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Human Factors and Innovation with Mobile Devices
Advancements in technology are a significant driving force in educational innovation, but a strong focus on technology means that human aspects and implications may not be given the attention they deserve. This chapter examines usability issues surrounding the use of mobile devices in learning. A key aim is to empower educators and learners to take control of personal devices and realise their potential in relation to teaching and learning. The background section reviews the development of usability studies and explores why mobile device usability presents specific new challenges. The impact of changing requirements in education, and new visions for ways of thinking and competences that learners should be acquiring, are also examined. Finally, the chapter provides a set of concepts that can inform conversations between educators and learners, mobile system engineers, developers, support staff, and others
Company-university collaboration in applying gamification to learning about insurance
Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning
Understanding the Diverse Field of “Educational Technology” as Revealed in Twitter Job Postings: Encoding / Decoding Approach
In this study, we attempt to understand discursive interrelationships among five professional job advertisements which are often used interchangeably, including educational technology, educational design, instructional design, learning design, and instructional systems design. The purpose is to better understand the distinctions, interactions, and overlaps of these disciplines using Encoding/Decoding Model over the discourses of the jobs’ announcements. We collected data using a social network analysis tool, NCapture, and imported to qualitative analysis software (i.e., NVivo) to conduct thematic analyses. For this study, 171 job postings in Twitter were captured by using NCapture as a Web-browser extension. Findings indicated that the relations between the targeted disciplines can be explained by Stuart Hall’s Communication Model (1980). Results can serve as a guide for scholars and students studying at the intersection of technology and education fields
Skills for creativity in games design
This paper reports on an experimental study to understand further the extent to which academics may differ to practitioners in their conception of skills relevant to creativity within a specific design related subject: in this instance, Games Design. Ten academics, sampled from BA Hons games courses in the UK, participated in identifying what factors they each considered important to creativity in games design, and how, collectively, they rated particular skills, knowledge, talents and abilities relevant to creativity in games design. With the same research methodology, theoretical framework and procedures, the focus was placed on ten games design practitioners’ conceptions of skills for creativity in games design. A detailed comparison is made between the findings from both groups
Working collaboratively on the digital global frontier
An international online collaborative learning experience was designed and implemented in preservice teacher education classes at the University of Calgary, Canada and the University of Southern Queensland, Australia. The project was designed to give preservice teachers an opportunity to live the experience of being online collaborators investigating real world teaching issues of diversity and inclusivity. Qualitative research was conducted to examine the complexity of the online collaborative experiences of participants. Redmond and Lock’s (2006) flexible online collaborative learning framework was used to explain the design and the implementation of the project. Henri’s (1992) content analysis model for computer-mediated communication was used for the online asynchronous postings and a constant comparative method of data analysis was used in the construction of themes. From the findings, the authors propose recommendations for designing and facilitating collaborative learning on the digital global frontier
An Exploration of Professional Preparedness of Instructional Designers to Evaluate
Formative, summative, and confirmative evaluation of instructional products determine whether learner objectives have been attained and substantiate the value of the instruction. The ability to implement an evaluation plan is classified as an essential skill for instructional designers by the International Board of Standards for Training and Performance Improvement (IBSTPI). Previous research has ascertained that entry-level instructional designers have failed to master the skills required to create evaluation plans.
The purpose of this qualitative study was to examine the professional preparation received by instructional designers, for instruction evaluation, through graduate level programs. The data collected for this study was the result of curriculum mapping 16 Masters and Ph.D. instructional design programs and conducting 29 semi-structured interviews of faculty and postgraduates of these programs. The study was designed to compare the curriculum map data with faculty and graduate responses of each respondent university. Gaps were identified in the instruction of evaluation within current instructional design programs. These gaps potentially impact the significance given to conducting an evaluation, and the opportunity for data collection, to support research in this area.
The data could assist the participant institutions in curriculum planning to support improvements in ID student preparation. The findings also reveal the primary focus of the participant programs was preparing students to execute an effective design. Evaluation was not prioritized for most programs, due to lack of time, client resources, employer lack of interest, and limited faculty experience in evaluation
Include 2011 : The role of inclusive design in making social innovation happen.
Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation
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