4,980 research outputs found

    Editor’s Welcome

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    Welcome to this special edition of the Journal of Computing in Higher Education. (First paragraph) The articles in this issue focus on the instructional design process and the preparation of instructional designers. Instructional design is traditionally closely aligned with instructional technology; so much so that many refer to the discipline as instructional design/technology. We are honored to serve as guest editors for this special issue of JCHE and hope the articles that comprise this issue help articulate critically important aspects of the instructional design process as well as issues associated with the education of instructional designers

    MOOC-making and open educational practices in the Journal of Computing in Higher Education

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    MOOCs have been seen as holding promise for advancing Open Education. While the pedagogical design of the first MOOCs grew out of the Open Education Movement, the current trend has MOOCs exhibiting fewer of the original openness goals than anticipated. The aim of this study is to examine the practices and attitudes of MOOC educators at an African university and ask whether and how their practices and attitudes become open after creating and teaching a MOOC. Activity Theory is used to contextually locate the educators’ motivations and to analyse their practices in terms of striving towards an object. With this lens we describe how educators’ openness-related practices and attitudes change over time in two different MOOCs. Two sets of conceptions of open practices are used to detect instances of change, providing four dimensions of changed open educational practices. Semi-structured interviews, focus groups, and artefacts provide data for this rare study, which considers these issues from the perspective of the Global South. Through studying the educators’ practices in relation to openness, it becomes evident how open practices are emergent and responsive

    Different Aspects of the Emerging OER Discipline

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    The more recent interpretation of open education is related to open education resources (OER), open education practice (OEP), and open access publishing. Although related to the original, distance education based interpretation, there is a distinct community around these areas. The inception of the OER movement, which can be dated as 2001, can be viewed as the basis for the open education movement. Although still relatively recent, this provides a sufficient timeframe for different sub- communities to develop with a range of priorities and interests. Based upon a content analysis of the OER Knowledge Cloud repository, this article examines the emerging sub-cultures within open education practice. Ten types of research article are identified that represent different approaches and issues for the groups involved

    Examining Mobile Technology in Higher Education: Handheld Devices In and Out of the Classroom

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    This study followed an innovative introduction of mobile technology (i.e., BlackBerry® devices) to a graduate level business program and documented students’ use of the technology from the time students received the devices to the end of their first term of study. Students found the BlackBerry® device easy to use, and were optimistic regarding its potential role as an instructional tool. Students were self-directed in their use of the devices and found ways to use them within and outside of their classroom even when specific uses were not provided by instructors. Students used their devices most frequently for communication purposes outside the classroom through applications such as BlackBerry Messenger. Overall, although supporting a modest positive view toward this initial introduction to mobile technology as a learning tool, classroom instructional use was more limited than student-directed use in and outside the classroom. A comprehensive examination of the instructional pedagogy that best supports the potential of mobile technology as a self-directed learning tool is necessary to address the limitations seen in this implementation

    Reality in the Classroom: Teaching Critical Thinking with Scenarios

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    One of the challenges for hospitality educators is to develop critical thinking skills in the future leaders of the industry. It is often thought that students will develop this skill as a by product of course work, but research indicates that it must be explicitly taught.https://digitalscholarship.unlv.edu/btp_expo/1077/thumbnail.jp

    The Nature of Hypertext: Background and Implications for Librarians

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    Flexible virtual environments: Gamifying immersive learning

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    © Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways to enable interactive immersive experiences [16]. The opportunities these create in learning and training applications are immense: but create new challenges . Meanwhile, current virtual learning environments are typically web or app based technologies, sometimes perceived as having little value added from a user perspective beyond improved User Interfaces to access some content [6]. The challenge is how the human computer interaction features of such VE platforms may be used in education in a way that adds value, especially for computer mediated instruction. This paper will outline some of the issues, and opportunities, as well as some of the open questions about how such technologies can be used effectively in a higher education context, along with a proposed framework for embedding a learning engine within a virtual reality or environment system. Three-dimensional technologies: from work-walls, through CAVES to the latest headsets offer new ways to immerse users in computer generated environments. Immersive learning [1] is increasingly common in training applications, and is beginning to make inroads into formal education. The recent rise in such off-the-shelf technologies means that Augmented Learning becomes a realistic mainstream tool [13]. Much of this use is built in game environments using game engines, where these serious games provide learning effects as an intended consequence of playing

    Visualising mixed reality simulation for multiple users

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    Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach
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