25,462 research outputs found
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The potential of mobile phones to transform teacher professional development
Futures thinking is used by governments to consider long-term strategic approaches and develop policies and practices that are potentially resilient to future uncertainty. English in Action (EIA), arguably the world’s largest English language teacher professional development (TPD) project, used futures thinking to author possible, probable and preferable future scenarios to solve the project’s greatest technological challenge: how to deliver audio-visual TPD materials and hundreds of classroom audio resources to 75,000 teachers by 2017. Authoring future scenarios and engaging in possibility thinking (PT) provided us with a taxonomy of question-posing and question-responding that assisted the project team in being creative. This process informed the successful pilot testing of a mobile phone-based technology kit to deliver TPD resources within an open distance learning (ODL) platform. Taking the risk and having the foresight to trial mobile phones in remote rural areas with teachers and students led to unforeseen innovation. As a result EIA is currently using a mobile phone-based technology kit with 12,500 teachers to improve the English language proficiency of 700,000 students. As the project scales up in its third and final phase, we are using the new technology kit—known as the ‘trainer in your pocket’—to foster a ‘quiet revolution’ in the provision of teacher professional development at scale to an additional 67,500 teachers and 10 million students
Learning Models in Educational Game Interactions: A Review
Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education
Learning 21st century science in context with mobile technologies
The paper describes a project to support personal inquiry learning with handheld and desktop technology between formal and informal settings. It presents a trial of the technology and learning across a school classroom, sports hall, and library. The main aim of the study was to incorporate inquiry learning activities within an extended school science environment in order to investigate opportunities for technological mediations and to extract initial recommendations for the design of mobile technology to link inquiry learning across different contexts. A critical incident analysis was carried out to identify learning breakdowns and breakthroughs that led to design implications. The main findings are the opportunities that a combination of mobile and fixed technology bring to: manage the formation of groups, display live visualisations of student and teacher data on a shared screen to facilitate motivation and personal relevance, incorporate broader technical support, provide context-specific guidance on the sequence, reasons and aims of learning activities, offer opportunities to micro-sites for reflection and learning in the field, to explicitly support appropriation of data within inquiry and show the relation between specific activities and the general inquiry process
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The genesis and development of mobile learning in Europe
In the past two decades, European researchers have conducted many significant mobile learning projects. The chapter explores how these projects have arisen and what each one has contributed, so as to show the driving forces and outcomes of European innovation in mobile learning. The authors identify context as a central construct in European researchers’ conceptualizations of mobile learning and examine theories of learning for the mobile world, based on physical, technological, conceptual, social and temporal mobility. The authors also examine the impacts of mobile learning research on educational practices and the implications for policy. Finally, they suggest future challenges for researchers, developers and policy makers in shaping the future of mobile learning
Security challenges in mobile assisted language learning in the millennium for education
Distance learning technologies enrich learning opportunities due to many advantages like ubiquity and flexibility. Although the usefulness of such technologies in teaching and learning is clear, their testing part is remained to be discussed due to the security issue. Administrators and teachers need to use more authentic and secure distant testing software in which the scores are guaranteed and the testees keep away from cheating. Static and online authentication systems like “username” and “password” and face detection have empowered educational parties to have more reliable testing outcomes. Mobile devices as the necessity of the new millennium need to use authentication software in their testing. Mobile devices with their multimedia course materials provide learners with many optimistic learning opportunities through collaboration, cooperation, interaction and testing. The unique chances of ubiquity, individualization, informality, and spontaneity make the mobile learning of particular importance not only for digital natives but also for teachers, administrators, developers, instructors, and policy makers. Yielding an economical learning opportunity along with providing authentic contexts for collaborative learning is beneficial for the economy of the country in general an d for the meaningful and deep learning of the learners. This paper will discuss how authentication techniques have applied to electronic devices like mobile phones
Mobility, Career Pathways, and the Landscape of Employer and Youth Engagement in the South
It's tough for a southern kid born at the bottom of the income ladder to get ahead. Overcoming regional economic hardship, long-tolerated racial inequity and subpar education infrastructure is almost impossible. But there is progress. This issue brief examines two key elements connecting southern young adults with rewarding employment opportunities: employer and youth engagement. The brief offers a framework to assess the preconditions for effectively engaging employers and young adults and identifies examples of promising efforts. It also considers what philanthropy can do to reinforce the importance of employer and youth engagement and expand the use of both in the South
Mobile Math Trails: An Experience in Teacher Training with Mathcitymap
Background: Studies show that the outdoors can be a privileged context to promote positive attitudes towards mathematics. Objectives: We aim to address the following questions: 1) Which pros and cons are pointed out by pre-service teachers of elementary education to the use of MathCityMap (MCM)? 2) How can we characterise the participants’ engagement in a math trail performed with MCM? Design: We followed a qualitative, interpretative methodology. The paradigm choice was because the main goal was to understand the perspective and reactions of the participants to a particular situation. Setting and Participants: The participants were 48 pre-service teachers of elementary education attending the first semester of the 3rd year of an undergraduate course at a public higher education institution in Portugal. Data collection and analysis: Data were collected during the classes of a unit course on Didactics of Mathematics. The pre-service teachers answered a questionnaire, followed by the implementation of a mobile math trail. At the end of this experience, the participants filled out another questionnaire. Participant observation and audio-visual records were also applied. Thus, the analysis involved a qualitative and inductive approach, resorting to content analysis. Results: The pre-service teachers were actively engaged during the math trail, showing interest in solving the tasks, using MCM, and focused on finishing the activity, evidencing persistence and will to be involved in the discussions. We also identified anxiety and frustration related to the outcome of a particular task. Strategies of different nature were used, mainly associated to the level of cognitive demand of the tasks. As pros, they considered the app intuitive, promoting autonomy, spatial orientation and collaborative work and highlighted as cons the inaccessibility to Wi-Fi, younger students’ not having smartphones/tablets, and the limitation of answer formats in task design. Conclusions: Results encourage the use of MCM as a valuable tool in outdoor mathematics education
Exploring miscommunication and collaborative behaviour in human-robot interaction
This paper presents the first step in designing a speech-enabled robot that is capable of natural management of miscommunication. It describes the methods
and results of two WOz studies, in which
dyads of naïve participants interacted in a
collaborative task. The first WOz study
explored human miscommunication
management. The second study investigated
how shared visual space and monitoring
shape the processes of feedback and communication in task-oriented interactions.
The results provide insights for the development of human-inspired and
robust natural language interfaces in robots
BAICE Thematic Forum:Challenging deficit discourses in international education and development
Research and policy in international education has o en been framed in terms of a deficit discourse. For instance, policy debates on women’s literacy and education have begun by positioning women as a group who need to ‘catch up’ on certain skills in order to become more active in development. Rather than recognising the skills and knowledge that participants already have and prac se in their everyday lives, researchers who adopt this deficit perspective on learning and education may find that the research agenda and questions will already be shaped to a large extent by the providers’/ policy makers’ standpoint. This BAICE Thematic Forum aimed to deepen understanding around how deficit discourses have shaped the questions and objectives of international educational research. As well as deconstructing and gaining greater knowledge into why and how these dominant deficit discourses have influenced the research agenda, we also set out to investigate and propose alternative conceptual models through two linked seminars. The seminars were intended to explore and challenge dominant deficit discourses that have shaped the way researchers/policy makers look at specific groups in development and thematic policy areas
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