falls under the rubric "new media" or "multimedia" as distinct from previous generations of Computer-Assisted Language Learning (CALL) software. The authors argue that present approaches to CALL software evaluation are not appropriate for a new genre of CALL software distinguished by its shared assumptions about language learning and teaching as well as by its technical design. The paper sketches a research-based program called "E/Valuation" that aims to assist language educators to answer questions about the educational effectiveness of recent multimedia language learning software. The authors suggest that such program needs to take into account not only the nature of the new media and its potential to promote language learning in novel ways, but also current professional knowledge about language learning and teaching

    Developing educational materials about risks on social network sites: a design based research approach

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    Nearly all of today’s Western teenagers have a profile on a social network site (SNS). As many risks have been reported, researchers and governments have emphasized the role of school education to teach teenagers how to deal safely with SNSs. However, little is known about the specific characteristics which would make interventions effective. Therefore, the overall objective of this research aims to propose a list of validated theoretical design principles for future development of educational materials about risks on SNSs. This research goal was pursued through a design-based research procedure. Thereby targeting teenagers of secondary education in 8 separate studies, the different steps of the design-based research procedure have iteratively been completed. Firstly, a problem analysis was executed through 3 explorative studies, including an observational study, a theoretical evaluation of existing materials and a survey study. Secondly, initial solutions were developed and evaluated in practice through 5 quasi-experimental intervention studies. Thirdly, we reflected upon all the previous results to produce design principles. Finally, we conclude with an analysis of the design-based research methodology

    Emerging technologies as cognitive tools for authentic learning

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    Employing emerging technologies in learning is becoming increasingly important as a means to support the development of digital media literacy. Using a theoretical framework of authentic learning and technology as cognitive tools, this paper examined student responses to the infusion of emerging technologies in a large first year teacher education unit over two full iterations, using a design-based research approach. This paper describes the pedagogical context of the intervention, the methodology used, and it presents an analysis of themes emerging from the data relating to the use of emerging technologies

    How authentic should a learning context be? Using real and simulated profiles in a classroom intervention to improve safety on social network sites

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    With the rise of social network sites (SNSs), there is an increasing need for safety education within the current cyber society. To this end, a variety of educational materials have been developed to prepare children to be vigilant when interacting on such sites. However, little is known about the critical design aspects necessary to make these materials effective. In this study, we build on the results of two previous studies, in which we found that general instructional principles drawn from constructivism, such as collaborative learning, are not always appropriate to teach children how to behave safely online. This study therefore focuses on the importance of authentic learning and active learning as critical design features. A quasi-experimental study was conducted in secondary schools in order to compare the impact of two classroom interventions about the risks on SNSs. As part of the intervention, students were presented scaffolds towards different risks related to an SNS-profile through a series of questions. In the control condition, these questions concerned a simulated SNS-profile on paper containing signs of many risks. In the experimental condition, students had to answer the same questions about their own SNS-profile on a computer. It was hypothesized that the simulated profile would not be experienced as realistic, and that students would have difficulties identifying with it. On the other hand, teenagers were expected to be able to recognize more risks on the simulated ‘worst-case scenario’ profile than on their own profile, which would facilitate the scaffolding process in the control condition. The results of the study mostly confirmed these hypotheses. Furthermore, the question arose as to whether the intervention based on the student’s own rea listic profile was educationally more valuable than the intervention based on the simulated profile, but no such added value was found. On the contrary, the scaffolding questions about the simulated profile were found to be more effective in teaching the teenagers about the different categories of risks that were tackled. Based on these findings, the importance of an authentic setting was put into perspective. Within the context of a classroom intervention to promote safety on SNSs, the exercise based on the simulated SNS-profile is put forward as the more effective teaching strategy

    Computers in EAP: change, issues and challenges

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    Huw Jarvis looks at how computers can be used in projects in an EAP environment to develop students’ language and e-literacy skills

    Helping to keep history relevant : mulitmedia and authentic learning

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    The subject based curriculum attracts lively debate in many countries being accused of fragmenting teaching and learning, erecting artificial barriers and failing to teach the skills required in the twenty first century (Hazlewood 2005). Cross-curricular rich tasks are increasingly seen as the means to develop relevant knowledge, understanding and skills. Over the past fourteen years we have developed and evaluated a series of interactive multi-media resources for primary and secondary schools on themes within Scottish History. The generally positive evaluation given to these resources by pupils and teachers points to some ways in which subjects such as history can remain challenging and relevant. The relevance has largely stemmed, in the case of the multi-media resources, from combining the historian's traditional role of problemising the past, with a wide range of primary and secondary sources, new technologies and learning tasks encompassing critical skills/authentic learning. Consequently, we argue that subjects must in future embrace new technologies and authentic learning to maintain their place in the school curriculum

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context
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