209,459 research outputs found

    THEORY-DRIVEN DESIGN OF A MOBILE-LEARNING APPLICATION TO SUPPORT DIFFERENT INTERACTION TYPES IN LARGE-SCALE LECTURES

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    Universities face increasing numbers of students leading to increasingly large lectures, and decreasing interaction and collaboration, which are important factors for learning success and satisfaction. The use of IT can help overcoming this challenge by increasing the interaction in large-scale lectures without massively increasing the workload of lecturers. In this research-in-progress paper, we present the design and pre-test of a mobile-learning application aiming to increase the interaction in large-scale lectures and the learning success of learners. For designing our application, we follow a design science research approach. We rely on insights from interaction theory as well as requirements gathered from lecturers and students in a focus group workshop. A pre-test of our application showed high valus for Perceived Usefulness, User Satisfaction, and Perceived Presentation Quality for the overall application and moreover high valus for Performance Expectancy and Intention to Use of all but one functions. The results show that the application is ready for being used in large-scale lectures. As a next step, the application will be used in one of our large-scale lectures aiming to evaluate whether using our application has a positive impact on interaction, satisfaction and learning success

    MANAGING THE MASSES - DEVELOPING AN EDUCATIONAL DASHBOARD FOR LECTURERS IN LARGE-SCALE LECTURES

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    The article presents a method to the development of a dashboard for large-scale lectures (more than 100 students) based on information derived from educational IT-applications, which play an increasingly important role in the field of university education. Via mobile devices, IT-applications enable students to interact with lecturers as well as their fellow students in large-scale settings, e.g. forum or chat. From a service perspective, lectures can be enhanced by the real-time provision of relevant and useful data. However, data created by the use of IT applications is not yet systematically used to support lecturers\u27 tasks, i.e,. by providing contents in a well-defined course setting. Feedback comes in the guise of information gathered through the adoption of said devices, e.g,. on what students have understood and which students are intellectually engaged. We are thus in the process of developing a dashboard, which collects information during the lectures to support lecturers\u27 increasing interaction. We are collecting design requirements based on experts and the literature. These have led to a mock-up which we designed according to literature and expert requirements. We introduce our planned steps to validate the proposed design guidelines through the implementation and evaluation of a proof-of-concept prototype dashboard

    Measuring the Affordances of Studying in a Virtual World

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    There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe

    A hybrid method for the analysis of learner behaviour in active learning environments

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    Software-mediated learning requires adjustments in the teaching and learning process. In particular active learning facilitated through interactive learning software differs from traditional instructor-oriented, classroom-based teaching. We present behaviour analysis techniques for Web-mediated learning. Motivation, acceptance of the learning approach and technology, learning organisation and actual tool usage are aspects of behaviour that require different analysis techniques to be used. A hybrid method based on a combination of survey methods and Web usage mining techniques can provide accurate and comprehensive analysis results. These techniques allow us to evaluate active learning approaches implemented in form of Web tutorials

    Involving External Stakeholders in Project Courses

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    Problem: The involvement of external stakeholders in capstone projects and project courses is desirable due to its potential positive effects on the students. Capstone projects particularly profit from the inclusion of an industrial partner to make the project relevant and help students acquire professional skills. In addition, an increasing push towards education that is aligned with industry and incorporates industrial partners can be observed. However, the involvement of external stakeholders in teaching moments can create friction and could, in the worst case, lead to frustration of all involved parties. Contribution: We developed a model that allows analysing the involvement of external stakeholders in university courses both in a retrospective fashion, to gain insights from past course instances, and in a constructive fashion, to plan the involvement of external stakeholders. Key Concepts: The conceptual model and the accompanying guideline guide the teachers in their analysis of stakeholder involvement. The model is comprised of several activities (define, execute, and evaluate the collaboration). The guideline provides questions that the teachers should answer for each of these activities. In the constructive use, the model allows teachers to define an action plan based on an analysis of potential stakeholders and the pedagogical objectives. In the retrospective use, the model allows teachers to identify issues that appeared during the project and their underlying causes. Drawing from ideas of the reflective practitioner, the model contains an emphasis on reflection and interpretation of the observations made by the teacher and other groups involved in the courses. Key Lessons: Applying the model retrospectively to a total of eight courses shows that it is possible to reveal hitherto implicit risks and assumptions and to gain a better insight into the interaction...Comment: Abstract shortened since arxiv.org limits length of abstracts. See paper/pdf for full abstract. Paper is forthcoming, accepted August 2017. Arxiv version 2 corrects misspelled author nam

    How, Where, And When Do Students Experience Meaningful Learning?

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    Meaningful learning occurs when learners actively connect new information to prior knowledge, leading to benefits in engagement and knowledge retention and transfer. Consequently, STEM courses increasingly seek to employ such practices in their programs. Currently, little is known about students’ beliefs regarding the value of meaningful learning and which formats promote it. However, insight into the student perspective is essential to effectively (re)design courses to support this type of learning. We surveyed a large cohort of biosciences students (N = 321) to determine which class formats (lectures, workshops, practicals) and delivery modes (online, face-to-face) they believe maximise opportunities for meaningful learning. Likert scale questions and inductive thematic analysis of open-ended questions showed students believe meaningful learning is most likely during in-person workshop or practical sessions, mainly through knowledge application, problem solving, and interaction with peers and educators. By contrast, students view inadequate opportunities to check understanding, lack of engagement or challenge, and difficulty interacting with peers and educators as barriers to meaningful learning. These findings provide a framework for educators to increase opportunities for students to engage in meaningful learning in their courses

    Web based lecture technologies: blurring the boundaries between face to face and distance learning

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    Web based lecture technologies (WBLT) have gained popularity amongst universities in Australia as a tool for delivering lecture recordings to students in close to real time. This paper reports on a selection of results from a larger research project investigating the impact of WBLT on teaching and learning. Results show that while staff see the advantages for external students, they question the extent to which these advantages apply to internal students. In contrast both cohorts of students were positive about the benefits of the technologies for their learning and they adopted similar strategies for their use. With the help of other technologies, some external students and staff even found WBLT useful for fostering communication between internal and external students. As such, while the traditional boundary between internal and external students seems to remain for some staff, students seem to find the boundary much less clear
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