5,879 research outputs found

    A sequential exploratory design for the e-learning maturity model in Middle Eastern countries

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    E-learning involves the use of information and communication technologies (ICTs). It is transforming universities and has undergone immense change. Therefore, it has become the main tool for improving educational and training activities. Many universities are combining e-learning components with their conventional instruction in order to enhance the delivery of traditional courses. However, many models of e-learning initiatives fail to achieve desired learning and teaching outcomes, because of the selection of inappropriate technology, instructor characteristics, or failure to provide sufficient attention and support from the organization (Engelbrecht 2005; Selim 2007). Despite the potential models of e-learning as tools to enhance education and training, their values will not be realized if instructors, learners, and organizations do not accept them as efficient and effective learning tools. Yet, it seems that universities in the Middle East are still at a fundamental stage of adopting and implementing e-learning despite the plentiful factors that suggest e-learning as a support tool capable of enhancing the process of learning. The reason behind selecting Middle Eastern universities is that in Arab countries mostly focuses on the insertion of new technological features without taking into account psychopedagogical concerns that are likely to improve a student's cognitive process in this new educational category. Also, fragile strategies for e-learning have existed in most of the Middle Eastern universities. Consequently, describing strategy is serious to the successful deployment of e-learning initiatives in Middle East and Arab countries. The aim of this thesis is to explore the criteria affecting the introduction of a maturity model in the deployment of e-learning in Middle Eastern countries. Building on the extant literature review concerning the identification of critical success factors (CSFs) of e-learning, many factors (instructor characteristics, information technology infrastructure, and organizational and technical support) were examined and it was found that there is no complete model for e-learning. Also, this review concluded that the factors developed need modification to account for Middle Eastern status. These modifications resulted in the development of an e-learning maturity model affecting e-learning development in the Middle East. The thesis was mainly a sequential exploratory study that employed in-depth interviews, supplemented by questionnaires. Qualitative data was collected from interviews and analyzed using Grounded Theory. The results of the qualitative analysis were followed up by collecting quantitative data using online questionnaires. The quantitative data was analyzed using exploratory and confirmatory factor analysis. A total of 600 responses were used in the quantitative analysis, while a total of 150 interviews responses were used in the qualitative analysis. The results of this study provide an insight into six important dimensions. First, the results describe how learners’ perceive e-learning models in higher education institutions and sheds some light on learner attributes that may be prerequisites for benefiting from and accepting e-learning models. Second, they address the issue of higher education institutions’ strategies for e-learning initiatives. Third, the results describe how learners’ perceive e-learning features in higher education institutions. Fourth and fifth, they explain the criticality and importance of the instructor, and student attitudes towards e-learning environments. Sixth, they assess the effect of e-learning on students

    Using visual art-based interventions for a primary school student with difficulties in perseverance, attention, and concentration

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    Primary school teachers in Slovenia are regularly confronted with a large number of students with special needs who show deficits in perseverance, attention, and concentration. Therefore, considerable professional support is required to provide an inclusive approach to visual art-based activities, including art-based interventions. In this study, a 12-step qualitative action research programme was conducted over a 3-month period in order to help with the integration of a 10-year-old boy who had deficits in individual learning areas, such as perseverance, attention, and concentration. Our results show that art-based interventions using different visual art areas, techniques, materials, expressive methods, and concepts in art classes had a positive effect on the student’s perseverance, attention, and concentration abilities. During the study period, his concentration and perseverance levels improved. He also accepted the fact that effort and perseverance are essential to complete a work of art, leading to better quality art and personal satisfaction

    The webcam and student engagement in synchronous online learning: visually or verbally?

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    Given that video conferencing serves as a crucial means for remote teaching, the current study investigated higher education students’ (non)use of webcams and engagement in synchronous online courses. Three phases were studied: (1) A state of engagement; (2) antecedents that influence it; and (3) consequences of engagement. The cross-sectional online survey encompassed 3,610 students. Results indicated that visual and verbal engagement were only slightly related to each other. Structural equation modelling revealed different direct and indirect influences on either visual or verbal engagement in synchronous online higher education courses. Due to the novelty of the research scope, results of this study provide a foundation for further investigation

    Implementing self-regulated strategy development for teaching argumentative writing : a multidimensional approach

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    Tese de doutoramento, Psicologia (Psicologia da Educação), Universidade de Lisboa, Faculdade de Psicologia, Universidade de Coimbra, Faculdade de Psicologia e de CiĂȘncias da Educação, 201

    Brain Drain Or Brain Gain? Cognitive Skill Training With Novice Video Game Players With Casual Video Games

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    Video game playing (vgp) has become a popular and widespread form of entertainment over the past two decades. This form of media is now popular with children, adolescents, and adults alike. While most early research on the effects of vgp focused on the relation of violence in video games and expressions of aggression, more recent research has begun to explore possible beneficial effects of vgp. Study results have been inconsistent, with some suggesting that vgp may improve various cognitive skills such as spatial skills, attentional skills, executive control, and problem solving. Other studies refute or qualify these findings. Additionally, different types of games have been related to improvements in differing cognitive skills. A lack of consistency in vgp training programs and an abundance of correlational rather than causational studies have made interpretation of vgp training results murky at best. The current study aimed to clarify possible causal relationships between vgp and changes in cognitive skill. Novice game players were trained on two different vgp genres (strategy and action-shooter) and administered pre- and post-test batteries of cognitive skill. Forty-nine female participants played 20 hours of a randomly assigned video-game over the course of ten weeks and completed multiple cognitive skills tests pre- and post-study. Individuals who played the first-person shooter-style game exhibited significant improvements in attention, working memory, visuospatial skills, processing speed, and problem-solving. Individuals playing the strategy style game demonstrated significant improvements in working memory, problem-solving, and visuospatial skills as well. Both groups exhibited a decline in self-reported willingness to engage in social conversation following the training paradigm but no cognitive skill declines were observed. These findings have implications for the utility of commercial video-games as a cognitive skill building tool. They also support the potential efficacy of electronic media as a potentially useful means of addressing cognitive deficits while also remaining highly engaging and motivating for individuals to utilize

    Effects of Real-World Experiences in Active Learning (R.E.A.L.) Applied in an Information Systems Data Communication and Networking Course

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    The purpose of this study was to determine if the use of Real-World Experiences in Active Learning (R.E.A.L.) impacted student learning outcomes in an undergraduate information systems (IS) data communication and networking course. A quasi-experimental, quantitative approach was used to investigate whether the R.E.A.L. treatments, used as active learning strategies, significantly impacted student performance, short-term retention, long-term retention, and student engagement. The data collection was completed in one semester. Participants were students enrolled in an IS data communication and networking course during the Fall 2019 semester. The students, enrolled in the two sections of the course, were taught using a crossover design where each student received eight treatments. The researcher of the study served as the instructor for both sections. The research question and four hypotheses were analyzed using repeated measures MANCOVA and multi-level modeling (MLM). After a statistical analysis of the direct effects of the R.E.A.L. treatments on student performance, short term retention, long term retention, and engagement, none of the four hypotheses were fully supported. The results indicated that the R.E.A.L. xiii treatments did not significantly impact the student learning outcomes from the course. Research findings partially supported hypothesis H1 indicating that age, ethnicity, and major have some influence on students’ performance and age may have some influence on short-term retention. Statistically significant results were obtained for the H1a Network treatment (F(1,28) = 6.033, p = 0.021, partial η2 = 0.177), meaning that the mean for the H1a Network treatment (M = 90.842) was significantly different than the lecture mean (M = 75.533). The H1b Handshake treatment (F(1,28) = 15.405, p = .001, partial η2 = 0.355) and the H1c Wireless treatment (F(1,28) = 11.385, p = .002, partial η2 = 0.289) produced results in the reverse direction of what was hypothesized, meaning that the mean for the H1b Handshake treatment (M = 49.800) and the H1c Wireless treatment (M = 86.842) were significantly lower than the lecture means for both hypothesis tests. Research findings partially supported hypothesis H2 indicating that age may have influence on short-term retention. Statistically significant results were obtained for the H2e Network speed treatment (F(1,28) = 5.709, p = 0.024, partial η2 = 0.164) and H2f Network management treatment (F(1,28) = 5.654, p = 0.024, partial η2 = 0.163). However, findings from the MLM post hoc tests of direct, interaction, and indirect effects did show some areas for future work in certain demographics, especially gender and ethnicity. Findings of the study were not shown to be significant however, the post hoc testing revealed areas where future work could be beneficial

    Modeling a Theoretical Construct on Pupils’ Difculties in Problem Solving

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    The objective of this work was the theoretical modeling of a construct based on teach- ing practice about the perception that pupils have of difficulties in problem solving (PS) in experimental sciences, specifically physics, to predict pupil performance in PS. The research was carried out with an incidental sample of second year of secondary education pupils, of 13 to 14 years in age. The pupils and their teachers were involved in a project in which PS, classroom inquiry, and Hooke’s law were considered to be central. The informa- tion collection instrument was a Likert type questionnaire to investigate the various dif- ficulties perceived by the pupils (Knowledge, Trust, Path, Interest,...) in the problem-solv- ing processes applying Hooke’s law. A theoretical model was estimated and not rejected that involved only one factor (a PS factor), with all of its variables strongly interrelated and a set of constraints represented by covariances between theoretical hidden variables. This model is a starting point from which to understand how pupils at this level perceive PS in experimental sciences.Funding for open access charge: Universidad de Huelva / CBU

    A new integrated model for multitasking during web searching

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    Investigating multitasking information behaviour, particularly while using the web, has become an increasingly important research area. People s reliance on the web to seek and find information has encouraged a number of researchers to investigate the characteristics of information seeking behaviour and the web seeking strategies used. The current research set out to explore multitasking information behaviour while using the web in relation to people s personal characteristics, working memory, and flow (a state where people feel in control and immersed in the task). Also investigated were the effects of pre-determined knowledge about search tasks and the artefact characteristics. In addition, the study also investigated cognitive states (interactions between the user and the system) and cognitive coordination shifts (the way people change their actions to search effectively) while multitasking on the web. The research was exploratory using a mixed method approach. Thirty University students participated; 10 psychologists, 10 accountants and 10 mechanical engineers. The data collection tools used were: pre and post questionnaires, pre-interviews, a working memory test, a flow state scale test, audio-visual data, web search logs, think aloud data, observation, and the critical decision method. Based on the working memory test, the participants were divided into two groups, those with high scores and those with lower scores. Similarly, participants were divided into two groups based on their flow state scale tests. All participants searched information on the web for four topics: two for which they had prior knowledge and two more without prior knowledge. The results revealed that working memory capacity affects multitasking information behaviour during web searching. For example, the participants in the high working memory group and high flow group had a significantly greater number of cognitive coordination and state shifts than the low working memory group and low flow group. Further, the perception of task complexity was related to working memory capacity; those with low memory capacity thought task complexity increased towards the end of tasks for which they had no prior knowledge compared to tasks for which they had prior knowledge. The results also showed that all participants, regardless of their working memory capacity and flow level, had the same the first frequent cognitive coordination and cognitive state sequences: from strategy to topic. In respect of disciplinary differences, accountants rated task complexity at the end of the web seeking procedure to be statistically less significant for information tasks with prior knowledge compared to the participants from the other disciplines. Moreover, multitasking information behaviour characteristics such as the number of queries, web search sessions and opened tabs/windows during searches has been affected by the disciplines. The findings of the research enabled an exploratory integrated model to be created, which illustrates the nature of multitasking information behaviour when using the web. One other contribution of this research was to develop new more specific and closely grounded definitions of task complexity and artefact characteristics). This new research may influence the creation of more effective web search systems by placing more emphasis on our understanding of the complex cognitive mechanisms of multitasking information behaviour when using the web
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