2,961 research outputs found

    Mobile learning application: Infusing critical thinking in the EFL classroom.

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    The emergence of mobile learning applications facilitates the pedagogical approach to developing students’ critical thinking. However, there is a scarcity of investigation on mobile learning applications’ impact on developing critical thinking as the learning outcome. Thus, this study reports the effect of a mobile learning application, ‘English with Noni’, designed to infuse critical thinking instruction in EFL classes on students’ critical thinking level by employing a sequential explanatory mixed-method approach. A quasi-experimental study was conducted to examine the critical thinking level of 65 students of a junior high school in Jakarta, Indonesia, by administering a post-test assessed using a SOLO rubric. Semi-structured interviews to explore students’ responses from using the ‘English with Noni’ application and class observation contributed to the qualitative findings. The quantitative result showed that the critical thinking level of the experimental group using this application improved significantly more than the controlled group did. The qualitative result suggested that the experimental group had positive responses to using it. They confirmed that it was interesting. They also admitted that it contributed to developing their critical thinking (i.e., predicting, providing reasons, expressing viewpoints, finding alternatives, and making conclusions), language skills (i.e., listening, reading, and writing), and sub-skill (vocabulary). The findings imply that critical thinking activities and learning affordances provided in the ‘English with Noni’ application is a potential tool to enhance students’ critical thinking infused in the EFL class, especially during the COVID-19 pandemic situation, by emphasizing self-regulated learning

    Teacher Biography: SOLO Analysis of Preservice Teachers’ Reflections of their Experiences in Physical Education

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    Teacher biography, as a reflective practice, was implemented in the context of Physical Education in a primary teacher education course at a regional Australian university. Second year students were asked to provide descriptions of a critical incident they experienced at the primary or secondary level in a Physical Education or sporting context (N=214). Their responses comprised the data for this study and the Structure of Observed Learning Outcomes (SOLO) Model was used to determine the levels of complexity of the responses to ‘alternatives for action’ associated with these incidents. More responses were multistructural (48%), than relational (24%), and unistructural (23%), with extended abstract (3%) and the least, were prestructural (2%). The responses varied for gender and mode of enrolment (on or off campus). The findings that one third of students developed higher order (relational or extended abstract) responses challenge teacher educators to consider strategies to extend critical reflections

    Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

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    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields

    IDATER online conference: graphicacy and modelling 2010

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    IDATER online conference: graphicacy and modelling 201

    'I liked it, but it made you think too much': A case study of computer game authoring in the Key Stage 3 ICT curriculum

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    The importance of giving pupils opportunities to become producers of digital media is well documented in the literature (see Harel, 1991; Papert, 1993; Kafai, 1995; Harel Caperton, 2010; Luckin et al., 2012; Nesta, 2012; Sefton-Green, 2013), however there has been little research in this area in the context of the UK Key Stage 3 ICT curriculum. The purpose of this study is to achieve an understanding of how authoring computer games in a mainstream secondary setting can support the learning of basic game design and programming concepts. The research explores pupils’ experiences of the process they followed and the areas of learning they encountered as they made their games, and considers what they valued and what they found difficult in the game authoring activity. The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts. In the process of creating these artefacts, over time, computers become ‘objects to think with’, enabling pupils to learn how to learn (Papert, 1980b; Harel and Papert, 1991a). Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair and group interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the activity, demonstrated positive attitudes to learning and felt a sense of achievement in creating a complex artefact which had personal and cultural significance for them. This research acknowledges the need to develop accessible units of work to implement aspects of the new Computing curriculum (DfE, 2013c), especially for teachers and pupils who have little prior knowledge of the field. It suggests that computer game authoring may offer a viable entry and considers the extent to which constructionist approaches are suitable for this kind of work

    The Design and Evaluation of an Educational Software Development Process for First Year Computing Undergraduates

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    First year, undergraduate computing students experience a series of well-known challenges when learning how to design and develop software solutions. These challenges, which include a failure to engage effectively with planning solutions prior to implementation ultimately impact upon the students’ competency and their retention beyond the first year of their studies. In the software industry, software development processes systematically guide the development of software solutions through iterations of analysis, design, implementation and testing. Industry-standard processes are, however, unsuitable for novice programmers as they require prior programming knowledge. This study investigates how a researcher-designed educational software development process could be created for novice undergraduate learners, and the impact of this process on their competence in learning how to develop software solutions. Based on an Action Research methodology that ran over three cycles, this research demonstrates how an educational software development methodology (termed FRESH) and its operationalised process (termed CADET which is a concrete implementation of the FRESH methodology), was designed and implemented as an educational tool for enhancing student engagement and competency in software development. Through CADET, students were reframed as software developers who understand the value in planning and developing software solutions, and not as programmers who prematurely try to implement solutions. While there remain opportunities to further enhance the technical sophistication of the process as it is implemented in practice, CADET enabled the software development steps of analysis and design to be explicit elements of developing software solutions, rather than their more typically implicit inclusion in introductory CS courses. The research contributes to the field of computing education by exploring the possibilities of – and by concretely generating – an appropriate scaffolded methodology and process; by illustrating the use of computational thinking and threshold concepts in software development; and by providing a novel evaluation framework (termed AKM-SOLO) to aid in the continuous improvement of educational processes and courses by measuring student learning experiences and competencies

    An investigation of the link between the typical geometry errors and the Van Hiele levels of geometric thought of grade 9 learners

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    South African learners perform poorly in the geometry sections of both national and international assessments. Numerous assessment reports mention multiple errors that keep re-occurring and play a big role in the learners’ poor performance. For this research, the link between the grade 9 learners Van Hiele levels of thought and the typical errors that they made were investigated. In this mixed method study, 194 grade 9 learners in two schools in Port Elizabeth, South Africa were tested using a Van Hiele based test. A test was set up containing multiple-choice and open-ended questions and was used to determine firstly, the predominant level of geometric reasoning of the learners and secondly, to determine their typical errors. Semi-structured interviews were held with six learners to gain more insight into some of the typical errors uncovered in the tests. The quantitative data revealed that the learners’ predominant levels of geometric thought were low. Furthermore, the qualitative data revealed typical error patterns concerning angles and sides, parallel lines, hierarchy of quadrilaterals and incorrect reasons in the proofs. The quantitative and qualitative data was merged to determine if the errors could be linked to the Van Hiele levels. From the findings, it was concluded that most of their typical errors could be linked to the Van Hiele levels of the learners

    Exploring 21st Century Learning in Virginia Secondary School Technology and Engineering Classrooms: A Hermeneutic Phenomenological Study

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    The purpose of this phenomenological study was to examine how integrative STEM teachers utilize the Standards for Technological and Engineering Literacy (STEL) to foster and assess 21st-century learning in technology and engineering classes at multiple Virginia public secondary schools. The theory guiding this study was Kolb’s experiential learning theory, which integrates nine learning theories into an innovative cyclical learning process that is like the engineering design loop. This hermeneutic phenomenology included 15 Virginia technology and engineering schoolteachers (Grades 6-12) who purposefully taught multiple academic disciplines and utilized the eight practices of the STEL in the context of their curriculum to foster 21st-century learning. Data collection included individual interviews, journal prompts, and physical artifacts (lesson plans, assessment tools, etc.). Data were entered into the Delve data analysis software and were analyzed using Van Manen’s hermeneutic phenomenological theory for common themes regarding the fostering and assessment of 21st-century literacy. The themes extracted from the data included measuring 21st-century learning, developing 21st-century curriculum, and the eight practices of technology and engineering educators: creativity, collaboration, communication, critical thinking, optimism, attention to ethics, systems thinking, and making and doing. The findings indicated that integrative STEM methodology, multidisciplinary instruction, and the eight practices of the STEL fostered 21st-century learning. This study’s significance was to add to the available literature on integrative STEM education and the STEL fostering 21st-century learning

    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.
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