90,002 research outputs found

    Teaching effective communication through e-Learning

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    To meet the needs of a globalized world, a university curriculum needs to address theoretical and practical skills which emphasise versatility, adaptability and flexibility for a more creative workforce, adaptive in knowledge and well-equipped with a range of skills to actively contribute to the new economy. These skills include people management, problem analysis, communication skills, as well as technical skills for presentation, aspects of delivery and modes of enquiry. The greatest challenge faced by SIM University (UniSIM), Singapore’s only university for working adults, is how to respond innovatively to the demand for new and dynamic skills competencies,lifelong learning and e-technologies. In recognition of this demand, UniSIM employs an eclectic pedagogical approach in delivering its courses such as the university core module entitled Effective Communication which uses the “blended learning” model, defined as "the effective combination of different modes of delivery, models of teaching and styles of learning" (Procter, 2003). This paper examines the development process of this course and its blended learning approach which combines modern technology using interactive learning on e-platforms such as Blackboard with traditional methods using textbooks, face-to-face lectures and tutorials to enable working adults to optimize their learning experience at the tertiary level

    Gamification of research methods: an exploratory case

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    This work investigates the benefits of gamification in the taught research methods unit within the Business Management course. It utilises an exploratory design where the team attempted to use a gamified approach to teaching research methods. Two consecutive cohorts were chosen; both cohorts were studying research methods and had the same assessment, in the same format, and were taught and marked by the same teaching team. The first cohort studied the subject without any attempts in gamifying delivery, the second cohort engaged with a gamified curriculum. The latter cohort exhibited stronger final results and a higher level of engagement thus suggesting that a gamified approach to curriculum delivery enhanced the grade results. This first pilot then led to the development of a bespoke software that is imbued with the philosophical streaks from educational pedagogy and the learning literature to support a gamified approach to education

    Next Generation User Skills

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    The world is awash with statistics on the impact of the web on 21st century living, learning and working. They are accompanied by the pronouncements and predictions of experts from every camp, from those heralding a new brave new world of co-creation and choice, to warnings from the dark side in terms of ethics and educational standards, tempered by increasing recognition that ‘we’ may no longer be in control of such matters. Meanwhile, surveys report that around 80% of businesses have invested in IT and 60% have websites. Whilst the extent and value of adoption differs significantly across businesses and sectors, the foundations for new ways of working and doing business are broadly in place, with older and static businesses typifying the laggards. It would not be unsafe to project that, by 2013, even more people will be required to use ICT in the workplace and in their everyday lives, increasingly involving online communication and web-based applications. This represents a scenario to which those responsible for developing curricula and awards must respond – in the primary and secondary phases, vocational and applied learning, work based and adult community provision and higher education. To ensure the relevance of and to influence the ongoing enhancement of user ICT provision and the associated awards, Digital 2020 and the Scottish Qualifications Authority jointly commissioned Sero Consulting to develop a vision for ICT user skills in 2013 – ‘Next Generation User Skills’ – taking account of: • Skills that all employers will need, which they may not currently recognise. • Skills that people (especially young people) will already have, but which may not be accredited. • Essential skills for living and learning in a digital age. This paper is drawn from the resulting public report, ‘Next Generation User Skills – Working, Learning & Living Online in 2013’ (September 2008), which provides: • An overview of the current ICT user skills landscape. • A model representing digital activities and competencies that might constitute the ‘Next Generation User Skillscape’. • A mapping of that activity space onto tools and awards, with a gap analysis identifying weaknesses in provision. • An overview of the recommendations to the report sponsors

    Personalised Learning: Developing a Vygotskian Framework for E-learning

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    Personalisation has emerged as a central feature of recent educational strategies in the UK and abroad. At the heart of this is a vision to empower learners to take more ownership of their learning and develop autonomy. While the introduction of digital technologies is not enough to effect this change, embedding the affordances of new technologies is expected to offer new routes for creating personalised learning environments. The approach is not unique to education, with consumer technologies offering a 'personalised' relationship which is both engaging and dynamic, however the challenge remains for learning providers to capture and transpose this to educational contexts. As learners begin to utilise a range of tools to pursue communicative and collaborative actions, the first part of this paper will use analysis of activity logs to uncover interesting trends for maturing e-learning platforms across over 100 UK learning providers. While personalisation appeals to marketing theories this paper will argue that if learning is to become personalised one must ask what the optimal instruction for any particular learner is? For Vygotsky this is based in the zone of proximal development, a way of understanding the causal-dynamics of development that allow appropriate pedagogical interventions. The second part of this paper will interpret personalised learning as the organising principle for a sense-making framework for e-learning. In this approach personalised learning provides the context for assessing the capabilities of e-learning using Vygotsky’s zone of proximal development as the framework for assessing learner potential and development

    Implementing an Online Learning Environment at a HK International School

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    This workshop offers participants hands-on training in how to set up a secondary school course in an online learning environment: Moodle (an acronym for Modular Object-Oriented Dynamic Learning Environment). It also reviews the process of implementing Moodle at the American International School (AIS), Hong Kong over the past year, and outlines our future plans. Moodle is a popular free software package designed to deliver an online learning environment offering a user-friendly interface, a large online support community of enthusiastic users, developers and educators at www.moodle.org, and open source availability for custom additions. AIS is currently using Moodle to assist in the delivery of 16 courses, support the faculty in another 5 areas, and implement a school Intranet. A recent directive from the secondary school administration asks all of the teachers to prepare for a potential school closing due to avian flu by making their course materials available online using Moodle. One of the co-presenters, Aaron Metz, a recent HKU MSc[ITE] graduate and current IT teacher at AIS, introduced Moodle to the school as a result of his studies. For the workshop the co-presenters, with the help of several PC workstations and Moodle software installed, will demonstrate how Moodle is used and offer opportunities for participants to review the environment on their own. Software operations demonstrated will include: course creation; developing course materials and resources; the initiation and maintenance of discussion forums; the collection of assignments; and the delivery and marking of assessment tools. Expected discussion will include: the background of Moodle development; the criteria for selecting an appropriate learning environment; proposals for administration; web hosting requirements; software setup; teacher training; the pros and cons of an online learning environment compared to traditional education delivery methods; curriculum delivery options; and an overview of the ongoing Moodle implementation at AIS. The implementation of an online learning environment is an important method of delivering education using IT. This workshop will provide participants an opportunity to discuss an ongoing implementation at a HK international school, and get hands-on experience in the use of a popular software package of this type.published_or_final_versionCentre of Information Technology in Education, University of Hong Kong and Education and Manpower Bureau, the Government of the Hong Kong SA
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