50,472 research outputs found

    Expertise, motivation and teaching in learning companion systems

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    This paper describes work carried out to explore the role of a learning companion as a teachable student of the human student. A LCS for Binary Boolean Algebra has been developed to explore the hypothesis that a learning companion with less expertise than the human student would be beneficial if the student taught it. The system implemented two companions with different expertise and two types of motivational conditions. An empirical evaluation was conducted. Although significant differential learning gains between the experimental conditions were not observed, differences in learner behaviour between these conditions were. In particular students in the motivated condition with a weak companion taught it many more times than in the other experimental conditions and in general worked harder. Finally, the experiment also suggested that learning companions might be confusing for students if they try to resemble human behaviour, i.e. if they do not perform exactly as they are told

    Editorial

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    The goal of the special issue is to provide robust examples of how we as a field can research the dynamic nature of learner individual differences (IDs). The papers in this volume provide both a sound theoretical discussion of several IDs in relationship to their (posited or empirically attested) role(s) in L2 learning, as well as specific methodological ideas on how to best reveal the dynamic nature of IDs

    Reviews

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    Sally Brown, Steve Armstrong and Gail Thompson (eds.), Motivating Students, London: Kogan Page, 1998. ISBN: 0–7494–2494‐X. Paperback, 214 pages. £18.99

    Enhancing the Digital Backchannel Backstage on the Basis of a Formative User Study

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    Contemporary higher education with its large audiences suffers from passivity of students. Enhancing the classroom with a digital backchannel can contribute to establishing and fostering active participation of and collaboration among students in the lecture. Therefore, we conceived the digital backchannel Backstage specifically tailored for the use in large classes. At an early phase of development we tested its core functionalities in a small-scale user study. The aim of the study was to gain first impressions of its adoption, and also to form a basis for further steps in the conception of Backstage. Regarding adoption we particularly focused on how Backstage influences the participants' questioning behavior, a salient aspect in learning. We observed that during the study much more questions were uttered on Backstage than being asked without backchannel support. Regarding the further development of Backstage we capitalized on the participants' usability feedback. The key of the refinement is the integration of presentation slides in Backstage, which leads to an interesting reconsideration of the user interactions of Backstage

    The landscape of gifted and talented education in England and Wales: How are teachers implementing policy?

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    This is an Author's Accepted Manuscript of an article published in Research Papers in Education, 27(2), 167-186, 2012, copyright Taylor & Francis, available online at: http://www.tandfonline.com/10.1080/02671522.2010.509514.This paper explores the evidence relating to how primary schools are responding to the ‘gifted and talented’ initiative in England and Wales. A questionnaire survey which invited both closed and open-ended responses was carried out with a national sample of primary schools. The survey indicated an increasing proportion of coordinators, compared with a survey carried out in 1996, were identifying their gifted and talented children as well as having associated school policies. However, the survey also highlighted a number of issues which need addressing if the initiative is to achieve its objective of providing the best possible educational opportunities for children. For example, it was found that a significant number of practitioners were not aware of the existence of the National Quality Standards for gifted and talented education, provided by the UK government in 2007, and the subject-specific criteria provided by the UK’s Curriculum Authority for identification and provision have been largely ignored. The process of identifying children to be placed on the ‘gifted and talented’ register seems haphazard and based on pragmatic reasons. Analysis of teachers’ responses also revealed a range of views and theoretical positioning held by them, which have implications for classroom practice. As the ‘gifted and talented’ initiative in the UK is entering a second decade, and yet more significant changes in policy are introduced, pertinent questions need to be raised and given consideration

    Under the hood: How an authentic online course was designed, delivered and evaluated

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    A key challenge for university professionals is to identify how to construct more interactive, engaging and student-centred environments that promote 21st century skills and encourage selfdirected learning. Existing research suggests the use of real-life tasks supported by new technologies, together with access to the vast array of open educational resources on the Internet, have the potential to improve the quality of online learning. This paper describes how an authentic online professional development course for higher education practitioners was designed and implemented using a learning management system (LMS) and an open companion website. It also briefly discusses how the initial iteration was evaluated and identifies recommendations for improving future iterations of the cours

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    Š Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    How Leaders Invest Staffing Resources for Learning Improvement

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    Analyzes staffing challenges that guide school leaders' resource decisions in the context of a learning improvement agenda, staff resource investment strategies that improve learning outcomes equitably, and ways to win support for differential investment
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