25,354 research outputs found

    Digitally enhanced assessment in virtual learning environments

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    One of the main challenges in teaching and learning activities is the assessment: it allows teachers and learners to improve the future activities on the basis of the previous ones. It allows a deep analysis and understanding of the whole learning process. This is particularly difficult in virtual learning environments where a general overview is not always available. In the latest years, Learning Analytics are becoming the most popular methods to analyze the data collected in the learning environments in order to support teachers and learners in the complex process of learning. If they are properly integrated in learning activities, indeed, they can supply useful information to adapt the activities on the basis of studentā€™s needs. In this context, the paper presents a solution for the digitally enhanced assessment. Two different Learning Dashboards have been designed in order to represent the most interesting Learning Analytics aiming at providing teachers and learners with easy understandable view of learning data in virtual learning environments

    Engaging the Digitally Engaged Student: Comparing Technology-Mediated Communication Use and Effects on Student Learning

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    The role of communication technologies in the learning process is both a dynamic and complex issue. Yet, we know surprisingly little about how the use of specific communication technologies may influence classroom performance, key learning outcomes, and other measures of course satisfaction. The research reported here attempts to add to our knowledge about the role of communication in the technology enhanced classroom (TEC) education and in technology-enhanced online (TEO) education through a direct comparison of two courses. Our findings indicate additional support for ā€œThe No Significant Difference Phenomenon.ā€ Furthermore, we found that prior experiences lead students to gravitate towards their preferred learning environments, and that basic website elements are required in any learning environment to enhance student outcomes. Finally, we found that when used appropriately, the benefits of communication technology use in education outweigh many of the drawbacks

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    e-teaching craft and practice

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    Staff at the University of Lincoln, UK, are repositioned as students on the virtual learning environment (VLE) for the teacher education programme ā€˜Teaching and Learning in a Digital Ageā€™ (TELEDA). Modules explore the social relations of virtual learning through a community approach to sharing practice, and using tools like wikis, journals and forums to demonstrate the challenges of digital scholarship enables ā€˜insiderā€™ knowledge of the craft of e-teaching to be gained through experiential learning. As sector-wide shifts to flexible design and delivery increase, greater attention to the digital confidence and capabilities of staff who teach and support learning is required. Investigating the uncertain spaces between the rhetoric and the reality of teaching online has shaped the authorā€™s doctoral research into digital education. This paper offers emerging research findings which include how experiential approaches like TELEDA are worthy investments of time and resources and reinforce the value of embedding the craft elements of e-teaching into CPD and teacher education programmes

    Student as producer and open educational resources: enhancing learning through digital scholarship

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    At the University of Lincoln, the student as producer agenda is seeking to disrupt consumer-based learning relationships by reinventing the undergraduate curriculum along the lines of research-engaged teaching. The open education movement, with its emphasis on creative commons and collaborative working practices, also disrupts traditional and formal campus-based education. This paper looks at the linkages between the Student as Producer project and the processes of embedding open educational practice at Lincoln. Both reinforce the need for digital scholarship and the prerequisite digital literacies that are essential for learning in a digital age

    Competences for collaboration and knowledge sharing in digital society - a case study with an erasmus intensive programme

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    With the advent of social and collaborative environments, students became more active and participative - they not only have access to contents but also create and share them, becoming proactive. Communication has evolved, and with this evolution came the new media and the possibility of live conferencing, video sharing, social networking, collaborative tools, allowing the student to create, work collaboratively and communicate in a more direct way with their peers and their teachers. Instead of merely searching for information, applications such as bookmarking, feeds, tweeter and pinboards, digital portfolios, etc., along with the possibility of creating your own personal webpage, todayā€™s Web gives students also the chance to create a PLE - A Personal Learning Environment. A PLE ā€œrecognizes that learning is continuing and seeks to provide tools to support that learningā€ (Attwell, 2007). The Individuals are responsible for the management of their own learning environment and for the selection of tools and contexts where learning will take place. Students need to acquire certain skills and competences, specific of a digital and connected society, in order to ā€œeffectively benefit from e-government, e-learning and e-health services, and participate actively in the knowledge society as co-creators, and not simply consumers, as highlighted by the European e-skills strategyā€ (McCormack, 2010). To only possess hard skills (that comes with experience and formal education) may not be enough to get someone a job. Besides e-skills and e-literacy competences, soft and social skills are also required. These can be practiced and enhanced in virtual environments. Digital literacy, and therefore e-skills, are transversal competences needed to every citizen. In this paper we will present the results of a case study carried out with attendees of an Erasmus Intensive Programme, which has promoted the development of digital literacies among participants. The Programme took place during 2013 summer and involved students and teachers (of teacher education and social service fields) from 3 different countries. The classes covered different tools and 12 tutors were involved. The main objectives were to provide students with information and communication technologies (ICT) skills for a digital society, namely: ā€¢ Identification of studentsā€™ competencies in ICT; ā€¢ Present students with different available collaboration tools by exploring the web 2.0; ā€¢ Selection of specific tools to create students' personal learning environment (PLE); ā€¢ Acquire necessary knowledge to master the selected tools; ā€¢ Work collaboratively with the web 2.0 tools; ā€¢ Establish methods for instruction and course design based on Web 2.0 (teacher education) with the goal to integrate technology enhanced learning and individual knowledge management in educational processes. At the end attendees were able to: ā€¢ Master the different tools & services; ā€¢ Be capable to use and select the most adequate web 2.0 tools & services; ā€¢ Create and manage their PLE; ā€¢ Share and to work collaboratively; ā€¢ Be digitally skilled.info:eu-repo/semantics/publishedVersio

    Editorial

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    System upgrade: realising the vision for UK education

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    A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight. The report ā€“ a major outcome of the programme ā€“ is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programmeā€™s 12 recommendations for using technology-enhanced learning to upgrade UK education

    Developing NQTs e-pedagogies for inclusion

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    Report of a project to develop e-pedagogies for inclusion
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