17,491 research outputs found
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Sustainable eLearning in a Changing Landscape: A Scoping Study (SeLScope)
The report begins by exploring the concept of sustainable e-learning - defining it and establishing its characteristics in the context of Higher Education. To ensure a sound and systematic process, the review is informed by a five-phase methodological framework for scoping reviews by Arksey and O'Malley (2005). Examples and perspectives on the concept of sustainable e-learning are summarised and key factors impacting on sustainability are abstracted. highlights potential gaps and suggests directions for further research on the topic
Student interactions in online discussion forums: their perception on learning with business simulation games
Digital technology offers new teaching methods with controversial results over learning. They allow students to develop a more active participation in their learning process although it does not always drive to unequivocal better learning outcomes. This study aims to offer additional evidence on the contribution of business simulation games to students' learning outcomes, considering student interactions in online discussion forums. We conducted a qualitative research with the online discussion forums of 5 different courses at bachelor and master levels, which involves 41 students' teams. The final sample was composed of 3681 messages posted by the students. The results reveal that some generic and specific managerial skills exert a positive influence on learning outcomes. Students mostly highlighted teamwork, decision-making, information processing, reaching agreements, and dealing with uncertainty as the most relevant contributions of the game towards their learning. These results have instructional and pedagogical implications for determining the best way to enhance students' motivation and learning outcomes when using digital technology methods, which involves recommendations that affect their design and monitoring
Experiential Learning through Role-Playing in the Digital Technology for Business Course
The purpose of this paper is to investigate the use of role-playing in an introductory course. A study of how new pedagogical approaches affect studentsā learning is crucial due to the change of learning environments, the more disengaged students, and enrollment declines. A survey of 103 undergraduate students from two classes of the Digital Technology for Business course, who joined the role-playing activities in 2018 and 2019, were collected. The role-playing activities were conducted six rounds for each class, yielding 458 records for data analysis. Results from the nonparametric test equivalent to the dependent t-test indicate that experiential learning through role-playing activities improves studentsā perceived usefulness (understanding, problem-solving skills, creativity, and topic interests) and their engagement intention (role-playing engagement intention, class attendance intention, and class participation intention) in all aspects. The content analysis of the open-ended question also reveals key comments from students in terms of the received emotions/ feelings, benefits for audiences, general expectations, and expectations about role-playing. Lecturers could apply role-playing to enhance their classrooms and engage more students. The role-playing activities are fewer applied to technology-related courses. This work shows the effectiveness of role-playing and offers the guideline to implement role-playing in courses
Research-practice interactions as reported in recent design studies: Still promising, still hazy
This study portrays recent researchāpractice connections found in 18 design research reports focusing on the creation of instructional solutions. Solutions in different stages of development varied greatly in duration, ranging from one lesson to a whole year curriculum, spanned all levels of education, many subjects (science, math, language, culture, teacher education, etc.). Close collaboration between researchers and practitioners was prominent in all of the 18 projects studied. Participants in primary and secondary education projects have quite distinct roles regarding the teaching and researching, but they design their instruction solutions often collaboratively. Nearly all projects reported on how designed solutions were anchored in research, either from literature or from in-house project data. All articles indicated that research fed (re-)design, but few specified how. Based on our findings, we call for increased research and reporting on the specific strategies employed by design research participants to facilitate the production of new theoretical understanding through design of instructional solution
The Future Affordances of Digital Learning and Teaching within The School of Education
This report illustrates the discussion outcome on digital education within the University of Glasgow School of Education. It is not a strategy document but it does explore the conditions for nurturing digital culture and how these can be channelled into a strategy on digital learning and teaching. The report is based on a review of literature and on a number of local, national and international case study vignettes
A Review of the Open Educational Resources (OER) Movement: Achievements, Challenges, and New Opportunities
Examines the state of the foundation's efforts to improve educational opportunities worldwide through universal access to and use of high-quality academic content
Facilitating social collaboration in mobile cloud-based learning: a teamwork as a service (TaaS) approach
Mobile learning is an emerging trend that brings many advantages to distributed learners, enabling them to achieve collaborative learning, in which the virtual teams are usually built to engage multiple learners working together towards the same pedagogical goals in online courses. However, the socio-technical mechanisms to enhance teamwork performance are lacking. To meet this gap, we adopt the social computing to affiliate learnersā behaviors and offer them computational choices to build a better collaborative learning context. Combining the features of the cloud environment, we have identified a learning flow based on Kolb team learning experience to realize this approach. Such novel learning flow can be executed by our newly designed system, Teamwork as a Service (TaaS), in conjunction with the cloud-hosting learning management systems. Following this learning flow, learners benefit from the functions provided by cloud-based services when cooperating in a mobile environment, being organized into cloud-based teaching strategies namely āJigsaw Classroomā, planning and publishing tasks, as well as rationalizing task allocation and mutual supervision. In particular, we model the social features related to the collaborative learning activities, and introduce a genetic algorithm approach to grouping learners into appropriate teams with two different team formation scenarios. Experimental results prove our approach is able to facilitate teamwork, while learnersā capabilities and preferences are taken into consideration. In addition, empirical evaluations have been conducted to show the improvement of collaborative learning brought by TaaS in real university level courses
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Designing Open and Distance Learning for Teacher Education in Sub-Saharan Africa: A toolkit for educators and planners
Everyone remembers a good teacher. Good teachers are the key to educational expansion and improvement. In many countries in Sub-Saharan Africa, there is an urgent need to expand the number of primary and secondary teachers. In all African countries, there is an equally important need to improve the quality of teaching. To achieve this, it is clear that new approaches to teacher education are essential. Existing institutions of teacher education will continue to play an important role, but, alone, they will not meet the goals of Education for All (EFA) by 2015.
It is fortunate that, just as the twin needs to improve the quantity and quality of teachers become imperative, so new forms of education and training are becoming available. The world is witnessing a revolution in information and communication technologies (ICTs), which can offer training and support of a type and at a cost hitherto impossible to consider, and thus, must be fully explored given the scale and urgency of demand. In doing so, however, it will be necessary to build on existing and well-tested strategies, including the best models of open and distance learning.
This toolkit is the third in a series of recent publications by the Africa Region Human Development Department of the World Bank to share knowledge and experience on how distance education and ICTs can support education in Sub-Saharan Africa. It emphasizes the rigorous process by which new forms of distance-education programs for teacher education can be planned and implemented. The best models of established programs are considered along with the potential for incorporating, as the means become available, new modes of communication. Most forms of teacher education, particularly those concerned with qualification upgrading and ongoing professional development, will have to be based in schools. The authors demonstrate how school-based programs, appropriately resourced and supported, have the potential not only to raise significantly the number and quality of teachers, but also to improve classroom practice and school organization, generally. The guidance and advice, which is drawn from many years of experience in design and implementation, and embraces a range of case studies from across the region, will be of considerable value to those preparing new policies and programs of teacher education and to those seeking to improve existing programs
Web-based learning and teaching resources for microscopic detection of human parasites.
DMU e-Parasitology (http://parasitology.dmu.ac.uk) presents novel web-based resources co-developed by EU academics at De Montfort University (DMU) for the teaching and learning of microscopic diagnoses of common and emerging human parasites. The package will be completed early in 2019 and presents a Virtual Laboratory and Microscope, which are equipped with engaging units for learning parasitological staining and fresh preparation techniques for detecting cysts, oocysts, eggs and spores, in conjunction with a library of digitised clinical slides. Units are equipped with short videos of academics performing the different techniques and quizzes and exercises, to provide students with the most practical experience possible
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