35 research outputs found
An Instructional Designer Competency Framework for Complex Learning Designs
Learning design competency frameworks published by professional organizations, exist for typical instructional design efforts. However, a review of literature revealed a lack of frameworks available for the creation of complex learning designs (CLDs). The goal of this research was to develop a competency framework for the creation of CLDs. Quantitative and qualitative methods were employed in the four phases of the design and development research approach In phase one, a survey based on the Educational Technology Multimedia Competency Survey (ETMCS) was sent to instructional designers who self-reported as having experience creating CLDs. The purpose of phase one was to identify competencies that instructional designers felt were most important to the creation of complex, technology-mediated learning designs.
The preliminary CLD framework was constructed during phase two, based on analysis of the ETMCS survey results. Measures of central tendency were used to identify competencies considered essential and desirable. Additionally, competencies were categorized into seven domains In phase three, semi-structured interviews were conducted with a subset of survey participants. The purpose was to gain deeper insight into the participant’s perception of the design complexities involved with each of the competencies included in the preliminary framework. In phase four, the preliminary framework was internally validated using an expert panel employing the Delphi method to build consensus. Three rounds were required to achieve consensus on all competencies within the framework. This consensus resulted in 79 competencies including 30 essential and 49 desirable competencies from the set identified as the preliminary framework during phase two.
Several conclusions emerged from the creation of this framework. Though technology is often a trigger for many types of CLDs, specific technologies are certainly desirable, but not essential. The research also revealed that communication and collaboration competencies are almost universally essential due to the complexity of the designs which typically necessitates the formation of multi-discipline teams. Without these competencies, the team’s cross-profession effectiveness is often hindered due to differences in terminology, processes, and team member geographic location
Innovative Learning Environments in STEM Higher Education
As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education
Multimedia Development of English Vocabulary Learning in Primary School
In this paper, we describe a prototype of web-based intelligent handwriting education
system for autonomous learning of Bengali characters. Bengali language is used by more than
211 million people of India and Bangladesh. Due to the socio-economical limitation, all of the
population does not have the chance to go to school. This research project was aimed to develop
an intelligent Bengali handwriting education system. As an intelligent tutor, the system can
automatically check the handwriting errors, such as stroke production errors, stroke sequence
errors, stroke relationship errors and immediately provide a feedback to the students to correct
themselves. Our proposed system can be accessed from smartphone or iPhone that allows
students to do practice their Bengali handwriting at anytime and anywhere. Bengali is a
multi-stroke input characters with extremely long cursive shaped where it has stroke order
variability and stroke direction variability. Due to this structural limitation, recognition speed is
a crucial issue to apply traditional online handwriting recognition algorithm for Bengali
language learning. In this work, we have adopted hierarchical recognition approach to improve
the recognition speed that makes our system adaptable for web-based language learning. We
applied writing speed free recognition methodology together with hierarchical recognition
algorithm. It ensured the learning of all aged population, especially for children and older
national. The experimental results showed that our proposed hierarchical recognition algorithm
can provide higher accuracy than traditional multi-stroke recognition algorithm with more
writing variability
Sequencing of learning activities oriented towards reuse and auto-organization for intelligent tutoring systems
Three have been the main contributions of this thesis. First, a platform for the deployment of Intelligent Tutoring Systems (ITS) with a modular architecture has been designed. This platform, called SIT, focuses on the adaptation of the sequencing of learning content, not adaptation of the
content itself. This separation permits specialization of pedagogical experts and encourages reuse of learning resources.
Second, a tool for the adaptation of the sequencing of learning units has been presented: Sequencing Graphs. It is a specialization of the finite automata paradigm, adapted for the specific needs of learning. Sequencing graphs focus on reuse, both of learning units and of adaptive sequencings definitions. They are hierarchical to prevent scalability problems. Two ITS have developed using sequencing graphs for SIT. Experimental results support the hypothesis that sequencing adaptation has a good influence on learning and that Sequencing Graphs are a useful tool to achieve this objective.
Finally, the thesis analyzes the current initiatives in the emerging field of swarm intelligence techniques in education. Apart of the theoretical overview, three results are presented: an experimental study performed on the Paraschool system, a system of pedagogical alarms based on learning pheromones on the same system, and a swarm paths information module for SIT. This
module synthesizes the best results from swarm-based adaptation sequencing and collaborative filtering for providing an additional level of adaptation to the content sequencing in SI
Experimental Studies in Learning Technology and Child–Computer Interaction
This book is about the ways in which experiments can be employed in the context of research on learning technologies and child–computer interaction (CCI). It is directed at researchers, supporting them to employ experimental studies while increasing their quality and rigor. The book provides a complete and comprehensive description on how to design, implement, and report experiments, with a focus on and examples from CCI and learning technology research. The topics covered include an introduction to CCI and learning technologies as interdisciplinary fields of research, how to design educational interfaces and visualizations that support experimental studies, the advantages and disadvantages of a variety of experiments, methodological decisions in designing and conducting experiments (e.g. devising hypotheses and selecting measures), and the reporting of results. As well, a brief introduction on how contemporary advances in data science, artificial intelligence, and sensor data have impacted learning technology and CCI research is presented. The book details three important issues that a learning technology and CCI researcher needs to be aware of: the importance of the context, ethical considerations, and working with children. The motivation behind and emphasis of this book is helping prospective CCI and learning technology researchers (a) to evaluate the circumstances that favor (or do not favor) the use of experiments, (b) to make the necessary methodological decisions about the type and features of the experiment, (c) to design the necessary “artifacts” (e.g., prototype systems, interfaces, materials, and procedures), (d) to operationalize and conduct experimental procedures to minimize potential bias, and (e) to report the results of their studies for successful dissemination in top-tier venues (such as journals and conferences). This book is an open access publication
Educational Technology
Educational technology is the study and ethical practice of facilitating learning and
improving performance by creating, using, and managing appropriate technological
processes and resources. From the perspective of technology used in education,
educational technology could be understood as the use of emerging and existing
technologies to improve learning experiences in a variety of instructional settings,
such as formal learning, informal learning, non-formal learning, lifelong learning,
learning on demand, and just-in-time learning. Educational technology approaches
have evolved from early uses of audiovisual aids to individual and networked
computers, and now have evolved to include various mobile and smart technologies, as well as virtual and augmented realities, avatar-based immersive environments, cloud computing, and wearable and location-aware devices. Various terms
have been used along the way to refer to educational technologies, such as learning
technologies/environments and instructional technologies/systems. We have
embraced a broad interpretation in this book to cover instructional design
approaches, learning strategies, and hardware and software. Our view is that anything that consistently can support learning and instruction can be considered an
educational technology. Some educational technologies are simple and have existed
for many years; others are complex, and new ones are finding their way into
educational settings every day.
Educational technology focuses on both the technical and pedagogical ways and
means of supporting learning and instruction. It is the basis for the success of the
e-learning revolution in recent years. Technology-based instruction can surpass
traditional classroom-based instruction in quality by providing a wide variety of
affordances and capabilities that can promote motivation and result in engaging,
efficient, and effective learning.
The demand for educational technologies has been rising steadily; e-learning is a
huge and expanding worldwide industry. Commercial e-learning companies,
training departments in large companies and organizations, computer software
companies, and educational institutions over the world employ large numbers of
specialists in various aspects of educational technology creation (programming,
graphic design, instructional design, task analysis, usability engineering, subject
matter analysis, editing, etc.). However, these organizations often find it hard to
employ suitably qualified workers who have knowledge beyond their subfields and
disciplines. There is a strong demand for technologists who understand learnin
Experimental Studies in Learning Technology and Child–Computer Interaction
This book is about the ways in which experiments can be employed in the context of research on learning technologies and child–computer interaction (CCI). It is directed at researchers, supporting them to employ experimental studies while increasing their quality and rigor. The book provides a complete and comprehensive description on how to design, implement, and report experiments, with a focus on and examples from CCI and learning technology research. The topics covered include an introduction to CCI and learning technologies as interdisciplinary fields of research, how to design educational interfaces and visualizations that support experimental studies, the advantages and disadvantages of a variety of experiments, methodological decisions in designing and conducting experiments (e.g. devising hypotheses and selecting measures), and the reporting of results. As well, a brief introduction on how contemporary advances in data science, artificial intelligence, and sensor data have impacted learning technology and CCI research is presented. The book details three important issues that a learning technology and CCI researcher needs to be aware of: the importance of the context, ethical considerations, and working with children. The motivation behind and emphasis of this book is helping prospective CCI and learning technology researchers (a) to evaluate the circumstances that favor (or do not favor) the use of experiments, (b) to make the necessary methodological decisions about the type and features of the experiment, (c) to design the necessary “artifacts” (e.g., prototype systems, interfaces, materials, and procedures), (d) to operationalize and conduct experimental procedures to minimize potential bias, and (e) to report the results of their studies for successful dissemination in top-tier venues (such as journals and conferences). This book is an open access publication
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