7,056 research outputs found

    ICT and gamified learning in tourism education: a case of South African secondary schools

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    Tourism is often introduced as a subject in formal education curricula because of the increasing and significant economic contribution of the tourism industry to the private and public sector. This is especially the case in emerging economies in Asia and Africa (Hsu, 2015; Mayaka & Akama, 2015; Cuffy et al., 2012). Tourism in South Africa – which is the geographical setting of this research – is recognised as a key economic sector. At secondary level, tourism has been widely introduced at schools throughout South Africa since 2000 and has experienced significant growth (Umalusi, 2014). Furthermore, information and communication technology (ICT) has rapidly penetrated public and private sectors of the country. ICT affords novel opportunities for social and economic development, and this has especially been observed in the fields of both tourism and education (Anwar et al., 2014; Vandeyar, 2015). Yet, the many uses and implications of ICT for tourism education in South Africa are unclear and under-theorised as a research area (Adukaite, Van Zyl, & Cantoni, 2016). Moreover, engagement has been identified as a significant indicator of student success in South Africa (Council for Higher Education, 2010). Lack of engagement contributes to poor graduation rates at secondary and tertiary institutions in South Africa (Strydom et al., 2010; Titus & Ng’ambi, 2014). A common strategy to address lack of student engagement is introducing game elements into the learning process: the so-called gamification of learning (Kapp, 2012). The majority of research in this field has been conducted in more economically advanced and developed regions, and there is a paucity of research in emerging country contexts. It is argued that gamification can be effectively utilised also in these contexts to address learner engagement and motivation. This study aims to contribute in this respect: firstly, by investigating the extent to which ICT supports tourism education in South African high schools through the lenses of Technology Domestication Theory (Habib, 2005; Haddon, 2006) and Social Cognitive Theory (Bandura, 1977). Secondly, the study aims to examine gamified learning acceptance within tourism education in a developing country context. The research assimilates three separate studies. Study 1. The Role of Digital Technology in Tourism Education: A Case Study of South African Secondary Schools The study was designed as an exploratory analysis, based on 24 in-depth interviews (n=24) with high school tourism teachers and government officials. An analysis reveals that teachers recognize ICT as essential in exposing students to the tourism industry. This is especially the case in under-resourced schools, where learners do not have the financial means to participate in tourism activities. However, ICT is still limited in its integration as a pedagogical support tool. The major obstacles toward integration include: technology anxiety, lack of training, availability of resources, and learner resistance to use their personal mobile devices. Study 2. Raising Awareness and Promoting Informal Learning on World Heritage in Southern Africa. The Case of WHACY, a Gamified ICT-enhanced Tool The goal of the study was to present the World Heritage Awareness Campaign for Youth (WHACY) in Southern Africa. A campaign was dedicated to raise awareness and foster informal learning among Southern African youth about the heritage and sustainable tourism. The campaign employed an online and offline gamified learning platform, which was supported by a dedicated website, Facebook page, wiki and offline materials. In one year of operation the campaign reached more than 100K audience. For the evaluation of the campaign, a mixed methods approach was used: focus groups with students (n=9), interviews (n=19) and a survey with teachers (n=209). The study attempted to assess user experience in terms of engagement and conduciveness to learning and explored the possibility of a gamified application to be integrated into the existing high school tourism curriculum. The perspectives of South African tourism students and teachers were here considered. Study 3. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. The study is quantitative in nature and investigated the behavioural intention of South African tourism teachers to integrate a gamified application within secondary tourism education. Data collected from 209 teachers were tested against the research model using a structural equation modelling approach. The study investigated the extent to which six determined predictors (perceptions about playfulness, curriculum relatedness, learning opportunities, challenge, self-efficacy and computer anxiety) influence the acceptance of a gamified application by South African tourism teachers. The study may prove useful to educators and practitioners in understanding which determinants may influence gamification introduction into formal secondary education

    Blending MOOC in Face-to-Face Teaching and Studies

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    Research on ICT in K-12 schools e A review of experimental and survey-based studies in computers & education 2011 to 2015

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    International audienceWhat is the role of a journal? Is it to follow the research or lead it? For the former, it is to serve as an archival record of the scholarship in a field. It can serve to permit the research community to engage with each other via the written record. But, for the latter, it can serve the research community by pointing out gaps in the research based on the archival record. This review is intended to do just that

    Dimensions of learning mathematics via technology

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    Mathematics is a comprehensive, even esthetical experience, affecting a person intellectually, emotionally and physically. The purpose of this study is to determine and examine the dimensions of technology-enhanced mathematics learning. The three learning domains cognitive, psychomotor and affective, ranging from uncomplicated to more complex learning outcomes, as defined by Bloom, have been used a great deal in mathematics pedagogy (Krathwohl, Bloom, & Masia, 1964). This study goes deeper and also examines motivation theory and learning theories when applying technology to the teaching of mathematics. To get a broad picture of the impact of these dimensions on mathematics learning via technology, research was conducted in an array of contexts, including South Af-rica, Mozambique, Germany and Finland. The cross-cultural and cross-countries ap-proach was chosen to ensure wider generalizability of the research. The study invol-ved an action design research (ADR) approach of creating and evaluating artifacts; (i) a novel pedagogical INBECOM model for mathematics learning advocating both behavioristic and constructivist perspectives, and (ii) a newly designed and created story-based UFractions mobile game for learning of fractions incorporating tangible manipulatives. In particular, the affective domain of participants in the study was being studied throughout a ten-year research process from 2009 to 2019. The INBECOM pedagogical model was tested by organizing a fraction course for 21 grade 10 students. The development and evaluation of the pedagogical INBECOM model gives a concrete example of how two learning approaches, constructivism and behaviourism, can be combined in teaching fractions. Furthermore, the results of the qualitative evaluation confirm the view that successful instructional practices have features that are supported by both constructivism and behaviorism. The UFractions mobile game was evaluated with 305 grade 8 students and 12 teachers. Empirical tests indicate that combining concrete manipulatives and mobile phones is a meaningful way to learn the abstract concept of fractions, increasing active student participation. On the basis of the collected data, I initiated a taxonomy for the variety of play motivations in the UFractions game. The dynamics between game motivations and disturbance factors (DF) was analysed. Each motivation relates to a set of DFs typically affecting the player motivation negatively. By becoming aware of these relations, we are able to design more motivating educational games and give guidelines for game developers, users and educators. To explore the affective learning experiences of the three groups of research participants, the qualitative data was derived from the interviews with researchers, teachers and students, as well as from learning diaries, feelings blogs, observations (311 documents) and quantitized (Saldaña, 2009). All the data was explored from the affective perspective, by labelling the feelings the participants experienced according to the affective levels of the Krathwohl et al. (1964) framework. I concluded that affective learning at all five levels was recognized among the three groups of participants. However, the results show that affective learning mostly took place at the receiving level, indicating that the participants received more than they responded, valued, organized or internalized. There was also a significant effect of research participants pertaining to receive; students’ affective learning occurred more at the receiving level than that of the teachers; and teachers’ affective learning emerged more at the value level. Moreover, I define a dimension taxonomy of learning to be used as a framework in the design and implementation of technology-enhanced mathematics teaching and learning including the following three dimensions: (i) Domains of learning, (ii) Orientation of learning, and (iii) Motivation of learning. More precisely, the five domains of learning are cognitive, psychomotor, affective, interpersonal, and intra-personal. Considering orientation of learning, combining behaviorism and constructivism, would lead to more motivating and meaningful teaching and learning strategies. Furthermore, the level of technology integration, the level of students’ cognitive process, and the level of teachers’ knowledge, are intertwined. Motivational fac-tors are an essential part of learning, and it is important to acknowledge connections between motivations and disturbances, when using technology.--- Matematiikka on moniulotteinen kokemus vaikuttaen henkilöön älyllisesti ja tunnetasolla samalla kytkeytyen myös fyysiseen ulottuvuuteen. Tämä tutkimus määrittää ja tarkastelee teknologia-avusteisen matematiikan oppimisen dimensioita. Bloomin määrittämät kolme oppimisen osa-aluetta, kognitiivinen, psykomotorinen ja affektiivinen, jotka etenevät yksinkertaisista monimutkaisempiin oppimisen tasoihin, ovat olleet laajasti käytössä matematiikan pedagogiikassa (Krathwohl, Bloom & Masia, 1964). Tämä tutkimus laajentaa käsitystä oppimisesta tutkimalla motivaatio ja oppimisteorioita sekä niiden käytännön soveltamista matematiikan opetuksessa teknologian avulla. Laajan ymmärryksen saavuttamiseksi siitä, miten nämä tekijät vaikuttavat matematiikan oppimiseen teknologian avulla, tutkimusta toteutettiin monissa eri ympäristöissä, mukaan lukien EteläAfrikka, Mosambik, Saksa ja Suomi. Tutkimuksessa huomioitiin kulttuuriset ja kansainväliset näkökulmat tulosten laajemman yleistettävyyden varmistamiseksi. Tutkimus hyödynsi suunnittelutoimintatutkimuksen (Action Design Research, ADR) menetelmää artefaktien luomiseksi ja evaluoimiseksi: (i) uudenlaista behavioristisia ja konstruktivistisia näkökulmia yhdistävää pedagogista INBECOM-mallia matematiikan oppimiseen, ja (ii) käsinkosketeltavia matematiikan apuvälineitä hyödyntävää UFractions-mobiilipeliä murtolukujen oppimiseen. Erityisesti osallistujien affektiivista oppimista tutkittiin kymmenen vuoden tutkimusprosessin aikana vuosina 2009–2019. INBECOM-pedagogista mallia testattiin järjestämällä murtolukukurssi kansanopiston 10luokalle, jolla oli 21 oppilasta. Pedagogisen INBECOMmallin kehitys ja arviointi antavat konkreettisen esimerkin siitä, miten kahden oppimisteorian, konstruktivismin ja behaviorismin, voi yhdistää murtolukujen opetuksessa. Lisäksi laadullisen arvioinnin tulokset vahvistavat käsitystä siitä, että menestyksellisillä opetusmenetelmillä on piirteitä, jotka hyödyntävät sekä konstruktivistisia että behavioristisia periaatteita. UFractions-mobiilipeli arvioitiin 305 8-luokan opiskelijan ja 12 opettajan avulla. Empiiriset testit osoittavat, että konkreettisten apuvälineiden ja matkapuhelimien yhdistäminen on mielekäs tapa oppia abstrakti murtoluvun käsite ja edistää opiskelijoiden aktiivista osallistumista. Kerätyn datan perusteella kehitettiin taksonomia UFractions-pelin pelimotivaatioista. Pelimotivaatioiden ja häiriötekijöiden (Disturbance Factors, DF) välistä dynamiikkaa analysoitiin. Jokainen motivaatio liittyy tiettyihin häiriötekijöihin, jotka yleensä vaikuttavat pelaajan motivaatioon negatiivisesti. Näiden suhteiden tiedostaminen auttaa suunnittelemaan motivoivampia opetuspelejä ja antaa suuntaviivoja pelikehittäjille, käyttäjille ja opettajille. Affektiivisen oppimisen kokemusten tutkimiseksi tutkimukseen osallistuneiden kolmen ryhmän dataa tarkasteltiin laadullisen tutkimuksen keinoin; tutkijoiden, opettajien ja opiskelijoiden haastattelut, oppimispäiväkirjat, tunneblogi sekä havainnot (311 asiakirjaa) kvantifioitiin (Saldaña, 2009). Kaikki data analysoitiin affektiivisesta näkökulmasta merkitsemällä osallistujien kokemat tunteet Krathwohlin ym. (1964) viitekehyksen affektiivisten tasojen mukaisesti. Tutkimus osoitti, että affektiivista oppimista tunnistettiin kolmen osallistujaryhmän keskuudessa kaikilla viidellä tasolla. Tulokset osoittavat kuitenkin, että affektiivinen oppiminen tapahtui pääasiassa vastaanottotasolla, mikä viittaa siihen, että osallistujat vastaanottivat enemmän kuin he vastasivat, arvostivat, järjestivät tai sisäistivät. Myös osallistujaryhmien affektiivista oppimista koskevat tulokset vaihtelivat merkittävästi: opiskelijoiden affektiivinen oppiminen tapahtui enemmän matalammalla vastaanottotasolla kuin opettajien, ja opettajien affektiivinen oppiminen ilmeni enemmän korkeamman, arvotason oppimisena. Lisäksi tutkimuksessa määritellään oppimisen ulottuvuuksien taksonomia, jota käytetään teknologia-avusteisen matematiikan opetuksen ja oppimisen suunnittelussa ja toteutuksessa. Tähän kuuluu seuraavat kolme ulottuvuutta: (i) Oppimisen osa-alueet, (ii) Oppimisen orientaatio ja (iii) Oppimisen motivaatio. Tarkemmin sanottuna viisi oppimisen osa-aluetta ovat kognitiivinen, psykomotorinen, affektiivinen, interpersonaalinen ja intrapersonaalinen. Yhdistämällä behavioristisia ja konstruktivistisia elementtejä saadaan innostavia ja merkityksellisiä opetus ja oppimisstrategioita. Motivaatiotekijät ovat olennainen osa oppimista, ja teknologiaa käytettäessä on tärkeää tunnistaa yhteydet motivaation ja erilaisten häiriötekijöiden välillä. Lisäksi teknologian integraation taso, opiskelijoiden kognitiivinen prosessi ja opettajien tietotaso ovat kietoutuneet toisiinsa

    How can mobile technology enhance students' learning in technical vocational training in South Africa?

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    Education and skills training are proven remedies in overcoming poverty and unemployment and creating equitable, prosperous and sustainable economies. The government has recognised the critical role post-school education plays in ensuring South Africa realises Vision 2030 which has set a lofty target of 1.25 million student enrolments in Technical and Vocational Education and Training institutions by 2030. While considerable success has been achieved in enrolment rates, student throughputs at these institutions are weak; on average, only 20% of all students who enter these institutions graduate with a qualification. However, despite all these challenges, there is also reason to be optimistic. The dramatic impact of technology on the world today; how we learn and connect with others and the affordability and accessibility of mobile devices have meant that knowledge acquisition is now available to almost everyone. The purpose of this case study is to explore how mobile technology can be used to enhance the learning experience for students at post-school institutions such as Technical and Vocational Education and Training (TVET) colleges. Research participants are drawn from False Bay College in the Western Cape. These 50 young people ranged in age from 18 to 29 years and are split across two study disciplines; namely, Travel and Tourism, and Hospitality. A qualitative case study is conducted, using an inductive approach in a constructivist paradigm. Different data sources (observations, interviews, and WhatsApp group chats) were used to provide an understanding of how mobile technology made the learning experience richer and more rewarding to participants. Data were analysed using Thematic Analyses. The findings indicate that participants feel positive about the use of mobile technology for learning as well as its contribution to the enrichment of their overall learning experience. The accessibility of the technology used in the study, as well as the accessibility afforded by the technology (access to experts, rewards, support services, and industry information) were considered by participants to be the main contributory reasons for the positive enhancement of their learning. However, factors that detract from the use of mobile technology for learning are also listed. Given the increased focus on improving TVET graduate throughput rates, against a backdrop of cost-cutting and demands for a workforce armed with 21st Century skills, educational leaders need to further explore and better understand how ubiquitous technology, like mobile phones, can be used to enhance learning for students to be better equipped to meaningfully participate in the knowledge economy

    IIMA 2018 Proceedings

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    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    ALT-C 2010 - Conference Introduction and Abstracts

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    Teachers’ acceptance of mobile technology use towards innovative teaching in Malaysian secondary schools

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    The integration of mobile technology is not a new thing nowadays. It became increasingly applied after the COVID-19 pandemic hit the world. Teachers need to use mobile technology devices widely to improve teaching effectiveness. This study aimed to explore the elements of teachers' acceptance of mobile technology as a learning alternative. The respondents consisted of 422 teachers in 24 secondary schools around Kedah, Malaysia. The results showed that teachers are impressed to integrate mobile technology based on three dimensions: effort expectancy, hedonic motivation, and habit. This situation reflects teachers' willingness to translate their pedagogical abilities through the medium of technology. It has also recognized that internal motivation and teachers' natural habits are the driving force behind integrating mobile technology as a teaching aid to digital technology. Thus, mobile technology is a trend of daily use and can be utilized as the most advanced pedagogical material to go through learning in the 21st century
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