92 research outputs found

    Engaging preservice primary and preprimary school teachers in digital storytelling for the teaching and learning of mathematics

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    A significant criticism made of preservice teacher education is that it fails to prepare teachers in such a way that they would feel confident in the use of information and communication technology (ICT) in teaching, despite the assumed digital literacy of student-teachers and the children they will eventually teach. New technologies have enabled multimodal design and digital storytelling in meaning-making and communication and are now often instrumental and influential in shaping students' social practices and identities. The purpose of this study was to explore an integrative approach in applying ICT in learning with specific reference to the formation of mathematics teaching capability in preservice teachers. It takes into consideration student-teachers' lived experiences when introducing ICT supported learning into their classrooms as well as their exposure to related university courses such as educational technology, special didactics of mathematics and mathematics. This paper describes the instructional design framework and assessment criteria for mathematical problem solving and digital storytelling introduced to an ICT course for student-teachers. Based on the analysis of pre- and posttesting of the subjects' capabilities and reports of their perceptions, it is suggested that preservice teachers can efficiently develop their content knowledge in mathematics problem solving and that an integrative approach such as that described here may facilitate both mathematical problem-solving competences and pedagogical competences for applying digital storytelling in solving mathematical problems. The cohort of preservice teachers had no prior experiences of digital storytelling or multimodal design and perceived them as new practices. Their conceptions changed during the course from the passive recipients to active producers of media content. They demonstrated reflection relative to learning-by-design and representation modelling. They perceived digital storytelling as a strategy and means for empowering the "student-voice" and the active construction of knowledge. The findings of the study contribute to preservice teacher education indicating that an integrated approach of instruction that deploys digital storytelling and multimodal design can help facilitate preservice teachers' pedagogical competencies and mathematical content knowledge.22 page(s

    Analisis Bibliometrik Terhadap Penggunaan ICT Pada Pembelajaran Matematika

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    Penggunaan ICT pada pembelajaran matematika dapat membantu siswa untuk lebih mudah memahami pelajaran matematika. Penelitian ini bertujuan untuk mengetahui tren penulisan artikel penggunaan ICT pada pembelajaran matematika, tren artikel yang memiliki jumlah sitasi terbanyak, klasifikasi peringkat jurnal, negara asal jurnal, dan pemetaan dalam mencari tren publikasi ilmiah internasional dengan pangkalan data Scopus. Metode yang digunakan adalah analisis bibliometrik. Populasi dari penelitian ini adalah 200 artikel hasil penelusuran data menggunakan aplikasi Publish or Perish (PoP) dari tahun 2011-2021, diperoleh 92 artikel sebagai sampel yang sesuai dengan kriteria kata kunci. Data disimpan dalam bentuk Microsoft Excel sebagai bahan pengolahan data dan disimpan dalam bentuk RIS untuk digunakan pada software VOSviewer untuk mendapatkan pemetaan dalam mencari tren publikasi. Tren penulisan artikel tentang penggunaan ICT mengalami kenaikan yang signifikan dari tahun 2017 sampai pada puncaknya di tahun 2019. Analisis pemetaan software VOSViewer memiliki tiga tema terkait penggunaan ICT pada pembelajaran matematika yaitu “memory aid”,“effectiveness”,“grade”, dan “mathematics education” yang masih jarang diteliti dan menjadi tema keterbaruan dalam penelitian. Tema tersebut dapat menjadi peluang untuk melakukan penelitian selanjutnya

    21ST CENTURY STEM EDUCATION: AN INCREASE IN MATHEMATICAL CRITICAL THINKING SKILLS AND GENDER

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    Enhancing the mathematical critical thinking ability in the 21st century is STEM learning. The research aims to see the mathematical skills of critical thinking between genders using STEM learning. The research method uses a quasi-experiment design 2 x 2 factorial design designs with a simple random sampling technique. Data collection techniques use a test method to see the results of the mathematical critical thinking skills of learners. Test analysis is conducted with the normality test and homogeneity testing, and the hypothesis of using two paths Anava. The research results are: (1) There are differences of STEM and conventional learning to the mathematical critical thinking skills as well as the use of STEM learning more effectively than conventional (2) there is a difference in the results of the mathematical critical thinking ability between male and female learners and the ability of the critical thinking skills of female learners to be higher than men

    Story as a Mathematics Instructional Strategy

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    Traditional mathematics curriculum does not always meet the student’s needs. Lecturing students does not engage, motivate, and activate their critical thinking skills. Essentially, the curriculum has become separated from the real-world context in which mathematical theorems are applied. Students don’t understand the purpose in their learning. STEM curriculum focuses on the content areas of science, technology, engineering, and mathematics; however, the STEAM curriculum takes the STEM curriculum a step further by incorporating the arts into those content areas. By doing so, it reaches more students in an innovative approach of the creative process. The instructional strategy of story is the arts of STEAM curriculum. By incorporating story into mathematics curriculum, it is engaging and motivating students to learn the content from a student-centered approach. Students are become fully embraced within the story and use the mathematical content to apply and predict the story outcomes. It requires students to continuously reflect, communicate, and apply their mathematics ideas to the story

    Mathematics education ITE students examining the value of digital learning objects

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    One issue in mathematics initial teacher education (ITE) is how to best support students to use digital technologies (DTs) to enhance their teaching of mathematics. While most ITE students are probably using DTs on a daily basis for personal use, they are often unfamiliar with using them for educative purposes in New Zealand primary school settings. Our mathematics education programme is finding ways to address this issue, beginning with a small research project. The study’s aim is to support ITE students to develop critical thinking, confidence, knowledge and skill using DTs in teaching and learning. This paper arises from the larger action research study that sought 40 Year two ITE students’ perceptions about the mathematical content of particular Digital Learning Objects (DLOs) promoted by the Ministry of Education, and how these might be used with learners in the classroom. Key research methods were survey instruments, field notes and classroom observations. Findings from two questions in student perception surveys (centred on any mathematics concepts and skills they thought the relevant DLOs would support children’s learning, plus how these same DLOs could be used in primary classrooms) suggest that they would mainly use the DLOs to consolidate ideas already taught or learned

    Initial teacher education students’ reasons for using digital learning objects when teaching mathematics

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    A current issue in initial teacher education (ITE) in Aotearoa, New Zealand is how students can best be supported to use digital technologies for mathematics teaching. While many ITE students are familiar with digital technologies for personal use, they are less likely to know how to incorporate them into the mathematics learning process. Supporting ITE students to become more critical, knowledgeable, skilled, and confident about using digital technologies was the main aim of the study. Forty second-year ITE students were surveyed about the Digital Learning Objects promoted by the Ministry of Education that they would choose to use to teach area measurement. Several different reasons were reported

    Four ESOL Graduate Students’ Hybrid Learning Through a Reflective Project: A Qualitative Case Study

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    This is a qualitative case study to investigate English for Speakers of Other Languages (ESOL) graduate students’ learning experiences when completing a reflective project. Four graduate students in the United States participated in this study and completed the project to share their linguistic and cultural stories in a traditional paper-based essay format and in a multimedia format. The data consisted of a reflection paper, digital storytelling (DST), a project report, an oral presentation, and an interview, which were analysed through content analysis. The findings included participants’ learning of (a) language and culture, (b) language teaching, (c) language teachers’ responsibilities, and (d) technology. These showed that ESOL graduate students’ dialogues with preceding, current, and future utterances indicated their hybrid learning experiences through traditional and technology-mediated reflective tasks. The author discussed the influences of dialogues within their hybrid learning. In addition, pedagogical implications of a combined project between a reflection paper and DST and the instructional elements of DST that teachers need to consider were suggested

    A Q-Methodology of Preservice Teachers’ Cognition of Digital Literacy: A Philippine Case Study in Resource-Rich and Resource-Limited Settings

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    This study aims to determine the existing digital literacy notions of Filipino preservice in two universities: one is a resource-rich context while the other is a resource-limited context. Contexts were determined based on the observed availability of digital tools. Twenty (20) preservice teachers each from two universities were invited for interviews after which they were again requested to arrange statements culled from the interviews. Utilizing the Q-sort methodology, a method that determines the standpoints of participants by their ranking of statements, three dimensions were identified: the portrait of balance, portrait of responsibility and portrait of support. The portraits represent the themes identified after participants determined the ranking of their statements. As evidenced on the results, the pre-service students in the resource-rich context identified themselves with the portrait of support and responsibility while those from the resource-limited context concentrated heavily on the portrait of balance. The differences in the viewpoints identified how the preservice teachers’ access to resources has impacted their cognition of digital literacy

    A theoretical journey from social constructivism to digital storytelling

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    [EN] Using the concept of a journey through time, this article examines the theoretical foundation underpinning the use of digital storytelling as a pedagogical tool in the language classroom. It describes the arguments developed by Dewey, Piaget and Vygotsky, which form the basis of social constructivist theory and the work of Kolb from which experiential learning theory was developed. It goes on to describe how these theories are reflected in pedagogical approaches to language learning, from Asher’s total physical response approach, to Blaine Ray’s TPR storytelling and finally to the development of digital storytelling by Lambert and Atchley. Along this journey, the reader is able to pause and consider progressive theories of education and to take account of cognitive development and sociocultural theory. 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    Digital Storytelling and Mathematical Thinking: An Educational Psychology Embrace

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    This article proposes Digital Storytelling as an education model that combines science, narrative thinking and art. This model has been implemented in Italian school settings over recent years. After a short introduction of the theoretical foundations of narrative thinking in the history of Educational Psychology, the paper focuses on Digital Storytelling as a co-constructive educational method that uses digital technologies for promoting an active, situated, meaningful and reflexive learning process. The proposed intervention in the Italian settings adds the artistic digital component (the use of avatar, comics and science fiction) to the Digital Storytelling systems. The set of implemented activities, as well as the individual and group actions taken, promote both the cognitive and emotional aspects of the learning process. The findings show that Digital Storytelling, spiced with artistic features, prompts the engagement of students in learning activities and offers a platform to enhance behavioural, emotional and cognitive commitment in mathematics education
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