10,227 research outputs found

    The Internet and Education

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    Presents findings from a survey of online youth and their parents, conducted between November and December 2000. Looks at how the Internet has become increasingly important for teenagers as an essential study aid both outside and inside the classroom

    Chatbots for learning: A review of educational chatbots for the Facebook Messenger

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    With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386

    Students and instant messaging: a survey of current use and demands for higher education

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    Instant messaging (IM) is the term used to describe the technology through which ‘users can set up a list of partners who will be able to receive notes that pop up on their screens the moment one of them writes and hits the send button’. While early use could be described as mainly for fun, IM today is a serious communication medium. Remarkably, it seems that educational institutions have been doing very little with it, while several studies indicate that it could indeed be a valuable tool in education. As a first step towards a better understanding of the educational use of IM, we want to gain insights in how students currently use IM and what opportunities they themselves see for the medium. To that end we conducted a survey among students of the Fontys University of Applied Sciences in The Netherlands. A large majority of the participating students indicated using IM for their studies. Also, when asked about their demands for a possible educational implementation, the majority were positive

    Towards more inclusive electronic tutoring: tutors’ experiences of using a data-free mobile instant messenger in a first-year accounting class

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    The use of data-intensive synchronous tutoring options, such as Zoom, can be exclusionary in South Africa where there is limited access to the internet in homes. The literature indicates the following challenges for electronic tutoring in South Africa: a lack of devices, high data costs, network connectivity issues, inadequate digital skills and competencies. To address the challenge of high data costs, a South African data-free mobile instant messenger was tested for electronic tutoring. The research model used the Technological Pedagogical Content Knowledge Framework (TPACK) as the theoretical basis. This research used a case study in a large, first-year accounting course of 496 students with fifteen tutors, at a historically disadvantaged institution. Qualitative data was collected from accounting tutors using a survey and purposive sampling. The data was analysed using thematic content analysis. The findings highlighted Technology Knowledge was key to using a mobile instant messenger to tutor effectively online. Tutors with good accounting Content Knowledge found it easier to use the data-free application to explain concepts. Tutors used their Pedagogical Knowledge to be more flexible and provide support to students after hours. Tutors indicated Technological Content Knowledge as they used the features of the data-free instant messenger students to assist student learning. Technological Pedagogical and Content Knowledge was evidenced by tutors’ use of multimodal approaches such as using voice notes and pictures to explain concepts to students at convenient times, even without data. However, students with Apple devices were still excluded. The findings from this study can assist in designing more inclusive student electronic tutoring interventions

    Chapter 4: New Assessment Methods

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    The OTiS (Online Teaching in Scotland) programme, run by the now defunct Scotcit programme, ran an International e-Workshop on Developing Online Tutoring Skills which was held between 8–12 May 2000. It was organised by Heriot–Watt University, Edinburgh and The Robert Gordon University, Aberdeen, UK. Out of this workshop came the seminal Online Tutoring E-Book, a generic primer on e-learning pedagogy and methodology, full of practical implementation guidelines. Although the Scotcit programme ended some years ago, the E-Book has been copied to the SONET site as a series of PDF files, which are now available via the ALT Open Access Repository. The editor, Carol Higgison, is currently working in e-learning at the University of Bradford (see her staff profile) and is the Chair of the Association for Learning Technology (ALT)

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Motivating factors in online language teacher education in southern Argentina

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    Online teacher education is of growing interest and so is the study of motivation as a key factor in technology-mediated learning environments. This study is based on a pre-service language teacher education programme in Patagonia, a southern Argentinian region with no face-to-face training offers, limited Internet access and a large number of unqualified teachers. Our goal is to broaden the understanding of online teacher education programmes at undergraduate level in contexts where most trainees are practicing teachers and where online education is the only possibility for holding a teaching qualification. We focused on the motivating factors that led 71 trainees to enrol and to remain in this online teacher training course. Through a mixed methods approach, the trainees completed an online survey (n = 71) and participated in a follow-up interview (n = 24). Results showed that obtaining a teaching degree, autonomy, and individual activities were key factors in initial and sustaining motivation. Participants' experiences challenged collaborative learning in an online environment
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