157,264 research outputs found
Towards an interactive mobile lecturing model a higher-level engagement for enhancing learning
Includes abstract.Includes bibliographical references.The use of mobile devices has grown in recent years and has overtaken the proliferation of desktop computers with their dual affordances of small size and easy connectivity in diverse fields. The usage of these devices has not been widespread in higher education. Mobile technology is a new and promising area of research in higher education. The affordance of mobile technologies has prompted their adoption as a means of enhancing face-to-face (f2f) learning. In this thesis, mobile lecturing is presented as a means of achieving mobile learning. The availability of mobile devices has positively enabled the mobile lecturing process. F2f lectures are recorded and distributed as lecture vodcasts using mobile devices. The vodcasts are generated through Opencast Matterhorn and YouTube. Currently, there are few descriptive models of mobile lecturing that can be used to enhance learning in Higher Education Institutions (HEIs). This thesis has several contributions: first I propose a âMOBLECâ theoretical model of mobile lecturing; mobile lecturing represents a new paradigm in mobile learning which enhances studentsâ engagement with lecture vodcasts to foster deep learning. The second contribution of this thesis is a mobile lecturing tool, MOBILect. MOBILect is developed in HTML5 for cross-platform solution across most mobile devices. This tool enables students to use mobile devices to actively interact with lecture vodcasts and with peers using the vodcast. Finally, I use different case studies to evaluate the MOBLEC model to explore the effectiveness of mobile lecturing in enhancing learning in HEIs. The MOBLEC model is proposed to define mobile lecturing: it describes mobile lecturing as a process resulting from the convergence of mobile technologies, learning engagements and learning interactions. The case studies are evaluative, relying on a group of students to evaluate the MOBLEC by accessing MOBILect. Empirical data was acquired through triangulation method involving focus group discussions, open-ended questions and interviews. All the questions were based on the MOBLEC model. The result of the studies provided positive indicators as to the usefulness and effectiveness of mobile lecturing in engaging students to enhance and foster deep learning. Mobile lecturing, through augmenting and accessing lecture vodcasts on studentsâ mobile devices anywhere and at any time, with an affordance to comment and respond to comments, has potential for empowering students who might be struggling to understand f2f sessions and the aggregated comments become a valuable educational resource. The thesis also outlines areas for future research work
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Role of Virtual Reality in Geography and Science Fieldwork Education
Fieldwork has a long tradition in geography, and in certain sciences, notably geology, biology and environmental sciences. Fieldwork involves leaving the classroom and engaging in learning and teaching through first-hand experience of phenomena in outdoor settings. Exploration in natural habitats introduces students to the complexity and unpredictability of the real world, stimulates their curiosity, and increases their interest in scientific inquiry. However, over the last decade, there has been a decline in field-study opportunities in schools.
This policy paper describes the first extensive user-centered research programme into the role of technology-enabled virtual field trips as a means for improving the effectiveness of the outdoor fieldwork experience. It draws on a year-long research project that investigated how Google Expeditions, a smartphone-driven mobile virtual reality application, bridges virtual fieldwork with physical field trips and facilitates inquiry-based fieldwork and experiential learning. It examines the role of Google Expeditions in primary and secondary school science and geography, outlining the opportunities and challenges of integrating mobile virtual reality in schools and the practical implications of our research for fieldwork education in further and higher education
An exploration of student experiences with social media and mobile technologies during emergency transition to remote education
The adoption of mobile computing technologies in higher education has been accelerated during the emergency transition
from on-campus to distance learning, which occurred due to the unprecedented situation caused by Covid-19 pandemic.
The aim of this study is to explore how undergraduate students experienced learning through mobile computing devices
during the emergency transition to remote education; how this experience may have impacted learner engagement and their
overall academic performance; and studentsâ perceptions on the role social media played while learning under lockdown.
To gather studentsâ insights and perceptions, in-depth, semi-structured interviews were conducted with both full-time and
part-time undergraduate students. Three main themes emerged from the thematic analysis of the interview data. Firstly, the
significant, multifaceted role social media play during distance education in keeping students engaged; secondly, studentsâ
positive experiences with using mobile computing devices to support their learning under lockdown; and thirdly, the
frustrations from learning at a distance with mobile technologies. The research findings can empirically inform the design
of engaging, inclusive, and inviting mobile learning environments towards improving the experiences of the mobile learner
in an everchanging world
An exploration into the use of the digital platform Slack to support group assessments and feedback and the impact on engagement - Working Paper
Funded by Teaching Innovation Project (DMU)Assessment and feedback is consistently highlighted as an area where students feel Higher Education Institutions (HEIs) could improve and regularly scores lowest of the key criteria for student satisfaction (Grove, 2014). Furthermore, group assessment, where students not only need to learn assessment requirements, but also social skills required to work collaboratively
(Reiser, 2017), can create additional challenges. The majority of university students have grown up as digital natives, with 81% of students reporting use of mobile devices whilst studying (Al-Emran, Elsherif & Shaalan, 2016). There is a requirement to consider more brave and innovative technological approaches to supporting students. This working paper explores whether adopting an industry tool Slack, a Computer-Mediated Communication platform, can be an effective tool in group assessments. More specifically, can Slack facilitate an innovative and collaborative group learning community for mediating and supporting group assessments amongst level 5 undergraduate marketing students and additionally develop graduate competencies. Proposing a programme of qualitative inquiry, using a multi-method case study approach, data will be collected through six focus groups of 8-10 students and two semi-structured individual interviews with members of the teaching team in order to evaluate the use of Slack in supporting and engaging students in group assessments
Enhancing Learnersâ Engagement with Educational Apps
Technology-enabled learning environment provides increased opportunities for enhancing learnersâ engagement, interaction and collaboration. With the advent of technology, educational applications (apps) have become popular in learning, teaching, and research at all levels of education. Learning through the use of apps is therefore gaining momentum as it affords flexible learning opportunities, coupled with 21st century learning paradigm. The nature of educational apps is varied, be it an app downloadable on a mobile device or customized apps, designed to provide bite sized information or a learning activity based on learning design. The core function of these apps remain the same, which is to provide learners an engaging and meaningful interaction with content and interface such that it enhances not only the learning experience but also success in learning. In short, apps are designed to enhance learning efficiency and effectiveness. The use of apps, from early childhood education through to higher education, provides continuous opportunities to enhance learnersâ engagement with learning materials (Diliberto-Macaluso, & Hughes, 2016; Hirsh-Pasek, Zosh, Golinkoff, Gray, Robb, & Kaufman, 2015; Pechenkina, Laurence, Oates, Eldridge, & Hunter, 2017), however there is a need for more research in this area (Hirsh-Pasek et al, 2015; Pechenkina et al, 2017). Hamari, Koivisto, and Sarsa (2014) reported that integration of gamified elements into apps has the potential to engage students and motivate them in a way that it can in turn affect other factors, which influence the learning process
Engaging the 'Xbox generation of learners' in Higher Education
The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform studentsâ engagement in learning with technology in the Higher Education sector.
Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schoolsâ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event.
In addition, data was collected on studentsâ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments.
University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning
Using tablets for e-assessment of project-based learning
Technology is confirmed to be an effective tool for assessment and feedback, in particular for computer-assisted assessment (Irons, 2008; Challis, 2005), producing feedback (Heinrich et al., 2009) and publishing feedback (Bloxham and Boyd, 2007; Denton, 2003; Denton et al., 2008). The arrival of affordable mobile devices has introduced a new means for enhancing the above practices (Fabian and MacLean, 2014; Plimmer and Mason, 2006; Salem, 2013). Student preferences to smart phones and tablet devices steer the technological innovation towards ubiquitous mobile connectivity. Inspired by the benefits of such life and study style, educators have started exploring the use of these technologies. Tablet computers prove to become their preferred choice as they resolve some of the limitations associated with the design, readability and comprehensiveness of the feedback for mobile devices with smaller screens (Strain-Seymour, 2013, Rootman-le Grange and Lutz, 2013). This paper reports how tablets and the Form Connext mobile app have been used for engaging a sample of 300 Business Studies students in in-class online assessment and designing and providing timely comprehensive feedback. The study has followed an action research strategy that is grounded on a continuous and dynamic process of reflection (Carr and Kemmis, 2003) on the effectiveness of assessment of student projects documented electronically through wikis and electronic portfolios. It refines the use of tablets for summative and formative assessment of the project-based learning tasks through three review cycles, each of which incorporated a Reflection and Improvements stage. The experience resulted in enhancement of assessment strategies and contribution to the development of contemporary models of learning through effective assessment and feedback (Carr and Kemmis, 2003). The results of the work confirm that tablet computers are an effective tool in assessing e-materials in larger classes for two primary reasons. Firstly, design of e-forms facilitates rigorous process of reflection and understanding assessment criteria that in turn benefit students when preparing for the assessment. Hence, legible and detailed feedback is produced anytime anywhere with synchronous updates within the marking team. Secondly, students benefit from immediate comprehensive feedback allowing them to reflect on and improve their understanding of subject matters, as well as to engage in discussing specific details of the work that are captured through the form. An unexpected outcome was the enhanced reputation and respect to the tutors amongst students, the triggering of student curiosity and enthusiasm in applying similar approach to their own work. The diffusion for the practice amongst other units and identifying other purposes for which the mobile app could be used are also seen as achievements exceeding the expectations of the project team
Engaging Higher Education Students Through Tweeting
Social media such as Twitter helps engage learners and promotes interaction with course content. Twitter allows learners and educators to interact via âtweetsâ via Smartphones, laptops, or any device with Internet access. This presentation will demonstrate how to use Twitter as a platform for discussion, polling, question and answer sessions, and other collaborative interactions in a higher education classroom. It will step educators through the process of setting up a Twitter account and the process of planning a lesson with Twitter applications
Cognitive and affective perspectives on immersive technology in education
This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe
Digital communities: context for leading learning into the future?
In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model
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