21,084 research outputs found
Professional Development Strategies that Promote Science Inquiry Teaching and Learning
The recently released Framework for K-12 Science Education (National Research Council, 2012) calls for science education to addresses weaknesses in current science education of unorganized learning progressions, a focus on a breadth of discrete facts, and a lack of experiences in how science is actually done. Teacher professional development in inquiry science teaching and learning is one way to address these current issues in science education effectively. Higher education faculty have been one of the major groups of providers of teacher professional development programs. Many of these professional development programs have been delivered in short-term workshops and traditionally focused on increasing teacher content or learning new lesson ideas. As such, these programs have achieved limited successes in creating substantive changes and improvements in K-12 science teaching and learning. The research presented describes features of science teacher professional development that promote the adoption of inquiry-based K-12 science teaching and learning. Education and science faculty collaborated on this project to design and implement a professional development model for practicing science teachers. Sustained professional development enhanced by an immersive field study encouraged experienced teachers to modify their instruction to include scientific inquiry strategies that challenged their students to manipulate and make sense of actual scientific data. Three case studies and end of program feedback are described along with implications for other professional development programs
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Evaluation Report of Prosperoās Island: an Immersive Approach to Literacy at Key Stage 3.
Prospero's Island is an immersive theatre project created by Punchdrunk Enrichment and sponsored by Learning Partner, London Borough of Hackney (Hackney Learning Trust). The project sought to inspire and motivate studentsā engagement with the English curriculum, and to develop an immersive approach to teaching literacy that would improve studentsā learning.
Prosperoās Island took place in a secondary academy in Hackney, London over two school terms (autumn 2014-spring 2015). The project was embedded in existing schemes of work, and included the following elements:
ā¢ An immersive theatre installation for Year 7-8 students (aged 11-13 years); this took the form of an interactive game based on The Tempest; over a two-week period groups of students participated in this experience for a morning or afternoon (autumn term);
ā¢ A Teaching and Learning Day (TALD) and eight twilight CPD sessions on immersive learning techniques for school staff and teachers across London (autumn term);
ā¢ A return to the installation for one lesson, led by English teachers (autumn term);
ā¢ Follow-on work by teachers to develop immersive learning in English lessons (spring term);
ā¢ An independent evaluation of the project (autumn and spring terms)
The use of virtual environments as an extended classroom ā A case study with adult learners in tertiary education
This study was conducted in immersive 3D virtual environment Second LifeĀ®, with the support of web 2.0 tools as a complement to physical classroom - extended classroom. It was assumed that socialization is a key factor for collaborative learning and knowledge construction. The study aims to identify the variables that may influence knowledge sharing in learning contexts using virtual environments; with the aim of contributing to the improvement of learning situations using the online tools. This research is exploratory in nature and falls within the field of phenomenological studies. The study was implemented in a tertiary education institution involving regular and adult learners. We conclude that in virtual environments learners tend to feel more confident, open, participatory, creative, understanding and seem to participate in training sessions because they are indeed interested in learning. On the other hand, the possibility of providing online tutorial session allows reaching a larger number of learners. These online sessions can be established in a time and place (virtual) free of constraints and can be tailored, allowing a more effective participation from learners.info:eu-repo/semantics/publishedVersio
Global trends in professional learning and performance & development
This report was completed by the Innovation Unit on behalf of the Australian Institute for Teaching and School Leadership (AITSL). It set out to discover innovative practice in professional learning and performance and development in new or transformational sectors including, but not limited to, education. Based on an extensive āhorizon scanā of more than 50 cross-sectoral organisations (including education, arts, technology, business, and health), the report identifies five global trends in innovative approaches to professional learning: Integrated, Immersive, Design-led, Market-led and Open.
For each of these trends the report identifies a spectrum of practices from āalmost/already hereā to ānext waveā and āon the horizonā, providing illustrative examples for implementation in the education sector. This scan offers insight into the processes that successful and innovative organisations use to support professional growth. These findings encourage all educators, policy makers, system administrators and professional learning providers to go beyond what is currently known. They provide stimulus to consider new and different ways of engaging and supporting educatorsā growth, while retaining the best of current practice
Innovate Magazine / Annual Review 2007-2008
https://scholarworks.sjsu.edu/innovate/1004/thumbnail.jp
The role of virtual reality in built environment education
This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutorsā perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas
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Innovating Pedagogy 2017: Exploring new forms of teaching, learning and assessment, to guide educators and policy makers. Open University Innovation Report 6
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This sixth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Learning In a NetworKed Society (LINKS) Israeli Center of Research Excellence (I-CORE).
Themes:
ā¢ Big-data inquiry: thinking with data
ā¢ Learners making science
ā¢ Navigating post-truth societies
ā¢ Immersive learning
ā¢ Learning with internal values
ā¢ Student-led analytics
ā¢ Intergroup empathy
ā¢ Humanistic knowledge-building communities
ā¢ Open Textbooks
ā¢ Spaced Learnin
The seamless integration of Web3D technologies with university curricula to engage the changing student cohort
The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs.
This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education.
During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence.
In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser.
Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks.
The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds
A double-edged sword: Use of computer algebra systems in first-year Engineering Mathematics and Mechanics courses
Many secondary-level mathematics students have experience with graphical calculators from high school. For the purposes of this paper we define graphical calculators as those able to perform rudimentary symbolic manipulation and solve complicated equations requiring very modest user knowledge. The use of more advanced computer algebra systems e.g. Maple, Mathematica, Mathcad, Matlab/MuPad is becoming more prevalent in tertiary-level courses.
This paper explores our studentsā experience using one such system (MuPad) in first-year tertiary Engineering Mathematics and Mechanics courses.
The effectiveness of graphical calculators and computer algebra systems in mathematical pedagogy has been investigated by a multitude of educational researchers (e.g. Ravaglia et al. 1998). Most of these studies found very small or no correlation between student use of
graphical calculators or exposure to computer algebra systems with future achievement in mathematics courses (Buteau et al. 2010).
In this paper we focus instead on studentsā attitude towards a more advanced standalone computer algebra system (MuPad), and whether studentsā inclination to use the system is indicative of their mathematical understanding.
Paper describing some preliminary research into use of computer algebra systems for teaching engineering mathematics
Digital communities: context for leading learning into the future?
In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model
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