7,019 research outputs found

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    Applying science of learning in education: Infusing psychological science into the curriculum

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    The field of specialization known as the science of learning is not, in fact, one field. Science of learning is a term that serves as an umbrella for many lines of research, theory, and application. A term with an even wider reach is Learning Sciences (Sawyer, 2006). The present book represents a sliver, albeit a substantial one, of the scholarship on the science of learning and its application in educational settings (Science of Instruction, Mayer 2011). Although much, but not all, of what is presented in this book is focused on learning in college and university settings, teachers of all academic levels may find the recommendations made by chapter authors of service. The overarching theme of this book is on the interplay between the science of learning, the science of instruction, and the science of assessment (Mayer, 2011). The science of learning is a systematic and empirical approach to understanding how people learn. More formally, Mayer (2011) defined the science of learning as the “scientific study of how people learn” (p. 3). The science of instruction (Mayer 2011), informed in part by the science of learning, is also on display throughout the book. Mayer defined the science of instruction as the “scientific study of how to help people learn” (p. 3). Finally, the assessment of student learning (e.g., learning, remembering, transferring knowledge) during and after instruction helps us determine the effectiveness of our instructional methods. Mayer defined the science of assessment as the “scientific study of how to determine what people know” (p.3). Most of the research and applications presented in this book are completed within a science of learning framework. Researchers first conducted research to understand how people learn in certain controlled contexts (i.e., in the laboratory) and then they, or others, began to consider how these understandings could be applied in educational settings. Work on the cognitive load theory of learning, which is discussed in depth in several chapters of this book (e.g., Chew; Lee and Kalyuga; Mayer; Renkl), provides an excellent example that documents how science of learning has led to valuable work on the science of instruction. Most of the work described in this book is based on theory and research in cognitive psychology. We might have selected other topics (and, thus, other authors) that have their research base in behavior analysis, computational modeling and computer science, neuroscience, etc. We made the selections we did because the work of our authors ties together nicely and seemed to us to have direct applicability in academic settings

    Authentic learning in interactive multimedia environments

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    The instructional technology community is in the midst of a philosophical shift from a behaviourist to a constructivist framework, a move that may begin to address the growing rift between formal school learning and real-life learning. One theory of learning which has the capacity to promote authentic learning is that of situated learning. The purpose of the study was to investigate the way students learn from an interactive multimedia package and learning environment based on a situated learning model. To do this, it was necessary to identify the critical characteristics of a situated learning model based on the extensive literature on the subject. An interactive multimedia learning environment for university level students was then designed according to these characteristics of a situated learning model. The learning environment comprised an interactive multimedia program on assessment in mathematics, together with recommended implementation conditions in the classroom. Specifically, the research sought to investigate the way preservice teachers used interactive multimedia based on a situated learning model, how they responded to the critical elements of the situated learning environment, what types of higher-order thinking they used as they worked with the program, and whether learning transferred to their professional teaching practice in schools. The research took the form of an interpretive, qualitative study. The major methods of data collection were videotaping of preservice teachers using the interactive multimedia program, observation, and interviews with both the preservice teachers and their supervising teachers in schools. Data was analysed using techniques of qualitative analysis recommended by Eisner (1991) and Miles and Huberman (1994). Findings suggest that the use of the situated learning model was a successful alternative to the system models frequently used for the development of interactive multimedia, and one that enabled students to freely navigate a complex resource. When implemented with all the characteristics defined in the model, it appeared to provide an effective framework for the design of an environment for the acquisition of advanced know ledge. Students used a substantial amount of higher-order thinking, relatively little social and lower order talk, and a moderate amount of procedural talk as they worked with the assessment program. While on their professional practice in schools, the students used a variety of assessment techniques to assess children\u27s learning, and they were able to speak knowledgably and confidently about the issue of assessment, supporting the view that they had incorporated their learning deeply into their cognitive structures. According to the beliefs of the students themselves, the multimedia program appeared to influence the types of strategies they employed and their thinking about assessment as they taught mathematics and other classes during their professional practice. The major implication of the research is that new learning theory can inform the instructional design of interactive multimedia. For implementation in contexts of advanced knowledge acquisition, an instructional design model based on situated learning is an effective substitute for the traditional instructional systems model. Further implications are that excessive intervention by the developer in providing interaction between the program and the learner is not necessary, and that multimedia materials are best designed and implemented socially, not as independent instruction for individual learners. At the conclusion of the thesis, extensive recommendations for further research, both systemic and analytic, are provided

    Using Technology to Facilitate Modeling-Based Science Education: Lessons Learned from a Meta-analysis of Empirical Research

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    This study focused on the integration of technologies in regular science teaching within the pedagogical framework of modeling-based instruction (MBI), a well-established instructional method in science education, and aimed to identify new trends of technology integration in MBI, explore the particular features (Interactivity, Collaboration, and Scaffolding) and affordances of new technologies, and examine the effect of technology-supported MBI on students learning outcomes. By analyzing empirical MBI studies from 2000 to 2010 through a meta-analysis and qualitatively reviewing studies from 2011-2016, this study shared three major findings: (1) computer-based software was the most commonly used technology in MBI, with Internet and mobile technologies rarely used, thus indicating an alarming gap between technology advancement and its integration in education; (2) the majority of technologies used in MBI were considered highly-interactive, but collaborative and scaffolding features of MBI technologies were rarely discussed in MBI literature; (3) technology-supported MBI had an overall much higher effect size on students’ science learning performance. Implications and suggestions for future research were also discussed

    Influence of Self-Assessment Scripts on Self-Regulated Learning and Students\u27 Performance in a Multimedia Environment

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    Multimedia learning may be more effective than text-only methods. Researchers have not examined the effects of metacognitive strategies on self-regulated learning (SR) within multimedia learning environments (MLE). The purpose of this quasi-experimental study was to examine potential differences in learning and SR skills between students who use a script as a self-assessment tool and students who do not, while creating a conceptual map. The cognitive-affective theory of learning with media was used to frame the study. The sample included 87 secondary school students from a public school in Puerto Rico, enrolled in 11th and 12th grade English courses. Control and treatment groups completed a questionnaire to measure group difference in goal orientations at the beginning of the study. A t-test results indicated differences between the groups in disposition, and motivation variables. SR was measured before and after the implementation process through questionnaires. A 1-way ANOVA showed no differences in SR skills used by both groups. Results showed no differences in learning in both groups. A multiple regression was run to predict learning from group, disposition, and motivation variables. Results indicated the variable group as the most significant predicting the learning process. These results may encourage more research on SR strategies including a focus on different academic content, self-assessment instruments, and variables related to SR in MLE. These findings can contribute to positive social change in guiding teachers, students, and multimedia designers to develop MLE and SR processes to enhance student performance and obtain better academic results

    How does the Type of Task Influence the Performance and Social Regulation of Collaborative Learning?

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    In this paper we analyze the effects of the type of collaborative task (elaboration of concept map vs elaboration of expository summary) on the performance and on the level of collaboration achieved by Mexican university students in the multimedia learning of a social sciences content (Communication Psychology). Likewise, the processes of social regulation that are put into play in these collaborative tasks are described. Forty-five students (17 women and 28 men) grouped in 15 triads participated in the study. Each triad was assigned to one of the two collaborative conditions: elaboration of concept map (8 groups) and elaboration of an expository summary (7 groups). It was monitored that there were no significant previous differences between two conditions regarding: reading comprehension, reading comprehension regulation strategies and domain-specific prior knowledge. To evaluate the performance in learning, the quality of the proposals made in concept maps and summaries were taken adapting the procedure proposed by Haugwitz, Nesbit and Sandmann (2010), and also the results obtained by the students in a multiple-choice questionnaire about the knowledge area. Likewise, the level of collaboration perceived by each member of the teams was examined using a Collaboration questionnaire developed by Chan and Chan (2011). The identification and characterization of the processes of social regulation was carried out through a qualitative analysis of the exchanges registered during the collaborative activity, considering the type (co-regulation and shared regulation) and the regulation orientation (directed to the task or to the management of collaboration). The quantitative results analysis showed the existence of significant effects working with collaborative concept maps in the knowledge acquired during the collaborative task and in some of the indicators of perceived collaboration. Although no significant statistical differences were found, in the teams that elaborated expository summaries, a predominance of episodes of regulation directed towards the cognitive activity of the collaborative task was observed, being scarce, in both conditions, the episodes of social regulation directed towards collaboration within the triadsThis work integrates a series of studies in progress on collaboration and digital technologies that were carried out within the framework of the research project called "Communicative innovation and management in organizations" of the Thematic Network of Academic Collaboration "Management, Culture and Communication in Organizations", which was supported by PRODEP-SEP (MĂ©xico) DSA/103.5/15/11048 (UASLP-CA-232), in which the first author participate

    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

    A comparative study of the effect of collaborative problem solving in a massively multiplayer online game (MMOG) on individual achievement

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    Effect of Different Levels of Constructivist Scaffolding within E-Content on Undergraduate Students’ Mastery of Learning and their Attitudes towards it

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    This research investigates the effect of different levels of constructivist scaffolding within e-content on undergraduate students’ mastery of learning and their attitudes towards it. The research sample involves three experimental groups, each group having thirty (30) students. The first group (Group 1) studied e-content with simple constructivist scaffolding, the second group (Group 2) studied e-content with intermediate constructivist scaffolding, the third group (Group 3) studied e-content with intensive constructivist scaffolding. The results indicate that the third group of students, who studied design skills with intensive scaffolding, scored higher than the other two groups; they achieved 85% proficiency. Though the differences are not statistically significant, the students in the other two groups did not achieve the same proficiency percentage (85%). The results further reveal that the students in the first and third groups had more positive attitudes than the students in the second group
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