54 research outputs found

    Resilient Pedagogy: Practical Teaching Strategies to Overcome Distance, Disruption, and Distraction

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    Resilient Pedagogy offers a comprehensive collection on the topics and issues surrounding resilient pedagogy framed in the context of the COVID-19 pandemic and the social justice movements that have swept the globe. As a collection, Resilient Pedagogy is a multi-disciplinary and multi-perspective response to actions taken in different classrooms, across different institution types, and from individuals in different institutional roles with the purpose of allowing readers to explore the topics to improve their own teaching practice and support their own students through distance, disruption, and distraction

    A Semantic Basis for Meaning Construction in Constructivist Interactions

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    Curriculum & course design: preparing graphic design & visual communication students

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    For a majority of undergraduate design students, their education will lead them to a professional career in professional design practice. It is important to understand how that outcome is connected with a design education. Graphic design and visual communication students are taught differently from university to university, college to college. The intent of this thesis is to fully understand curriculum and course design and how each can be best modified to allow for changing practices in the industry as well as constantly changing technology. There is great importance in understanding the needs for a design education as well as the needs for what that design education offers students. A recursive method of curriculum and course design would allow for more frequent changes in a design education, allowing for flexibility in a student\u27s education. Additionally, an assessment tool can be developed to regularly capture the needs of the industry and to collect data on where recent graduates of design programs feel they would have benefited from more education. How much of a design education should be taught in school and how much should be left up to experiential learning

    ASQ: active learning with interactive web presentations and classroom analytics

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    Today it is commonly accepted that the effectiveness of instructional technology, measured as improvement over the learning outcomes of students, is highly correlated with the learning environment, the applied pedagogies and the goals of the participants of the learning process. The often applied passive lecture model and the undirected use of modern technology such as student laptops and smartphones has been associated with increased levels of inattention and poor student performance. To address this, our work is focused on creating instructional technology for orchestrating traditional post-secondary brick-and-mortar classrooms of computer science education where active learning is the pedagogy of choice. We promote active learning during interactive lectures featuring retrieval practice with open practice question types of all answer depth formats (recognition, cued/free recall) directly integrated with slides. These turn student devices from a source of distraction to a learning affordance. Moreover, we take advantage of modern real-time Web technologies and machine learning techniques to allow timely and effortless gathering, assessment and classification of all student responses and activity during lectures thus tackling issues of scale with extrinsic classroom activities. This dissertation introduces ASQ, a Web application for increasing teacher awareness by (i) turning student’s devices from distraction tools to learning affordances; (ii) facilitating the application of active learning with the use of question types of various formats and depth; and (iii) utilizing real-time data analytics to facilitate the collection of students submissions, accelerate feedback cycles and infer student behaviors dynamics. With ASQ lecture slides are transformed into an interactive social playground for knowledge construction where students experiment with the presented material (individually or collaboratively), answer questions and continuously give feedback about the lecture quality. We reinforce the role of teachers as the driver of classroom activity by providing them with information to follow the progress of the learning process, spot learning gaps or misconceptions early and provide feedback when needed. We begin by focusing on the engineering aspects of such an application and discusses in depth how to architect interactive presentations for the Web and design an extensible set of active learning question types for live audiences. Next, we move to the educational technology domain and combine several longitudinal case studies in real-world computer science courses involving hundreds of students, which showcase the potential of a data-driven approach to infer students dynamics and design more engaging lectures, with student and instructor evaluation studies of ASQ to confirm its the suitability as lecturing tool in the modern classroom

    Collaborative video editing

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    Samarbeid i videoredigering Denne avhandlingen tar opp følgende spørsmål: Hvordan kan vi støtte samarbeid i videoredigering? I ulike anvendelsesområder, som skriving og design, er bruk av samarbeidsverktøy utbredt. Likevel er programvare for videoredigering i hovedsak utviklet for individuell bruk. Videoredigering bør forstås som en sosial aktivitet og blir i profesjonelle sammenhenger ofte utført som et samarbeid mellom ulike aktører. Basert på intervjuer og designverksteder, undersøker denne avhandlingen hvordan videoredigerere samarbeider og utforsker mulighetsrommet for å støtte samarbeid i videoredigering gjennom design av nye løsninger. I tre studier undersøker denne avhandlingen videoredigering fra tre perspektiver. Først undersøker den samarbeidspraksiser blant profesjonelle videoredigerere og identifiserer ulike strategier og sosiale mekanismer som brukes for å oppnå enighet mellom aktørene som er involvert i videoproduksjon. Denne første studien identifiserer ni temaer som beskriver hvordan videoredigerere håndterer usikkerhet og oppnår enighet, spesielt gjennom organisatoriske mekanismer, dokumentasjon og ikoniske referanser. Studien foreslår også tre ulike retninger for design av nye løsninger for å støtte samarbeid i videoredigering. Det andre studiet undersøker videoproduksjon fra et organisatorisk perspektiv, med fokus på en pågående overgang til distribuert arbeid og dets innvirkning på videoproduksjon. Den andre studien skisserer de kortsiktige og langsiktige implikasjonene av å innføre distribuerte arbeidsformer i TV-produksjonsorganisasjoner under COVID-19-pandemien. Den siste studien ser på samarbeid i videoredigering som et designproblem og presenterer designideer for hvordan man kan støtte et slikt samarbeid. I tillegg peker denne studien på utfordringer som kan være til hinder for innføringen av nye videoredigeringsverktøy som skal støtte samarbeid. Ved å sammenstille resultatene fra de tre studiene, samt analysere tidligere forskning og eksisterende videoredigeringsverktøy, identifiserer avhandlingen tre designtilnærminger for å støtte samarbeid i videoredigeringsprogramvare: holistisk, skreddersydd og konfigurerbar. Selv om disse tilnærmingene diskuteres med tanke på samarbeid i videoredigeringspraksiser, kan de tilby et bredere analytisk rammeverk for å vurdere utformingen av samarbeidsverktøy også for andre anvendelsesområder.This thesis addresses the following question: how can collaboration be supported in video editing? In many domains, such as writing and design, collaborative tools have become common and widespread. However, video-editing software is still predominantly designed for solo users. Nevertheless, video editing is a social activity that, in a professional setting, often involves various people working together. Based on interviews and design workshops, this thesis investigates the collaborative practices of video editors and explores the design space of collaborative video editing. In three studies, this thesis looks at video editing from three angles. First, it investigates the collaborative practices of video editors and identifies the strategies and social mechanisms they employ to reach agreements with various parties involved in the videoproduction process. The first study identifies nine themes that characterise the ways video editors manage uncertainties and reach agreements, particularly through organisational mechanisms, documentation, and iconic referencing. The study also suggests three design paths to explore further. Second, it examines video production from an organisational point of view, focusing on the recent shift towards remote work and its impact on video production. The second study delineates the short-term and long-term implications of adopting remote work in TV production organisations during the COVID-19 pandemic. Third, it approaches collaborative video editing as a design problem and offers design ideas to enhance collaboration. Additionally, it uncovers challenges that might impede the adoption of new collaborative video-editing tools. In synthesising the results of the three studies, as well as analysing previous research and existing video-editing tools, this thesis identifies three design approaches for supporting collaboration in video-editing software: holistic, tailored, and configurable. While discussed in the context of collaborative video editing, these approaches offer a broader analytical framework for considering the design of collaborative production tools.Doktorgradsavhandlin

    Testing a Process Model for Student Project Teams in Higher Education with the Relationships Among Shared Leadership, Psychological Safety, Team Processes, Team Performance, and Creativity

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    The use of face-to-face and virtual teams has become a popular method of instruction in higher education. The popularity of working in teams has increased because effective teams are associated with positive learning outcomes. However, as students have different values and backgrounds, communication issues or conflict among team members may occur. Therefore, team researchers have placed a growing emphasis on positive team contexts (psychologically safety and shared leadership) that enable team processes, team performance, and creativity. To enhance the team processes and performance in both virtual and face-to-face student project teams in higher education, it is necessary to examine the critical factors that led to better outcomes. Therefore, the purpose of this study is to test a holistic team process model in student project teams in higher education. First, the team process factors were examined in face-to-face team samples using exploratory factor analysis. Second, the team process measurement was verified with virtual team samples using confirmatory factor analysis. Then, the relationships among team process enablers, team processes, and team performance and creativity were examined using structural question modeling. It was concluded that the role of shared leadership positively influenced students’ teamwork processes, such as goal commitment, shared identity, and trust, which improved their performance and creativity. This team process model will provide a guide for further exploration of possible intervening variables that may increase team performance when shared leadership plays a role

    Developing Learning System in Pesantren The Role of ICT

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    According to Krashen's affective filter hypothesis, students who are highly motivated have a strong sense of self, enter a learning context with a low level of anxiety, and are much more likely to become successful language acquirers than those who do not. Affective factors, such as motivation, attitude, and anxiety, have a direct impact on foreign language acquisition. Horwitz et al. (1986) mentioned that many language learners feel anxious when learning foreign languages. Thus, this study recruits 100 college students to fill out the Foreign Language Classroom Anxiety Scale (FLCAS) to investigate language learning anxiety. Then, this study designs and develops an affective tutoring system (ATS) to conduct an empirical study. The study aims to improve students’ learning interest by recognizing their emotional states during their learning processes and provide adequate feedback. It is expected to enhance learners' motivation and interest via affective instructional design and then improve their learning performance

    Looking BK and Moving FD: Toward a Sociocultural Lens on Learning with Programmable Media

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    Part of the Volume on Digital Young, Innovation, and the Unexpected This chapter is a look back at ideas about programming as a form of digital media for learning in the mid-1990s to help realize more of the potential of these tools in the future. It presents a close examination of the work of children who became fluent in programming animations, games, and interactive stories using MicroWorlds Logo. A vignette from the creation of a movie remix by African American girls in a culturally relevant school is analyzed. Their work supports a constructionist perspective that children can learn both programming and other subject-matter ideas through creating personally meaningful projects with programmable media. Unexpected from this view is that the children brought practices from living culturally to define and produce their project and that these cultural practices were integral to their learning. Implications are outlined for educators, policy makers, and researchers to use views of culture in learning with programmable media to connect more children to the benefits of these media

    Digital Youth with Disabilities

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    An examination of media and technology use by school-aged youth with disabilities, with an emphasis on media use at home.Most research on media use by young people with disabilities focuses on the therapeutic and rehabilitative uses of technology; less attention has been paid to their day-to-day encounters with media and technology—the mundane, sometimes pleasurable and sometimes frustrating experiences of “hanging out, messing around, and geeking out.” In this report, Meryl Alper attempts to repair this omission, examining how school-aged children with disabilities use media for social and recreational purposes, with a focus on media use at home. In doing so, she reframes common assumptions about the relationship between young people with disabilities and technology, and she points to areas for further study into the role of new media in the lives of these young people, their parents, and their caregivers.Alper considers the notion of “screen time” and its inapplicability in certain cases—when, for example, an iPad is a child's primary mode of communication. She looks at how young people with various disabilities use media to socialize with caregivers, siblings, and friends, looking more closely at the stereotype of the socially isolated young person with disabilities. And she examines issues encountered by parents in selecting, purchasing, and managing media for youth with such specific disabilities as ADHD and autism. She considers not only children's individual preferences and needs but also external factors, including the limits of existing platforms, content, and age standards
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