265 research outputs found
Promoting Andean children's learning of science through cultural and digital tools
Conference Theme: To see the world and a grain of sand: Learning across levels of space, time, and scaleIn Peru, there is a large achievement gap in rural schools. In order to overcome this problem, the study aims to design environments that enhance science learning through the integration of ICT with cultural artifacts, respecting the Andean culture and empower rural children to pursue lifelong learning. This investigation employs the Cultural-Historical Activity Theory (CHAT) framework, and the Design-Based Research (DBR) methodology using an iterative process of design, implementation and evaluation of the innovative practice.published_or_final_versio
Enhancing Free-text Interactions in a Communication Skills Learning Environment
Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs
The student-produced electronic portfolio in craft education
The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe
Adding some TEC-variety: 100+ activities for motivating and retaining learners online
The TEC-VARIETY framework purposely takes into account current technology trends and attempts to stimulate their use in pedagogically effective ways. As such, it rests at the intersection of such exciting educational affordances brought about by emerging learning technologies, intrinsic as well as extrinsic motivation-related theories, and the rapidly shifting perspectives on teaching and learning philosophies and approaches.
For online educators who are frustrated with never-ending waves of technology and the lack of training on how to effectively use them in their courses, we hope that the TEC-VARIETY framework can offer a ray of sunshine and a new beginning for online educators worldwide. As part of that hope, such educators might find activities and strategies that they can make use of to nurture engagement and success online. These strategies can breathe life into current classes and programs that are failing to engage their learners. They tap into learners’ inner resources and desires to learn and grow toward a better future. At the same time, they can invite the global sharing of ideas and knowledge as part of a worldwide community or family of learners
Learning by Game Design for Library Instruction: A Multiple Case Study
Despite the importance placed on information literacy in fostering lifelong learning, helping students develop the skills required of critical thinkers and independent learners are limited. This study contributes to the burgeoning discourse on alternative instructional approaches to teaching information literacy and focuses on the use of game design in learning environments.
The appeal of gaming among the younger generation of learners has led to the increasing use of games in learning environments. Within recent years, some innovative academic libraries have begun adopting games as a platform for information literacy instruction. While the literature recognizes game design as fostering higher-level learning in educational contexts, it is not commonly adopted in the classroom. Typically, there is a preference among instructors to have students play games. Therefore, a more thorough understanding on the ways game design best facilitate learning is needed to assist towards its more frequent adoption. This study focuses on the use of game design within library spaces.
The purpose of this study is to explore the experiences of undergraduate students learning by game design in information literacy classes. The overarching research question looks at how an instructor can incorporate motivational theories into an information literacy class through learning by game design and how students engage with the content and each other in this environment. More specific supporting questions address: How can an instructor incorporate motivational theories into an information literacy class through “learning by game design”? How does the “learning by game design” approach within information literacy classes foster the sharing of knowledge among undergraduate students? How do undergraduate students represent information literacy concepts in the game-based artifacts they design? What were undergraduate students’ motivations to use information literacy practices they were exposed to throughout their class experiences?
Applying a descriptive multi-site case study methodology, this study draws upon the theories of social constructivism, experiential learning, and motivation to explore the phenomenon of learning by game design in information literacy classes. Data was collected from two sites using various methods to provide a comprehensive view of the phenomenon. Data sources included: student\u27s artifacts, submitted class assessment materials, recorded observation, participant observation, items from the Intrinsic Motivation Inventory (IMI) and interviews. Analysis was done by drawing meanings across the multiple instances of data.
Findings from this study show that learning by game design is a viable option for teaching information literacy classes, when effectively scaffolded into the classroom. Students were able to draw upon a higher order of cognition and described situated instances where information literacy skills were applied, such as use in complex assignments and real world situations
Integration of Reciprocal Teaching-ICT Model To Improve Students’Mathematics Critical Thinking Ability
This research examines the effectiveness on how mathematics teachers have begun to integrate
information and communication technology (ICT) with reciprocal teaching model to improve students’
mathematics critical thinking ability into seventh junior high school classroom practice. This study was
experimental research with a quasi-experimental design. The samples of the study are 36 students for classroom
experiments and 36 students for classroom control. The instruments employed in this study were pre-test and
post-test. All the instruments are made in essays forms. The data were analyzed by using descriptive statistics.
Based on the research findings, it was gotten that (1) the development of teaching instructional multimedia of
the seven grade students of junior high school; (2) the improvement of students’ mathematics critical thinking
ability in experimental class; (3) the aspect of attractiveness shows that the developed instructional multimedia was very interesting; and (4) reciprocal learning has good impact on students’ mathematics critical thinking ability
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