182 research outputs found

    A framework to facilitate effective e-learning in engineering development environments: executive summary

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    The demands of the continually changing and developing workplace require individuals to be adaptable, multi-disciplined and with the ability to work collaboratively, often in virtual environments. Professional engineers of today must meet these demands and have appropriate business and communication skills to operate in today's competitive, fast-moving, global environment. Yet these engineers still need to remain productive and routinely keep abreast of technological advances for their day-to-day working requirements. Thus, a range of continually renewable competencies is essential, which in turn puts pressure on both industry and academia to consider alternative ways to inform and educate their engineers and students. To help address these requirements, electronic learning (e-leaming) has been researched as a possible solution to facilitate a more flexible, distributed, collaborative, self-directed, virtual learning environment for both work-based professional engineers and engineering students. This research revealed gaps in both the existing literature and working practices regarding the elearning needs of engineers and in current approaches to meet these needs. Consequently, the main objective of the research was to develop a mechanism to assist providers of e-leaming to construct effective e-leaming activities in engineering development environments. In this context, 'development' environments refer to the engineer's product-development environment and the engineering student's study environment, with the increasing responsibility for selfdevelopment in an engineering career. The research identified and investigated factors that affect learning in these engineering environments, and examined current Web-based technologies to support and enhance learning experiences. A framework was developed as the mechanism to group the different and non-comparable learning factors together into philosophy, delivery, management and technology categories. These learning factors can be connected and sequenced differently in the categories, depending on the learning requirements. Hence, the main research innovation has been the creation of this framework to structure, link and order key learning factors, which offers guidance to e-leaming providers developing e-leaming environments. A predominant action research methodology was adopted for the research, as the author was involved with engineering environments and their e-leaming practices, decisions, developments and implementations in varying degrees. The main areas investigated for the research were: 1) Exploring learning methods & preferred learning styles in the engineering environment. Important findings here identified that engineers have a strong visual learning style preference and practise experiential learning in their engineering environments. 2) Examining technologies to support and enhance learning. This provided an understanding of 'hard' computer and Web capabilities, and 'soft' non-tangible technologies. Web technologies were of particular interest to this research due to their wide reach and interactive impact on the modem working and learning environments. 3) Investigating marketing considerations from the Web-based learning (WBL) providers' viewpoint. Marketing issues, products and services of WBL providers were investigated. This compared what and how the market offered and identified the business aspects of WBL. 4) Developing an e-learning framework. The research was consolidated to create a novel framework that grouped disparate learning factors for effective e-leaming development. 5) Studying practical engineering e-learning applications. Areas of the proposed framework were validated and refined from the case study data and experiences. Critical success factors (CSF) were derived to provide a business perspective for e-leaming developments, and these complemented the framework's learning factors. The above areas have been addressed in detail and documented in separate Engineering Doctorate submissions. This Executive Summary outlines and consolidates these areas, and describes, exemplifies and verifies the various factors within the e-leaming framework and the CSFs. The rationale, applications and guidelines for the e-leaming framework are also discussed. The framework provides a toolkit for building effective e-leaming activities in engineering development environments. Thus, the research shows that e-leaming can provide the solution to facilitate a flexible, continuous learning environment for engineers

    Exploring distance learning experiences of in-service music teachers from Puerto Rico in a master's program

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    Thesis (D.M.A.)--Boston UniversityThe purpose of this study was to explore the experiences of in-service music teachers who chose to pursue a master's degree in music education through distance learning. In this study, I examined the motivations of in-service music teachers for choosing to pursue a master's degree in music education through distance learning; the benefits teachers reported as a result of emolling in a distance learning program; the challenges teachers faced when studying in an online distance learning graduate program; and, the learning experiences teachers found significant for their profession and teaching environments. Teachers who pursued a master's degree in music education through distance learning at Cambridge College Puerto Rico Regional Center comprised the sample. The primary data collection method was individual semi-structured interviews. Results depicted that the experiences gained by in-service music teachers increased their capacity in teaching pedagogy, theoretical understanding of the field, communication skills, and capability in handling technological issues. The difference between the number of students satisfied and dissatisfied with the program was significant, with the former outnumbering the latter. The salient disadvantages reported by the sample group included a technological gap, reduced direct interaction with professors, a need for self-motivation, and a reduced practical ability between the moderators and the students. On the other hand, the primary advantage of distance learning was the convenience and flexibility of pursuing a music education degree online, which allowed the in-service music teachers to study at home and gave them the capability to balance their domestic and professional responsibilities. The participants' main reasons for enrolling in an online degree program were a desire to excel in their careers, the lack of a geographically closer option, professional and/or family lifestyles, a need for increasing academic knowledge, and a need to improve teaching capability and capacity. Recommendations are offered for leaders and institutions engaged in distance learning programs to address the challenges raised by students who have gone through the system. I hope that the knowledge gained from this study will expand both scholars' and prospective students' current understanding of distance learning as an educational model, especially in the music education field

    A framework to facilitate effective e-learning in engineering development environments : executive summary

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    The demands of the continually changing and developing workplace require individuals to be adaptable, multi-disciplined and with the ability to work collaboratively, often in virtual environments. Professional engineers of today must meet these demands and have appropriate business and communication skills to operate in today's competitive, fast-moving, global environment. Yet these engineers still need to remain productive and routinely keep abreast of technological advances for their day-to-day working requirements. Thus, a range of continually renewable competencies is essential, which in turn puts pressure on both industry and academia to consider alternative ways to inform and educate their engineers and students. To help address these requirements, electronic learning (e-leaming) has been researched as a possible solution to facilitate a more flexible, distributed, collaborative, self-directed, virtual learning environment for both work-based professional engineers and engineering students. This research revealed gaps in both the existing literature and working practices regarding the elearning needs of engineers and in current approaches to meet these needs. Consequently, the main objective of the research was to develop a mechanism to assist providers of e-leaming to construct effective e-leaming activities in engineering development environments. In this context, 'development' environments refer to the engineer's product-development environment and the engineering student's study environment, with the increasing responsibility for selfdevelopment in an engineering career. The research identified and investigated factors that affect learning in these engineering environments, and examined current Web-based technologies to support and enhance learning experiences. A framework was developed as the mechanism to group the different and non-comparable learning factors together into philosophy, delivery, management and technology categories. These learning factors can be connected and sequenced differently in the categories, depending on the learning requirements. Hence, the main research innovation has been the creation of this framework to structure, link and order key learning factors, which offers guidance to e-leaming providers developing e-leaming environments. A predominant action research methodology was adopted for the research, as the author was involved with engineering environments and their e-leaming practices, decisions, developments and implementations in varying degrees. The main areas investigated for the research were: 1) Exploring learning methods ;preferred learning styles in the engineering environment. Important findings here identified that engineers have a strong visual learning style preference and practise experiential learning in their engineering environments. 2) Examining technologies to support and enhance learning. This provided an understanding of 'hard' computer and Web capabilities, and 'soft' non-tangible technologies. Web technologies were of particular interest to this research due to their wide reach and interactive impact on the modem working and learning environments. 3) Investigating marketing considerations from the Web-based learning (WBL) providers' viewpoint. Marketing issues, products and services of WBL providers were investigated. This compared what and how the market offered and identified the business aspects of WBL. 4) Developing an e-learning framework. The research was consolidated to create a novel framework that grouped disparate learning factors for effective e-leaming development. 5) Studying practical engineering e-learning applications. Areas of the proposed framework were validated and refined from the case study data and experiences. Critical success factors (CSF) were derived to provide a business perspective for e-leaming developments, and these complemented the framework's learning factors. The above areas have been addressed in detail and documented in separate Engineering Doctorate submissions. This Executive Summary outlines and consolidates these areas, and describes, exemplifies and verifies the various factors within the e-leaming framework and the CSFs. The rationale, applications and guidelines for the e-leaming framework are also discussed. The framework provides a toolkit for building effective e-leaming activities in engineering development environments. Thus, the research shows that e-leaming can provide the solution to facilitate a flexible, continuous learning environment for engineers.EThOS - Electronic Theses Online ServiceEngineering and Physical Science Research Council (Great Britain) (EPSRC)GBUnited Kingdo

    Evaluation of the development and application of multimedia computer assisted learning in Higher Education.

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    This thesis deals with approaches to the evaluation of multimedia computer assisted learning in higher education. The thesis is presented in two parts. The first part consists mainly of a literature based review of the rationale and methods employed in the development of multimedia CAL systems focusing on the ability of such systems to deliver a variety of pedagogic aims and objectives which the literature on the subject generally attributes to them. This was done in order to identify and examine the important features which should be incorporated in the effective evaluation of such systems. 1) the pedagogical basis of multimedia learning environments with particular reference to the mechanism by which they claim to encourage an approach to learning which facilitates 'deep' rather than 'shallow' learning' (Chapters 3 and 4); 2) the basis on which multimedia CAL systems claim to provide interactive learning environments which allow the teaching materials to be tailored by learners to accommodate their own individual preferences for adopting particular learning strategies. In particular this focused on the importance of individual learning styles and learners' degree of computer confidence (Chapter 5); 3) the institutional/delivery factors which must be understood to explain fully the context in which evaluations are carried out and which may have important effects on the outcomes of evaluation (Chapter 6). This literature review, together with a practical survey of a range of existing CAL courseware and an e-mail survey of CAL developers provides the basis for presenting an approach to evaluation which differentiates systems on the basis of the pedagogic approach they adopt and the context in which they are implemented. Finally, a critical review of existing evaluation methods was undertaken and important elements within these methods were incorporated into a new framework for evaluation. The framework provides a tool for determining an evaluation strategy that encompasses all stages of development, formative and summative evaluation of CAL courseware. Evaluation is based on the explicit aims and objectives of the courseware being provided and is moderated by contextual factors that define the pedagogical approach being taken, any individual learner differences that must be taken into account, and the institutional/delivery context within which the courseware is used. An analysis of the implications of the framework when formulating an evaluation strategy demonstrates weaknesses in the assessment instruments currently being used in evaluation studies - particularly for providing reliable measures of 'learning effect' as part of summative evaluation and also with respect to accurate quantification of costs associated with development and use of CAL courseware. The second part of the thesis tests the framework. The approach taken was to develop and formatively and summatively assess a multimedia CAL system used to teach parts of a course on bibliographic classification to students at the Robert Gordon University in Aberdeen. Qualitative and quantitative tests to accomplish this are described and the result of statistical analyses of learner performance when using the system are presented. This empirical study provides further insights into the practical problems involved in developing and evaluating a multimedia CAL system and in particular highlights: 1) the influence which individual learning style (as measured by the Gregorc Style Delineator) has on student performance in a context in which postgraduate students were required to use the CAL courseware rather than attend lectures - results indicate that CAL does not serve all learners equally; 2) the importance of the delivery context in a study in which undergraduate students were provided with CAL materials to supplement the delivery of their course. The evaluation framework was found to be a robust framework for developing and testing didactic teaching packages which were developed in the context of improving the quality of the teaching and learning of bibliographic classification to both undergraduate and postgraduate students. Recommendations are provided for future research based on using the framework to explore other contexts in which courseware is developed and implemented

    Toward an Understanding of Instructor-Student Interactions: A Study of Videoconferencing in the Postsecondary Distance Learning Classroom.

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    This qualitative case study examined interactions, the effect of instructional strategies on interactions, participant attitudes, and perceptions that occurred during two courses taught via interactive videoconferencing in higher education. Analysis of coded observational data, field notes, and interviews with students and instructors provided insights about the distance learning environment. Using an interaction model, the classroom interactions were grouped into the following categories: (a) learner-content, (b) learner-instructor, (c) learner-learner, and (d) learner-interface. Results showed that learner-instructor and learner-learner interactions were highest during classes which were organized as discussion sessions with specific guidelines for the content and the nature of questions on which the dialog would focus. Several questions on which the dialog would focus. Several instructor strategies appeared to increase interactions with the students at the remote site. Statements of praise and acceptance of student ideas and the use of questions that required the learners to synthesize and draw conclusions rather than simply recall information were effective in soliciting responses. Humanizing the students\u27 learning experiences by using their names and relevant personal experiences increased participation. Use of visual realia and well-designed textual visuals provided a scaffold for connecting the students with course content and facilitated dialog. A strategy that proved to be minimal in effectiveness was the use of peer presentations. During these presentations, fewer interactions occurred and more off-task behaviors were observed. A major determinant of effectiveness in the distance learning classroom is the expertise of the instructor to present content information and elicit student participation. Learner-instructor interactions were impaired by limitations of the technology. Students at the remote site reported feelings of isolation when excluded from informal conversations at the local site. Both instructors and students indicated that the technology created a barrier to spontaneity and the ability to read facial expressions and other physical cues. A mediator located at one remote site helped reduce transactional distance by manipulating the cameras and helping learners to interface with the technology. This assistance allowed the instructor to focus more attention on teaching and engaging students with content information. Additionally, the mediator facilitated student participation through modeling and encouragement

    A blended learning model in higher education: a comparative study of blended learning in UK and Malaysia

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    Blended learning, involves the combination of two fields of concern: technology and education; or two groups of people: technologists and educationists. However, current literature shows less consideration on the potential disciplinary gap in the blended learning experience, as a result there is a paucity of evidence from cross-country/institutional/disciplinary investigations. This study aimed to explore, analyse and compare the blended learning experience in higher education. The research is reflected in 3 questions: (1) What are the current blended learning experiences in the selected higher educational institutions? (2) How such experience varies in different disciplines? (3) What are the reflections on the comparative experiences in (1) and (2)? The qualitative case study with comparative methods was used to obtain in-depth findings for these research questions. I visited 4 universities in two countries and sampled 51 research participants’ voices from contrasting disciplines. With these voices, I thoroughly discussed individual case studies, followed by a cross-case and cross-discipline comparison. These findings enabled insights to be drawn on a major argument: blended learning did enable and enhance learning experiences in all case studies but disciplinary differences remain a major challenge. The analysis shows that academics from science-based disciplines have an advantage at the instrumental level of technological usage without transforming learning experience; social science-based academics, due to their disciplinary nature, have embedded technology in wider trans-technical aspects that would enhance and transform learning and teaching. In the context of blended learning, I would argue that learning has not been enhanced (1) if the technology is the sole focus; (2) if the research effort of “technology enhanced learning” does not gain ground in educational theories and (3) does not recognise the disciplinary differences. Arising out of these findings, I proposed a blended learning model that indicates the boundary of the current literature and research findings, and a blended learning definition - an educational-focused process to enhance and transform f2f learning with the blend of technology in a symbiotic relationship. It is necessary for educationists and technologists to establish such a symbiotic relationship and the inter-disciplinary integration and discourse, that may impact on the individuals’ practice beyond their own disciplinary territory

    Using multimedia microworlds to motivate and engage adult learners

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    As educational institutions come under increasing pressure from outside forces to restructure the way students learn, efforts are being made by researchers to find ways to assist students to learn through independent thought and to solve problems in a resource-based, self-paced environment. Such an environment needs to be sufficiently interesting and novel to motivate students who begin to use it, and to continue to engage them as they progress through it. This study has sought to identify what such a learning environment needs to encompass in order to motivate and engage adult learners so that they will not only want to use it, but use it extensively. Eight attributes of motivation and engagement were identified from the literature, these being: immersion; reflection; flow; collaboration; learner control; curiosity; fantasy; and challenge. A module in a finance unit traditionally viewed by the students as boring and unengaging was selected, and a review of student and content needs was conducted. An interactive learning environment in the form of a microworld with gaming elements was designed and developed to incorporate the eight learner effects, and this was then trialed with a small group of finance students. The trial forms the basis for this thesis. The study was conducted using a combination of ethnographic action research and grounded theory as these allowed the researcher to focus on a specific problem relevant to the actual situation and allowed patterns in observations to be detected. The study used descriptive methodology to report what actually happened whilst looking for relationships between design elements, with cross-sequential sampling overcoming the problems of mono-operation bias. The results from these data gathering exercises suggested that the eight learner effects did, in fact, contribute to motivation and engagement in varying degrees. The program represented the unit content in a multiplicity of ways, ensuring that the individual learning styles of the students were accommodated. The study showed that students adapted differing navigational methods to progress through the program, but having settled on a path tended not to deviate from that path throughout each phase of the program. The study also highlighted the fact that such an environment is probably more effective in promoting incidences of reflection and higher order thinking among collaborating students, although, with sufficient scaffolding elements built into the program, students working in isolation may achieve some of the same effects from collaboration with the program itself. Another effect of using the microworld was that students could relate their learning back to their everyday lives, as well as place themselves into the environment. These factors, combined with the gaming elements, created an environment that caused an increase in positive attitudes among both the male and the female students. The results of this research have many implications for the future design of interactive learning environments for adults. It is already well documented that adult learners like resource-based, self-paced learning that is available at their convenience, but this research has identified some of the elements necessary to motivate adult learners to use such a program, to maintain their interest in the content during the whole time they are using the program, and to create a desire to continue learning about the topic long after they have completed the program. There are several imperatives driving the development of interactive instructional multimedia in the university environment. Among them are increased numbers of students, a reduction in the available face-to-face teaching time, and a growing. number of students who are demanding a more flexible way of learning. The results of this study show that interactive multimedia is a viable option for this style of teaching and learning, but the design should incorporate certain elements and principles in order for the students to be motivated sufficiently to use it. These design elements are generalisable to the design of multimedia for a wide variety of courses and topics

    Lessons in project management

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    The conventional view of project management is challenged by a contemporary construction industry that is rethinking its processes and procedures as it seeks to align itself with clients' business needs. Project managers must update their skills. They require flexible education and training that complements work place experience rather than distracts from professional obligations. Educational technology offers an exciting opportunity to accommodate these, often conflicting, requirements. Computer-aided learning (CAL) is supported by a government keen to promote a Learning Society, the expansion of Higher Education (HE) postgraduate provision and the construction industry's own initiatives to engender a culture of lifelong learning. Enthusiasts argue that CAL provides greater access, enhances quality and overcomes the inherent disadvantages of distance learning. Yet the apparent eagerness to develop innovative CAL applications is not evidenced in an educational survey of built environment postgraduate course provision. On the contrary, only small pockets of CAL activity are available. A new distance learning project management educational software application (DIMEPM) is developed and compared with a traditional multiple media resource and a well-established postgraduate module delivered in part-time mode. The design of DIMEPM draws on the expertise of experienced practitioners in HE and the views of leading academics in the field. Qualitative and quantitative approaches are employed in a longitudinal evaluation that assesses the relative learning gains, student attitude and confidence of HE students. And, in order to gain reaction from industry, DIMEPM is subjected to an illuminative evaluation within a leading engineering and project management consultancy. The research study finds no significant difference in the academic performance of students in the control and experimental groups. However, it is clear that technically orientated tasks lend themselves more readily to CAL than interpersonal skills. Distributed educational packages provide opportunities for enhancing distance learning but alternative pedagogic approaches are needed to encourage web-based dialogue and promote vicarious learning. Practitioners suggest that the distinction between these alternative delivery methods is artificial and that an integrated approach should be explored. Crucially, the research identifies considerable advantage in linking outcomes to delivery mechanisms and advocates the use of an "Associated Delivery" model

    Applying science of learning in education: Infusing psychological science into the curriculum

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    The field of specialization known as the science of learning is not, in fact, one field. Science of learning is a term that serves as an umbrella for many lines of research, theory, and application. A term with an even wider reach is Learning Sciences (Sawyer, 2006). The present book represents a sliver, albeit a substantial one, of the scholarship on the science of learning and its application in educational settings (Science of Instruction, Mayer 2011). Although much, but not all, of what is presented in this book is focused on learning in college and university settings, teachers of all academic levels may find the recommendations made by chapter authors of service. The overarching theme of this book is on the interplay between the science of learning, the science of instruction, and the science of assessment (Mayer, 2011). The science of learning is a systematic and empirical approach to understanding how people learn. More formally, Mayer (2011) defined the science of learning as the “scientific study of how people learn” (p. 3). The science of instruction (Mayer 2011), informed in part by the science of learning, is also on display throughout the book. Mayer defined the science of instruction as the “scientific study of how to help people learn” (p. 3). Finally, the assessment of student learning (e.g., learning, remembering, transferring knowledge) during and after instruction helps us determine the effectiveness of our instructional methods. Mayer defined the science of assessment as the “scientific study of how to determine what people know” (p.3). Most of the research and applications presented in this book are completed within a science of learning framework. Researchers first conducted research to understand how people learn in certain controlled contexts (i.e., in the laboratory) and then they, or others, began to consider how these understandings could be applied in educational settings. Work on the cognitive load theory of learning, which is discussed in depth in several chapters of this book (e.g., Chew; Lee and Kalyuga; Mayer; Renkl), provides an excellent example that documents how science of learning has led to valuable work on the science of instruction. Most of the work described in this book is based on theory and research in cognitive psychology. We might have selected other topics (and, thus, other authors) that have their research base in behavior analysis, computational modeling and computer science, neuroscience, etc. We made the selections we did because the work of our authors ties together nicely and seemed to us to have direct applicability in academic settings
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