247,786 research outputs found
Software scaffolds to promote regulation during scientific inquiry learning
This research addresses issues in the design of online scaffolds for regulation within inquiry learning environments. The learning environment in this study included a physics simulation, data analysis tools, and a model editor for students to create runnable models. A regulative support tool called the Process Coordinator (PC) was designed to assist students in planning, monitoring, and evaluating their investigative efforts within this environment. In an empirical evaluation, 20 dyads received a âfullâ version of the PC with regulative assistance; dyads in the control group (nâ=â15) worked with an âemptyâ PC which contained minimal structures for regulative support. Results showed that both the frequency and duration of regulative tool use differed in favor of the PC+ dyads, who also wrote better lab reports. PCâ dyads viewed the content helpfiles more often and produced better domain models. Implications of these differential effects are discussed and suggestions for future research are advanced
Learning 21st century science in context with mobile technologies
The paper describes a project to support personal inquiry learning with handheld and desktop technology between formal and informal settings. It presents a trial of the technology and learning across a school classroom, sports hall, and library. The main aim of the study was to incorporate inquiry learning activities within an extended school science environment in order to investigate opportunities for technological mediations and to extract initial recommendations for the design of mobile technology to link inquiry learning across different contexts. A critical incident analysis was carried out to identify learning breakdowns and breakthroughs that led to design implications. The main findings are the opportunities that a combination of mobile and fixed technology bring to: manage the formation of groups, display live visualisations of student and teacher data on a shared screen to facilitate motivation and personal relevance, incorporate broader technical support, provide context-specific guidance on the sequence, reasons and aims of learning activities, offer opportunities to micro-sites for reflection and learning in the field, to explicitly support appropriation of data within inquiry and show the relation between specific activities and the general inquiry process
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Scientific Literacy in the digital age: tools, environments and resources for co-inquiry
This paper describes some European and International projects to promote Scientific Literacy in the digital age as well as technologies, environments and resources for co-inquiry. The aim of this research is also to describe computer applications, software tools and environments that were designed to support processes of collaborative inquiry learning to promote Scientific Literacy. These tools are analyzed by describing their interfaces and functionalities. The outcomes of this descriptive research points out some effects on student learning and competences developed known from the literature. This paper argues the importance of promoting scientific citizenship not only through schools and Universities (formal learning), but also non-credit online courses and community-based learning programmes (non-formal context), as well as daily life activities, educational open digital materials through social networks (informal scenario)
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From design to narrative: the development of inquiry-based learning models
The University of Nottingham and the Open University are partners in a ca. ĂÂŁ1.2m project to help school students learn the skills of modern science. The three-year project, Personal Inquiry (PI) (funded by the UK ESRC and EPSRC research councils), is developing a new approach of 'scripted inquiry learning', where children investigate a science topic with classmates by carrying out explorations between their classroom, homes and discovery centres, guided by a personal computer. This paper describes our progress to date on the development of four models for inquiry-based learning, as part of the PI project. These are being used as the basis for the development of educational scenarios and associated scripts to explore the use of mobile technologies in supporting an inquiry-based approach to teaching Scientific thinking across formal and informal learning
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas â experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
Introducing digital literacy skills through IBL: A comparative study of UG and PG business information systems students
This paper reports a comparative study of Inquiry-Based Learning (IBL) at Undergraduate (UG) and
Postgraduate (PG) levels at a university in the north west of England. Both student cohorts undertook a
professional, legal and ethical module centred on IT. This study focuses on how the different student cohorts
approached this style of teaching, and how it impacted on overall student engagement throughout the
semester. IBL was introduced in the 2009-2010 academic years; to the UG students in the first semester and
the PG students in the second semester. Key observations gained from the study were unexpected in that the
UG level students fully embraced the IBL approach, they maintained a high attendance level throughout the
semester, and all preliminary and formative assessment work/tasks were eagerly completed. Ultimately, this
developed studentsâ information literacy skills. PG students enjoyed the in-class IBL activities, but actively
avoided module preparation and formative assessment work/tasks, and so minimized their opportunities to
develop rich digital literacy skills. This study highlights potential enablers required to employ IBL techniques
successfully
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Scientific literacy through co-inquiry based on non-formal and informal learning
This paper presents a collaborative research on scientific citizenship developed by the Open University UK (OU) through the weSPOT project for inquiry based learning and the Universidade do Estado da Bahia (UNEB) responsible for coordinating the Telecentros.BR training programme for Digital Inclusion in Brazil. The European weSPOT project (2013-2015) is a working environment with social, personal and open technologies for inquiry based learning (IBL). The Telecentros.BR training programme (2013-2014) is a non-credit online course supported by the Brazil Government, whose participants are more than 2000 young educators in diverse areas with low access to digital technology. The role of these young educators is to promote better use of ICT and support the Telecentro.BRâs projects created by the communities for their development in various dimensions. The objective of this research is to create a framework for applying collaborative inquiry to scaffold citizenâs scientific skills through digital technologies. This framework, drawn on qualitative and quantitative study, synthesizes key abilities related to multiple literacies to foster scientific skills in the digital age of open education, open science and open citizenship
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Out there and in here: design for blended scientific inquiry learning
One of the beneïŹts of mobile technologies is to combine âthe digitalâ (e.g., data, information, photos) with âïŹeldâ experiences in novel ways that are contextualized by peopleâs current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ïŹeld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ïŹrst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ïŹeld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ïŹeld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiïŹc inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciïŹc investigation). Middleware between tabletop âsurfaceâ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ïŹndings reveal issues around equity, ownership and professional identity
Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire
This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry learning and citizen science, combined with user experience studies involving more than 200 users. These have informed a concept that we have termed âcitizen inquiryâ, which engages members of the public alongside scientists in setting up, running, managing or contributing to citizen science projects with a main aim of learning about the scientific method through doing science by interaction with others. A design-based research (DBR) methodology was adopted for the iterative design and evaluation of citizen science tools. DBR was focused on the refinement of a central concept, âcitizen inquiryâ, by exploring how it can be instantiated in educational technologies and interventions. The empirical evaluation and iteration of technologies involved three design experiments with end users, user interviews, and insights from pedagogy and user experience experts. Evidence from the iterative development of nQuire led to the production of a set of interaction design principles that aim to guide the development of online, learning-centred, citizen science projects. Eight design guidelines are proposed: users as producers of knowledge, topics before tools, mobile affordances, scaffolds to the process of scientific inquiry, learning by doing as key message, being part of a community as key message, every visit brings a reward, and value users and their time
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