12,305 research outputs found

    About the Efficacy of Virtual and Remote Laboratories in STEM Education in Secondary School: A Second-Order Systematic Review

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    Online laboratories brought new opportunities for instruction. In this work, a secondorder systematic review about the efficacy of virtual and remote labs on learning in high school STEM education is presented. Nine systematic review and a meta-analysis were included. A descriptive summary (qualitative and quantitative) of their findings is provided. On average, online laboratories support learning to an extent comparable to that observed in real labs; their effect is even more positive when they are integrated into more traditional teaching practice (e.g., as pre-lab practice sessions before the hands-on experiments) and when they are supported by adequate teacher feedback. Content knowledge is the learning outcome most often assessed; while practical and inquiry skills related to scientific reasoning are investigated less frequently. The results are promising for instructional design and for the future research, despite the data variability and some methodological limitations of individual studies (lack of relevant quantitative data, such as effect sizes and moderator analysis). Further experimental research is required to estimate the effect of online labs on different learning outcomes and to better understand the moderating role of some variables related to interventions and students

    Teachers Support for English Language Learners to Build Inquiry Skills in Online Biology Simulations

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    The population of English language learners (ELLs) is on the rise in the United States, but they are lagging behind English speaking students in several subject areas--including biology. Scholarly literature lacks information on how biology teachers use scaffolding strategies to support ELL students with inquiry skills during online simulations. The purpose of this qualitative multiple-case study was to explore how biology teachers support ELLs in learning biology, using biology simulations to promote inquiry learning. The conceptual framework for this study included the constructivist perspective regarding the zone of proximal development, Electronic Quality of Inquiry Protocol, and technology use in science instruction. The purposive sample for this study was 4 biology teachers from 2 high schools in large school districts in the southeastern region of the United States who taught ELL students using inquiry-based online simulations. The data sources were face to face interviews with teachers, scaffolding documents, and lesson plans. Data were coded and analyzed for common themes across within and across cases. Results indicated that although biology teachers believed that ELL students benefited from inquiry simulations because of the already incorporated visuals and their ability to interact and manipulate the program, they sometimes lacked technology experiences and struggled with English and literacy that may reduce the benefits of the simulation experiences. The results of this study have the potential to contribute to social change by providing insights that may increase the understanding of how biology teachers can support ELL students when using technology in the form of simulations to promote inquiry learning

    The Patterns of Collaboration in hands-on and Computer-Automated Labs

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    Supporting learners’ experiment design

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    Inquiry learning is an educational approach in which learners actively construct knowledge and in which performing investigations and conducting experiments is central. To support learners in designing informative experiments we created a scaffold, the Experiment Design Tool (EDT), that provided learners with a step-by-step structure to select variables and to assign values to these variables, together with offering built-in heuristics for experiment design. To further structure the students’ approach, the EDT was offered within a set of detailed research questions which again were grouped under a set of broader research questions. Learning results for learners who worked with the EDT were compared to results for learners in two control conditions. In the first control condition, learners received only the detailed research questions and not the EDT; in the second control condition, learners received only the limited set of general research questions. In all conditions, learners conducted their experiments in an online learning environment about the physics topic of Archimedes’ principle. Conceptual knowledge was measured before and after the intervention using parallel forms of a knowledge test. Overall results showed significant learning gains in all three conditions, but no significant differences between conditions. However, learners who started with low prior knowledge showed a significantly higher learning gain in the EDT condition than in the two control conditions. This result indicates that the effect of providing learners with scaffolds does not follow a “one-size-fits-all” principle, but may depend on specific learner characteristics, such as prior knowledge

    THE EFFECTS OF VIRTUAL LABORATORY ACTIVITIES ON SCIENCE LEARNING

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    The purpose of this study was to observe the impact of technology on improving science achievement in Elementary students. In specific, this study examined the effects of virtual science laboratory activities on the science learning of 20 African American students in grades four. Using a quasi-experimental design, students in grades four, were randomly assigned to a treatment (virtual labs) or comparison (traditional hands-on labs) group. Ten students participated in treatment group and ten students participated in the comparison group. The students conducted science experiments for 50 minutes, one time a week, for 8 weeks. Both groups were given a pretest and posttest using the Terra Nova 3 Survey Assessment in Science grade 4 and students’ motivation toward science learning (SMTSL) questionnaire. Gains between the pretest and posttest scores were analyzed for each instrument using the Mann Whitney U test. The New York State Intermediate Level Science Assessment Test (ILSAT) for grade 4 was also administered to the treatment and comparison group and analyzed using the Mann Whitney U test. Students in the treatment group did not show any significant gains in scores, on the Terra Nova 3 Survey Assessment in Science for grade 4 and SMTSL, respectively, than students in the comparison group. Students in the treatment group for the ILSAT showed a significant higher score than students in the comparison group. In conclusion, the intervention had a significant impact on the ILSAT score gains. The limitations of the study and implications for future research were discussed

    ALT-C 2010 - Conference Proceedings

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    Product/Brand co-creation methodology crossing marketing, design thinking, creativity and management: ideas(r)evolution

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    This thesis introduce a new innovation methodology called IDEAS(R)EVOLUTION that was developed according to an on-going experimental research project started in 2007. This new approach to innovation has initial based on Design thinking for innovation theory and practice. The concept of design thinking for innovation has received much attention in recent years. This innovation approach has climbed from the design and designers knowledge field towards other knowledge areas, mainly business management and marketing. Human centered approach, radical collaboration, creativity and breakthrough thinking are the main founding principles of Design thinking that were adapted by those knowledge areas due to their assertively and fitness to the business context and market complexity evolution. Also Open innovation, User-centered innovation and later on Living Labs models emerge as answers to the market and consumers pressure and desire for new products, new services or new business models. Innovation became the principal business management focus and strategic orientation. All this changes had an impact also in the marketing theory. It is possible now to have better strategies, communications plans and continuous dialogue systems with the target audience, incorporating their insights and promoting them to the main dissemination ambassadors of our innovations in the market. Drawing upon data from five case studies, the empirical findings in this dissertation suggest that companies need to shift from Design thinking for innovation approach to an holistic, multidimensional and integrated innovation system. The innovation context it is complex, companies need deeper systems then the success formulas that “commercial “Design thinking for innovation “preaches”. They need to learn how to change their organization culture, how to empower their workforce and collaborators, how to incorporate external stakeholders in their innovation processes, hoe to measure and create key performance indicators throughout the innovation process to give them better decision making data, how to integrate meaning and purpose in their innovation philosophy. Finally they need to understand that the strategic innovation effort it is not a “one shot” story it is about creating a continuous flow of interaction and dialogue with their clients within a “value creation chain“ mindset; RESUMO: Metodologia de co-criação de um produto/marca cruzando Marketing, Design Thinking, Criativity and Management - IDEAS(R)EVOLUTION. Esta dissertação apresenta uma nova metodologia de inovação chamada IDEAS(R)EVOLUTION, que foi desenvolvida segundo um projecto de investigação experimental contínuo que teve o seu início em 2007. Esta nova abordagem baseou-se, inicialmente, na teoria e na práctica do Design thinking para a inovação. Actualmente o conceito do Design Thinking para a inovação “saiu” do dominio da area de conhecimento do Design e dos Designers, tendo despertado muito interesse noutras áreas como a Gestão e o Marketing. Uma abordagem centrada na Pessoa, a colaboração radical, a criatividade e o pensamento disruptivo são principios fundadores do movimento do Design thinking que têm sido adaptados por essas novas áreas de conhecimento devido assertividade e adaptabilidade ao contexto dos negócios e à evolução e complexidade do Mercado. Também os modelos de Inovação Aberta, a inovação centrada no utilizador e mais tarde os Living Labs, emergem como possiveis soluções para o Mercado e para a pressão e desejo dos consumidores para novos productos, serviços ou modelos de negócio. A inovação passou a ser o principal foco e orientação estratégica na Gestão. Todas estas mudanças também tiveram impacto na teoria do Marketing. Hoje é possivel criar melhores estratégias, planos de comunicação e sistemas continuos de diálogo com o público alvo, incorporando os seus insights e promovendo os consumidores como embaixadores na disseminação da inovação das empresas no Mercado Os resultados empiricos desta tese, construídos com a informação obtida nos cinco casos realizados, sugerem que as empresas precisam de se re-orientar do paradigma do Design thinking para a inovação, para um sistema de inovação mais holistico, multidimensional e integrado. O contexto da Inovação é complexo, por isso as empresas precisam de sistemas mais profundos e não apenas de “fórmulas comerciais” como o Design thinking para a inovação advoga. As Empresas precisam de aprender como mudar a sua cultura organizacional, como capacitar sua força de trabalho e colaboradores, como incorporar os públicos externos no processo de inovação, como medir o processo de inovação criando indicadores chave de performance e obter dados para um tomada de decisão mais informada, como integrar significado e propósito na sua filosofia de inovação. Por fim, precisam de perceber que uma estratégia de inovação não passa por ter “sucesso uma vez”, mas sim por criar um fluxo contínuo de interação e diálogo com os seus clientes com uma mentalidade de “cadeia de criação de valor

    State-of-the-art analysis of the pedagogical underpinnings of open science, citizen science and open innovation activities

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    The document corresponds to O2A1 of the INOS Project. This state-of-theart analysis elaborates on the current state of knowledge on learning design in open science, citizen science, and innovation activities, in order to improve their pedagogical value. This includes reporting on the different types of activities, the learning design of these activities, and the learning outcomes of these activities
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