4,077 research outputs found

    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development

    Community-based mentoring and innovating through Web 2.0

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    The rise of social software, often termed Web 2.0, has resulted in heightened awareness of the opportunities for creative and innovative approaches to learning that are afforded by network technologies. Social software platforms and social networking technologies have become part of the learning landscape both for those who learn formally within institutions, and for those who learn informally via emergent web-based learning communities. As collaborative online learning becomes a reality, new skills in communication and collaboration are required in order to use new technologies effectively, develop real digital literacy and other 21st century skills

    Audience Analysis: Learning About Student Motivations and Instructional Preferences

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    The energy level in the room is high. Students work together diligently, examining their computer screens and sharing ideas to try to solve a problem. When the instructor asks them to share their findings, several students raise their hands and offer insightful observations. After the session is over, a couple of students take the time to tell the instructor the value of what they learned in class and how helpful it will be to them. This scenario is what we instructors strive for—that our students will be engaged in our sessions and leave feeling their time was well-spent

    The Effectiveness of Emotional Motivational Feedback Messages

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    An important technique for learning, feedback has been described as responses to students’ behaviors, tasks, assignments, and outcomes. In this study, the researcher used a new kind of feedback message called an Emotional Motivational Feedback Message (EMFEM). EMFEM is a feedback message which includes motivational strategies and emotional content for motivating and encouraging students to learn more and to focus on a specific topic. EMFEM is based on Visser and Keller’s (1990) motivational message design, which was influenced by Keller’s (1987) ARCS theory and emotional content strategies. Because EMFEM is primarily used in text-based, online learning environments, it is limited in its ways of adding emotional content to feedback messages. Therefore, three main strategies were used in this study to include EMFEM: using the meaning of the words; formatting the words by using colored, bold, underlined text; and adding emoticons. The purpose of this study was to investigate the effectiveness of EMFEM in online learning environments. This exploratory research was conducted using mixed method single case study design (Creswell, 2005; Johnson & Onwuegbuzie, 2004; Yin, 2009) and guided by the following question: How effective are emotional motivational feedback messages in an online learning environment? Participants were 15 undergraduate students enrolled for an instructional technology course in a large state university located in an urban region in the southeastern part of the United States during fall 2013. The researcher used multiple data collection strategies, including a course interest survey, an instructional technology attitudes survey, open-ended questionnaires, a research journal, forum/discussion postings, emails, reflection papers and warm-up surveys. The findings showed that, in an online course using EMFEM, (a) students’ motivation increased; (b) students’ attitudes toward IT increased; (c) students liked the EMFEM and the style of the instructor’s teaching; (d) students had a closer and friendlier relationship with the instructor; (e) students were satisfied with the course; (f) students started to use more emotional content; (g) students enjoyed having personalized EMFEM and requested to have EMFEM; and (h) students reported positive overall experiences by the end of the course

    Exploring motivation: Integrating the ARCS model with instruction

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    This paper provides an overview of Keller\u27s attention, relevance, confidence and satisfaction model of motivational design and reveals that there are several areas librarians may investigate to improve the profession\u27s understanding of students\u27 motivation in developing their information literacy abilities

    A recreation therapy twist to sign language: an intervention for primary progressive aphasia.

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    This thesis examines the feasibility of the ASL for Active Living Program as an intervention for clinical practice among individuals with memory loss and/or aphasia with associated depression. It strives to answer the following questions: First will an eight session RT intervention impact on symptoms of depression in individuals with mild memory loss and aphasia? Second, will participation in this intervention change levels of self-esteem? Third, to what extent will the older adult participants be able to learn and retain finger-spelling and vocabulary taught? Lastly, will participants be satisfied with this type of intervention? The first chapter reports the current trends of an aging society, as well as the increase in co-morbid disorders such as depression. The second chapter provides a thorough literature review which clearly identifies Mild Cognitive Impairment and Primary Progressive Aphasia as well as describes efficacy studies that provide the foundation for this study. The third chapter identifies the ARCS theory and model, and its contribution to providing a solid foundation for intervention development. The fourth chapter describes the research process and highlights the methods and procedures used throughout the research process. Chapter five describes the data using a mixed methods procedure to report the success of this intervention developmental study. Results indicate this is a feasible intervention for the field of recreation therapy for the treatment of depression for those with memory loss and/or aphasia

    Understanding the use of tablet devices in the classroom when teaching a group of learners diagnosed with autism

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    The increasing number of individuals diagnosed with autism, the shift in educational paradigms, and technology advances that allow affordability and accessibility were the motivation behind this study. Learners with autism have the potential to develop social and emotional skills as well as increasing motivation for learning while using technology, in particular tablet devices (i.e., iPads) as instructional tools. The purpose of this case study was to better understand the use of technology (in particular, tablet devices) to teach mathematics to a group of learners diagnosed with autism. Two research questions guided this study: (1) How do the motivational principles of the ARCS model impact the learners\u27 motivation with classroom activities (i.e., with excitement? apathy? sense of accomplishment)?; and (2) How do learners interact with technology used in the classroom (i.e., as an instructional tool? as a rewarding mechanism? as an entertaining strategy)? Moreover, the hope is to potentially gain more awareness into the motivational impact tablet devices can have on learners on the autism spectrum concerning engagement and participation in learning activities. Participants in this study were five children diagnosed with autism between the ages of 8 and 11 who attended a middle school located at a large school district in a metropolitan area of a U.S. Midwestern state. The learners participated in a paper-based mathematics activity as well as interacted with an iPad to work on mathematics concepts. Observations and opportunistic interviews with learners and teacher were conducted. An in-depth semi-structured interview was also done with the classroom teacher. In attempt to explore the research questions, data were analyzed using the Interpretive Descriptive qualitative research analysis method. Based on that analysis four themes emerged: (1) the motivational use of the tablet device in the classroom, (2) the classroom activities\u27 impact on learners\u27 social interactions, (3) learners\u27 behavioral changes resulting from change in classroom routine, and (4) teacher\u27s motivational strategy. The overall study provided an understanding of the motivational impact tablet devices potentially have on learners on the autism spectrum concerning engagement and participation in learning activities. The impact of technology was contingent on its strategic instructional or reward mechanism implementation in the curriculum. The study revealed that technology in general and tablet devices in particular are used in the classroom as reward mechanisms and entertaining strategies to seize and retain the learners\u27 attention in order to achieve instructional goals. The findings also revealed how the learners\u27 conceptual levels affect their response to the reward and influence their social behavioral skills that could become uncontrollable. Additionally, the findings raised awareness concerning the learners\u27reactions to the change in their daily structured schedule and revealed some practices to manage learners\u27 behaviors

    Is Gamification a Magic Tool?: Illusion, Remedy, and Future Opportunities in Enhancing Learning Outcomes during and beyond the COVID-19

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    Gamification in education has been discussed with potential for further implementation at universities; however, practical suggestions concerning which key issues educators need to consider has far not been shared in academia. This study applied a qualitative approach using interview data with 24 students who participated in the business class with games as learning measures. It has found that most of them believed that gamification could be useful in reinforcing key themes and topics after having learnt them through traditional means: They appreciated the games as a supportive measure to ‘glue’ key knowledge to their learning. A significant drawback that they emphasised was that taking notes is not easy while they are involved in games, which made them unconfident and uncertain about the learning outcome. As a result, a conceptual framework for pedagogy stakeholders was proposed for further discussion of how to design a gamification-based curriculum effectively
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