3,628 research outputs found

    Peer mentoring in assisting retention – is a virtual form of support a viable alternative?

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    Support systems are vital for university entrants and one established means of support is peer mentoring, which has the potential to improve student engagement and retention. Peer mentoring models are generally based on face-to-face contact. However, given the increasing number of higher education institutions using social media, might online models be beneficial in a peer mentoring context? This article describes a literature review and case study that considers the advantages and disadvantages of three potential virtual models to facilitate a peer mentoring scheme. The case study, undertaken at Northumbria University, UK, involved an investigation of mentoring needs and current usage of electronic media where special attention is afforded to a diverse student body. The three models discussed are virtual learning environments (VLE), social networking sites and virtual worlds. We find that the VLE is established within institutions but lacks excitement; social networking is popular particularly with younger students but there may be resentment if this appears to be appropriated by the institution; whilst virtual worlds are unfamiliar to many students and require advanced skills to use successfully. Based on these findings the social networking model is now being run as a pilot study by business programmes at Northumbria University

    Factors shaping the evolution of electronic documentation systems

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    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments

    High school teachers\u27 perspectives on effective approaches for teaching biology to students with special needs

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    The demands of national educational reforms require high school biology teachers to provide high quality instruction to students with and without special needs. The reforms, however, do not provide teachers with adequate teaching strategies to meet the needs of all students in the same context. The purpose of this grounded theory study was to understand high school biology teachers\u27 perspectives, practices, and challenges in relation to teaching students with special needs. This approach was used to develop a substantive model for high school biology teachers who are challenged with teaching students with and without special needs. Data were collected via in-depth interviews with 15 high school teachers in a Midwestern school district. The data were analyzed using open coding, axial coding, and selective coding procedures in accordance with the grounded theory approach. Essential model components included skills and training for teachers, classroom management strategies, teaching strategies, and student skills. The emergent substantive theory indicated that that teacher preparation and acquired skills greatly influence the effectiveness of inclusion implementation. Key findings also indicated the importance of using of a variety of instructional strategies and classroom management strategies that address students\u27 special needs and their learning styles. This study contributes to social change by providing a model for teaching students and effectively implementing inclusion in regular science classrooms. Following further study, this model may be used to support teacher professional development and improve teaching practices that in turn may improve science literacy supported by the national educational reforms

    Designing module “Presence and Online Tutoring” for the massive open online course “Ict Tools for E-Learning”

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    The authors disclose their experience of designing one module of the course, considering main steps in the process, specifics of the teamwork, the module’s structure and content, forms of the teaching material representation, ICT tools applied. The study is accompanied with a list of problems which were encountered during the process of the module design, and solutions found in the process of work. Due to the fact that MOOC remains to be a pedagogical novice and there is a scarcity of instructions on designing the MOOC course, the study is believed to contribute to the development of the MOOC methodology and instructional design in online learning by sharing actual experience and discussing applied problems. The methods of the research include literature analysis, reviewing the findings of the recent projects and case studies in the area of MOOC, analysis of the authors’ own experienc

    Development and evaluation of a lesson authoring tool for AutoTutor

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    This paper describes the process of developing an Electronic Performance Support System (EPSS) for AutoTutor 3D. The new architecture of AutoTutor 3D has four models: Domain model, Student model, Tutor model and Interface model. To date, the complexity of authoring the scripts used by AutoTutor has presented a significant challenge. Creation of a tool to simplify this process gives us the ability to disseminate AutoTutor across many different domains. The tool was created using a rapid prototyping approach and incorporates real world case based scenarios based on actual teacher experience with the tool, and a point-and-query help system. This tool and the model for its design may inform the development of similar EPSSs in the future

    The Structure and Dynamics of Schools and Business: Do They Face Similar Issues?

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    The main aims of the report are to: (1) gain a better understanding of key economic forces shaping choices available to schools; (2) build up our practical knowledge of how other organisations deal with the kinds of issues facing schools; and (3) bridge the gap between the view that economics has nothing useful to say about how to organise education and the view that education is just another business and should be treated as such. The report draws on analogies from the business world to highlight parallels between the operating environment facing schools and businesses. It also identifies some important features of schooling which do not have a strong parallel in the business world, which suggests care needs to be taken not to draw too much from any individual example.

    Cognitive Learning From Computer-based Information Systems By Incorporating Knowledge Construction Interventions

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    The aim of the present study was to develop and empirically evaluate different categories of instructional activities, which stimulate the generation and construction of knowledge on the part of an individual student. These generative activities are primed by prompts or scaffolds, which can easily be inserted into specific curriculum addressing any domain of knowledge. To assess the manner in which the knowledge construction interventions influence the learning outcomes from computerized information systems, we have developed an online computer-based information system that describes the functions and mechanisms associated with the bus system of the US army Abrams M1A2 tank. Seven versions of this interactive instructional computer system were developed for this research; the type of prompt was manipulated among the seven experimental conditions. The seven experimental conditions were control, sentence completion, sentence generation, system provided questions, self-generated questions and answers, system provided advanced organizers, and generated advanced organizers. The results from this study provided strong evidence that the integration of knowledge construction interventions within the curriculum material have improved understanding of the curriculum content and reasoning about such content over and above the mere presentation and study of the curriculum. The research also delineated a practical way on how to incorporate and operationally integrate the knowledge construction interventions within computer-based information systems

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Affective educational games and the evolving teaching experience

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    Teaching methods must adapt to learners’ expectations. Computer game-based learning environments enable learning through experimentation and are inherently motivational. However, for identifying when learners achieve learning goals and providing suitable feedback, Intelligent Tutoring Systems must be used. Recognizing the learner’s affective state enables educational games to improve the learner’s experience or to distinguish relevant emotions. This chapter discusses the creation of an affective student model that infers the learner’s emotions from cognitive and motivational variables through observable behavior. The control-value theory of ‘achievement emotions’ provides a basis for this work. A Probabilistic Relational Models (PRMs) approach for affective student modeling, which is based on Dynamic Bayesian Networks, is discussed. The approach is tested through a prototyping study based on Wizard-of-Oz experiments and preliminary results are presented. The affective student model will be incorporated into PlayPhysics, an emotional game-based learning environment for teaching Physics. PRMs facilitate the design of student models with Bayesian Networks. The effectiveness of PlayPhysics will be evaluated by comparing the students’ learning gains and learning efficiencies.</jats:p
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