81,663 research outputs found
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Leveling transparency via situated intermediary learning objectives (SILOs)
When designers set out to create a mathematics learning activity, they have a fair sense of its objectives: students will understand a concept and master relevant procedural skills. In reform-oriented activities, students first engage in concrete situations, wherein they achieve situated, intermediary learning objectives (SILOs), and only then they rearticulate their solutions formally. We define SILOs as heuristics learners devise to accommodate contingencies in an evolving problem space, e.g., monitoring and repairing manipulable structures so that they model with fidelity a source situation. Students achieve SILOs through problem-solving with media, instructors orient toward SILOs via discursive solicitation, and designers articulate SILOs via analyzing implementation data. We describe the emergence of three SILOs in developing the activity Giant Steps for Algebra. Whereas the notion of SILOs emerged spontaneously as a framework to organize a system of practice, i.e. our collaborative design, it aligns with phenomenological theory of knowledge as instrumented action
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Reinventing discovery learning: a field-wide research program
© 2017, Springer Science+Business Media B.V., part of Springer Nature. Whereas some educational designers believe that students should learn new concepts through explorative problem solving within dedicated environments that constrain key parameters of their search and then support their progressive appropriation of empowering disciplinary forms, others are critical of the ultimate efficacy of this discovery-based pedagogical philosophy, citing an inherent structural challenge of students constructing historically achieved conceptual structures from their ingenuous notions. This special issue presents six educational research projects that, while adhering to principles of discovery-based learning, are motivated by complementary philosophical stances and theoretical constructs. The editorial introduction frames the set of projects as collectively exemplifying the viability and breadth of discovery-based learning, even as these projects: (a) put to work a span of design heuristics, such as productive failure, surfacing implicit know-how, playing epistemic games, problem posing, or participatory simulation activities; (b) vary in their target content and skills, including building electric circuits, solving algebra problems, driving safely in traffic jams, and performing martial-arts maneuvers; and (c) employ different media, such as interactive computer-based modules for constructing models of scientific phenomena or mathematical problem situations, networked classroom collective “video games,” and intercorporeal master–student training practices. The authors of these papers consider the potential generativity of their design heuristics across domains and contexts
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Integrating student self-assessment and feedback in e-learning applications. A proposed educational model.
There is a large demand for the use of e-learning tools to support student learning, in
the form of distance or blended learning. The need for e-learning environment that encourages
learners to learn independently or in groups in virtual settings is crucial. Some
e-learning environments provide repositories of `resources¿. They neither facilitate a strategy
for learning or teaching, nor they guide students through the resources, and tutors in
constructing their courses.
E-learning environments need to incorporate pedagogical practices which support and
allow students to learn by removing any barriers that might inhibit their learning. Therefore,
one of the most important aspects in developing e-learning environments is defining
appropriate models where technology and pedagogy are integrated.
This thesis provides such a framework for developing e-learning applications; it aims to
make it easier for tutors to implement their lesson content and engage learners to achieve
the course objectives. The proposed model incorporates constructive alignment, assessment
and feedback and unlike other e-learning environments guides the tutor to construct
lessons and help learners to use effective learning environment. Furthermore, the thesis
investigates on how supported learning can help students adapt to the different approaches
to learning. The empirical work undertaken investigates the role of constructing a well
designed self-assessment and feedback unit within a learning environment
Transferring and Constructing Knowledge: Designing an STC
This article describes the design and benefits of a Science and Technology Center (STC)- based workshop sponsored by the National Science Foundation (NSF). The topic in this case was hydrologic literacy in teaching issues and concepts concerning semi-arid hydrology in the Southwest, as defined by educators and scientists associated with Sustainability of semi-Arid Hydrology and Riparian Areas (SAHRA). Participants concluded that a science workshop designed to explicitly combine science content and inquiry-based pedagogy is beneficial, but learning new content is not a guarantee that it will be used in the participants' science curricula. To increase chances for teachers to alter practice, workshops must model new pedagogy while teaching new content, and instructors must be very explicit about how new teaching techniques were used to teach new content. Educational levels: Graduate or professional
Testing like you teach: The challenge of constructing local, ecologically valid tests
In an educational context, local, ecologically valid tests can reflect the use of literacy and thinking tools. These tests present a challenge to central, content focused, high-stakes testing, and to transmission approaches to teaching. They require teachers to accept knowledge as a verb, and to design assessment protocols that reflect co-constructive ways of teaching. This article reports the outcome of praxis action research with middle and secondary school teachers who incorporated topic-appropriate literacy and thinking tools into their teaching. They also redesigned their local tests linked to high-stakes test protocols to reflect the use of these tools. A thematic analysis of observations and interviews suggests that this process impacted on the structural characteristics (morés) of the schools, and posed affective, cognitive and pedagogical challenges to teachers
Levels of inquiry: Hierarchies of pedagogical practices and inquiry processes
Provides pedagogical insight concerning the skill of inquiry The resource being annotated is: http://www.dlese.org/dds/catalog_COSEE-1808.htm
Development and evaluation of a web-based learning system based on learning object design and generative learning to improve higher-order thinking skills and learning
This research aims to design, develop and evaluate the effectiveness of a Webbased learning system prototype called Generative Object Oriented Design (GOOD) learning system. Result from the preliminary study conducted showed most of the students were at lower order thinking skills (LOTS) compared to higher order thinking skills (HOTS) based on Bloom’s Taxonomy. Based on such concern, GOOD learning system was designed and developed based on learning object design and generative learning to improve HOTS and learning. A conceptual model design of GOOD learning system, called Generative Learning Object Organizer and Thinking Tasks (GLOOTT) model, has been proposed from the theoretical framework of this research. The topic selected for this research was Computer System (CS) which focused on the hardware concepts from the first year Diploma of Computer Science subjects. GOOD learning system acts as a mindtool to improve HOTS and learning in CS. A pre-experimental research design of one group pretest and posttest was used in this research. The samples of this research were 30 students and 12 lecturers. Data was collected from the pretest, posttest, portfolio, interview and Web-based learning system evaluation form. The paired-samples T test analysis was used to analyze the achievement of the pretest and posttest and the result showed that there was significance difference between the mean scores of pretest and posttest at the significant level a = 0.05 (p=0.000). In addition, the paired-samples T test analysis of the cognitive operations from Bloom’s Taxonomy showed that there was significance difference for each of the cognitive operation of the students before and after using GOOD learning system. Results from the study showed improvement of HOTS and learning among the students. Besides, analysis of portfolio showed that the students engaged HOTS during the use of the system. Most of the students and lecturers gave positive comments about the effectiveness of the system in improving HOTS and learning in CS. From the findings in this research, GOOD learning system has the potential to improve students’ HOTS and learning
Barriers and solutions to innovation in teacher education
This article proposes how mobile technologies are being employed innovatively in teacher education across the European Union, contributing to an adjustment in teacher training models. It identifies various barriers and challenges to innovation and illustrates how teacher educators have addressed these in the first year of an Erasmus+ funded project
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