5,119 research outputs found
The potential role of ePortfolios in the Teaching Excellence Framework
Current debates on HE policy in the UK are dominated by the evolving Teaching Excellence Framework (TEF) which will soon involve the government establishing key metrics. In this context, and seizing this valuable moment in policy formation, we here provide a brief foray into the multiple aspects of ‘teaching excellence’ (TE) as a basis to highlight both the complexity of identifying ways to measure it and the shortcomings of existing official developments. In the absence of a clear conceptual understanding of the learning processes and the role of teaching which apparently underpins the TEF, we present a model of the learning process to which the indicators currently proposed by the authorities can be related. We propose that ePortfolios can play a special role in the TEF in capturing the qualitative outcomes of learning processes which, importantly, reflect the student perspective in terms of goals, learning experiences and achievement. These are both crucial yet missing elements of the proposals to date. Finally, we provide some examples of how information from ePortfolios could be used by HE institutions to enhance their institutional submissions to the TEF.
Gamification in higher education and stem : a systematic review of literature
In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching
CS Circles: An In-Browser Python Course for Beginners
Computer Science Circles is a free programming website for beginners that is
designed to be fun, easy to use, and accessible to the broadest possible
audience. We teach Python since it is simple yet powerful, and the course
content is well-structured but written in plain language. The website has over
one hundred exercises in thirty lesson pages, plus special features to help
teachers support their students. It is available in both English and French. We
discuss the philosophy behind the course and its design, we describe how it was
implemented, and we give statistics on its use.Comment: To appear in SIGCSE 201
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
Analyzing the behavior of students regarding learning activities, badges, and academic dishonesty in MOOC environment
Mención Internacional en el título de doctorThe ‘big data’ scene has brought new improvement opportunities to most products and services,
including education. Web-based learning has become very widespread over the last decade,
which in conjunction with the Massive Open Online Course (MOOC) phenomenon, it has enabled
the collection of large and rich data samples regarding the interaction of students with these educational
online environments.
We have detected different areas in the literature that still need improvement and more research
studies. Particularly, in the context of MOOCs and Small Private Online Courses (SPOCs),
where we focus our data analysis on the platforms Khan Academy, Open edX and Coursera. More
specifically, we are going to work towards learning analytics visualization dashboards, carrying
out an evaluation of these visual analytics tools. Additionally, we will delve into the activity and
behavior of students with regular and optional activities, badges and their online academically
dishonest conduct. The analysis of activity and behavior of students is divided first in exploratory
analysis providing descriptive and inferential statistics, like correlations and group comparisons,
as well as numerous visualizations that facilitate conveying understandable information. Second,
we apply clustering analysis to find different profiles of students for different purposes e.g., to analyze
potential adaptation of learning experiences and pedagogical implications. Third, we also
provide three machine learning models, two of them to predict learning outcomes (learning gains
and certificate accomplishment) and one to classify submissions as illicit or not. We also use these
models to discuss about the importance of variables.
Finally, we discuss our results in terms of the motivation of students, student profiling,
instructional design, potential actuators and the evaluation of visual analytics dashboards
providing different recommendations to improve future educational experiments.Las novedades en torno al ‘big data’ han traído nuevas oportunidades de mejorar la mayoría
de productos y servicios, incluyendo la educación. El aprendizaje mediante tecnologías web se
ha extendido mucho durante la última década, que conjuntamente con el fenómeno de los cursos
abiertos masivos en línea (MOOCs), ha permitido que se recojan grandes y ricas muestras de
datos sobre la interacción de los estudiantes con estos entornos virtuales de aprendizaje.
Nosotros hemos detectado diferentes áreas en la literatura que aún necesitan de mejoras y del
desarrollo de más estudios, específicamente en el contexto de MOOCs y cursos privados pequeños
en línea (SPOCs). En la tesis nos hemos enfocado en el análisis de datos en las plataformas Khan
Academy, Open edX y Coursera. Más específicamente, vamos a trabajar en interfaces de visualizaciones
de analítica de aprendizaje, llevando a cabo la evaluación de estas herramientas
de analítica visual. Además, profundizaremos en la actividad y el comportamiento de los estudiantes
con actividades comunes y opcionales, medallas y sus conductas en torno a la deshonestidad
académica. Este análisis de actividad y comportamiento comienza primero con análisis
exploratorio proporcionando variables descriptivas y de inferencia estadística, como correlaciones
y comparaciones entre grupos, así como numerosas visualizaciones que facilitan la transmisión
de información inteligible. En segundo lugar aplicaremos técnicas de agrupamiento para encontrar
distintos perfiles de estudiantes con diferentes propósitos, como por ejemplo para analizar
posibles adaptaciones de experiencias educativas y sus implicaciones pedagógicas. También proporcionamos
tres modelos de aprendizaje máquina, dos de ellos que predicen resultados finales
de aprendizaje (ganancias de aprendizaje y la consecución de certificados de terminación) y uno
para clasificar que ejercicios han sido entregados de forma deshonesta. También usaremos estos
tres modelos para analizar la importancia de las variables.
Finalmente, discutimos todos los resultados en términos de la motivación de los estudiantes,
diferentes perfiles de estudiante, diseño instruccional, posibles sistemas actuadores, así como la
evaluación de interfaces de analítica visual, proporcionando recomendaciones que pueden ayudar
a mejorar futuras experiencias educacionales.Programa Oficial de Doctorado en Ingeniería TelemáticaPresidente: Davinia Hernández Leo.- Secretario: Luis Sánchez Fernández.- Vocal: Adolfo Ruiz Callej
Having Fun in Learning Formal Specifications
There are many benefits in providing formal specifications for our software.
However, teaching students to do this is not always easy as courses on formal
methods are often experienced as dry by students. This paper presents a game
called FormalZ that teachers can use to introduce some variation in their
class. Students can have some fun in playing the game and, while doing so, also
learn the basics of writing formal specifications in the form of pre- and
post-conditions. Unlike existing software engineering themed education games
such as Pex and Code Defenders, FormalZ takes the deep gamification approach
where playing gets a more central role in order to generate more engagement.
This short paper presents our work in progress: the first implementation of
FormalZ along with the result of a preliminary users' evaluation. This
implementation is functionally complete and tested, but the polishing of its
user interface is still future work
Gamification in education: game design elements in the 'Solutions second edition' EFL textbook set
The students today are often referred to as ‘digital natives’ who have grown up in
the digital age and as a result think and process information differently than the previous
generations (Prensky 2001). Living in a digital age with digital natives, whose perception
of learning differs from that of the generation(s) preceding them, it is the duty of educators
to be receptive to new methodologies of learner engagement that might help to shape a
learning environment better suited to the new type of learners (Dyer 2015:65). The need
for a new approach to teaching and learning in general is stated also in the Estonian
Lifelong Learning Strategy 2020, a document that guides the developments in education in
Estonia in 2014-2020. Gamification, the use of game elements in non-game contexts
(Deterding et al. 2011), is said to have great potential also in education as it helps to
increase both user engagement and motivation Simões et al. (2013).
The aim of this thesis is to locate and analyse gamification elements in a textbook
set used in Estonian schools and to see how the elements present exploit the potential of
gamification in the context of language teaching. This would provide an idea of what the
starting point would be in using gamification in English as a Foreign Language (EFL)
lessons and what kind of support it could give for gamifying EFL classes. Knowing game
elements would help teachers incorporate the elements into the methods they are already
familiar with (Keramidas 2010).
The thesis consists of an introduction, two core chapters and a conclusion. The
introduction explains the reasons for addressing the topic, states the research questions and
introduces the structure of the paper. The first chapter presents the definition of
gamification, provides examples of gamified systems, discusses criticism towards
gamification and the following response, and introduces different gamification taxonomies.
It also includes the list of game elements used in the analysis conducted in the second
chapter. The list of game elements is compiled based on game element taxonomies
suggested by Cugelman (2013), Blohm and Leimeister (2013 in Seaborn and Fels
2015:19), and Robson et al. (2015). The second chapter gives a short overview of the
Solutions Second Edition textbook set, introduces the game elements found in different
parts of the set, and discusses the gamification potential of the set. The conclusion provides
a summary of the findings.http://www.ester.ee/record=b477553
Gamification: potentials and challenges in teaching and learning in science
Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people?s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools
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