2,448 research outputs found

    Developing a Pedagogical Framework for Designing a Multisensory Serious Gaming Environment

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    The importance of multisensory interaction for learning has increased with improved understanding of children’s sensory development, and a flourishing interest in embodied cognition. The potential to foster new forms of multisensory interaction through various sensor, mobile and haptic technologies is promising in providing new ways for young children to engage with key mathematical concepts. However, designing effective learning environments for real world classrooms is challenging, and requires a pedagogically, rather than technologically, driven approach to design. This paper describes initial work underpinning the development of a pedagogical framework, intended to inform the design of a multisensory serious gaming environment. It identifies the theoretical basis of the framework, illustrates how this informs teaching strategies, and outlines key technology research driven perspectives and considerations important for informing design. An initial table mapping mathematical concepts to design, a framework of considerations for design, and a process model of how the framework will continue to be developed across the design process are provided

    Mobile learning: towards a research agenda

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    K-12 Mobile learning

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    Mobile devices have been the focus of a push in many nations and internationally as part of efforts to achieve greater literacy and numeracy among students. Research has shown a strong link between Internet usage, the spread of broadband in a country, and its GDP. Those coun - tries that are the highest performing educationally already integrate mobile devices in their education. This paper synthesizes empirical research on mobile devices from 2010 to 2013 in K-12 schools by focusing on studies that demonstrate emerging themes in this area. It is also clear that the pedagogy needed to be successful in creating positive outcomes in the use of technology has to be student-centered with the aim of personalizing the learning experience. Research found that students could become collaborators in designing their own learning process. As students become independent learners, they become more prepared in the skills needed for college and in their careers

    AR-based Technoself Enhanced Learning Approach to Improving Student Engagement

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    The emerging technologies have expanded a new dimension of self – ‘technoself’ driven by socio-technical innovations and taken an important step forward in pervasive learning. Technology Enhanced Learning (TEL) research has increasingly focused on emergent technologies such as Augmented Reality (AR) for augmented learning, mobile learning, and game-based learning in order to improve self-motivation and self-engagement of the learners in enriched multimodal learning environments. These researches take advantage of technological innovations in hardware and software across different platforms and devices including tablets, phoneblets and even game consoles and their increasing popularity for pervasive learning with the significant development of personalization processes which place the student at the center of the learning process. In particular, augmented reality (AR) research has matured to a level to facilitate augmented learning, which is defined as an on-demand learning technique where the learning environment adapts to the needs and inputs from learners. In this paper we firstly study the role of Technology Acceptance Model (TAM) which is one of the most influential theories applied in TEL on how learners come to accept and use a new technology. Then we present the design methodology of the technoself approach for pervasive learning and introduce technoself enhanced learning as a novel pedagogical model to improve student engagement by shaping personal learning focus and setting. Furthermore we describe the design and development of an AR-based interactive digital interpretation system for augmented learning and discuss key features. By incorporating mobiles, game simulation, voice recognition, and multimodal interaction through Augmented Reality, the learning contents can be geared toward learner's needs and learners can stimulate discovery and gain greater understanding. The system demonstrates that Augmented Reality can provide rich contextual learning environment and contents tailored for individuals. Augment learning via AR can bridge this gap between the theoretical learning and practical learning, and focus on how the real and virtual can be combined together to fulfill different learning objectives, requirements, and even environments. Finally, we validate and evaluate the AR-based technoself enhanced learning approach to enhancing the student motivation and engagement in the learning process through experimental learning practices. It shows that Augmented Reality is well aligned with constructive learning strategies, as learners can control their own learning and manipulate objects that are not real in augmented environment to derive and acquire understanding and knowledge in a broad diversity of learning practices including constructive activities and analytical activities

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Digital Play

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    An Integrative Study of the Effect of Early Learning with Touchscreen Technologies Using SAMR Framework: A Meta-analysis and Systematic Review

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    Digital technologies have brought about a remarkable shift in early childhood learning. Among different technological devices, touchscreens have attracted special interest among young children given their intuitiveness and interactive features. However, the existing empirical findings regarding the effect of this technology on young children’s learning are not consistent. Touchscreen technologies have been also postulated to have the potential for transforming learning experiences. However, there is a dearth of research explicating if the transformative potentials of touchscreens are benefited in early learning and examining the factors/conditions contributing to the improvement of young children\u27s learning with touchscreens. To address these gaps in the literature, the present research was performed using an integrated format, consisting of an already published systematic review on the effect of touchscreens on early learning and a meta-analysis/systematic review. This research targeted four relevant objectives: 1) to provide comprehensive up-to-date evidence of the pooled effect of touchscreen technology on early childhood learning, 2) to investigate the effect of factors/conditions acting as potential moderators on young children\u27s learning with touchscreens, 3) to provide an up-to-date systematic review of how touchscreens are integrated into early childhood education based on the SAMR framework, and 4) to explore if the touchscreen integration levels (i.e., transformative and enhancement levels of SAMR) vary the effect of learning with these devices. The meta-analysis estimated the overall effect of touchscreen devices on the learning performance of 2- to 8-year-old children and examined the moderators of this effect, based on 59 effect sizes derived from 57 empirical articles. The overall analysis was indicative of a significant touchscreen learning effect (d=0.48), demonstrating the beneficial effect of learning with touchscreens for young children. Furthermore, the moderator analysis revealed that learning domain, adult’s feedback, and technology integration level significantly moderated the impact of touchscreens on early learning outcomes. Research implications give different stakeholders, such as instructional designers, educators, and teachers, insights into the impact of touchscreens on early learning under different conditions to benefit from these educational tools for improving early learning

    Theoretical Models of Integration of Interactive Learning Technologies into Teaching: A Systematic Literature Review

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    With the fast progress of technology and the vast amount of research papers related to technology integration in education being published yearly, a study that reviews models used in these papers is needed. Therefore, this paper (1) reviewed and analysed theoretical frameworks with models used for integration of technology in classrooms, (2) reviewed studies that discussed the impact of technology integration on students\u27 learning capabilities, and (3) discussed the importance of preparing teachers to effectively integrate technology in teaching. The models reviewed were: Teacher Thoughts and Action Process (TTAP), Theory of Planned Behavior, Expectancy-Value Theory of Achievement Motivation (EVAM), Substitution Augmentation Modification Redefinition (SAMR), Technology Acceptance (TAM), Unified Theory of Acceptance and Use of Technology (UTAUT), and Technological Pedagogical and Content Knowledge (TPACK)
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