11 research outputs found

    Exploring the characteristics of an optimal design of digital materials for concept learning in mathematics: Multimedia learning and variation theory

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    Design principles emerging from the cognitive theory of multimedia learning can be applied to engage cognitive processing, and teaching methods that have evolved from variation theory can encourage thinking through comparisons in mathematics education. Applying these principles and teaching methods in designing digital material should be a sound proposition. However, there is a disconnection between research in digital educational material and classroom practices. Teachers often have doubts about the effectiveness of the materials. Thus, this paper presents a design-based research of developing a digital material for algebra concept learning. We collaborated with two experienced teachers and a subject expert from a university, and designed some digital learning material that was presented to 68 students through an iterative redesign development cycle; the effectiveness of the final product was tested on another group of 66 students the following year. Characteristics of an optimal design generated from the data collected are presented in this paper. The characteristics may have useful practical implications for instructional designers and teachers and contribute to improvements in the design of digital learning materials.postprin

    Motivating low-achieving learners to use mobile assistive courseware through signaling principle

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    Developing a courseware is easy. However, making a courseware usable for its target user requires a scientific process. As a response to that, a study has been carried out in making courseware usable for lowachieving learners. As part of the study, this paper aims to describe the application of signaling principles in the developed courseware specifically for low-achieving learners. The prototype has been developed through usercentered approach. It involved users during the designing and development process. Then, it was delivered to users. Their experience dealing with the developed prototype was observed in their natural context with assistance of their teachers. Eventually, it was found that they were highly motivated to use the courseware

    Proposing the components of conceptual design model of iCAL4LA using comparative analysis method

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    This article discusses an ongoing study in determining the generic components for a conceptual design model of interactive computer-assisted learning that is specifically designed for low achieving (LA) children (iCAL4LA).These children need a specific learning support that can be used as an alternative material in their learning environment.In order to develop the conceptual model, this study extracts the common components from 15 strongly justified CAL studies. A comparative analysis has been conducted to determine the most appropriate components by using a set of specific classifications to prioritize the applicability.The results of the extraction process reveal 17 common components for consideration.Later, based on the pre-set justifications, 16 of them were selected as the proposed components for the Conceptual Design Model of iCAL4LA.In accordance, an initial model is proposed by considering those components

    iRPD-A framework for guiding design-based research for iPad apps

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    © 2016 British Educational Research Association. The last 5 years have been marked by an explosion of tablet and smartphone applications designed for young children and several calls to encourage educational researchers to engage in children's app research. This paper presents a novel prospect for educational researchers: to collaboratively research, implement and produce iPad apps for educational purposes. Based on the author's own research as well as that of others, an original framework "Research, Practice and Design framework" (iRPD) for guiding such collaborative efforts is provided, along with five key principles: triple collaboration, shared epistemology, awareness of affordances and interconnected social factors, and child-centred pedagogy. The novel affordances of collaboratively produced iPad apps for educational design-based research are outlined, along with several examples of how such an engagement might enrich educational research and the app landscape

    The Multiple Perspectives Model in Higher Education: Promoting Critical Analysis and Reflection

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    As reformas políticas e organizacionais levadas a cabo no ensino superior, conjugadas com a necessidade de aprendizagem ao longo da vida, têm conduzido à procura de metodologias que promovam um ensino baseado na aquisição de competências e numa aprendizagem mais ativa e reflexiva. O Modelo Múltiplas Perspetivas (MoMup) vem ao encontro destas necessidades, ajudando os professores nesta mudança. Este modelo, baseado na Teoria da Flexibilidade Cognitiva e assente no estudo de casos, incentiva à reflexão, estimula a análise crítica e promove a flexibilidade cognitiva em domínios avançados do conhecimento. O MoMup é constituído por dois processos: a desconstrução de casos e a reflexão e interação online; e pode ser aplicado em qualquer domínio do conhecimento em regime presencial, misto (b‑learning) ou totalmente a distância (d‑learning). Apresentam‑se sucintamente os estudos realizados, que conduziram ao MoMuP. Os alunos salientam que aprendem muito, em pouco tempo.info:eu-repo/semantics/publishedVersio

    Design of Instructional Modeling Language for Learning Objects and Learning Objects’ Repositories

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    The advancement of technology has provided tools to write instruction in every discipline. However, the concepts of automation in the field of instruction is still not used. Teachers around the globe spend countless hours in editing lengthy texts in creating syllabi and reusable components, which are the Learning Objects (LOs). The software developers also experience time-consuming process to decipher the concepts of instruction before it is written. LOs provide a potential mechanism for the educators and software developers to refine curriculum development that uses common components such as exams or syllabi. While the concept of LOs came from software engineering, there is no object modeling language, as it exists in the form of Unified Modeling Language (UML) in the field. UML has been widely used in the field of software engineering for decades. It uses notations to depict the complex objects thus making it easier for the developers to understand the requirements of a software. A similar instructional modeling language (IML) designed by the author is introduced in this dissertation with the purpose of establishing a proof of concept regarding the IML and web repository. IML makes use of acronyms and notations to depict tasks, such as creation of syllabi, reusable components such as exams, exercises, and homework. A software idea using IML is proposed as a tool for the future for educators across the globe in this research. The research also investigates the concept of the use of LOs’ web shared repository. These concepts were demonstrated with a prototype for a proposed software to high school teachers. Teachers shared positive feedback about the proposed software and thought it will eliminate many hurdles in the design of instruction, save time, and provide enormous opportunities to share LOs through web repositories

    The pedagogy of computer programming using cognitive development through an e-learning object

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    Motivated by the needs of a pedagogy focusing on minimizing the learning difficulties in program semantics knowledge and logical reasoning, this research project develops a cognitive development-based pedagogy for introductory programming to support students in organizing and constructing knowledge to learn computer programming. A pedagogy is described as a practice and learning theory that defines the teaching and learning. Regarding the practice of this pedagogy, it uses a cognitive learning tool, called e-learning object, to support the scaffolding. With regard to the theory, this pedagogy is developed based on Vygotsky’s Zone of Proximal Development and Piaget’s theory for cognitive development. In particular the scaffolding of this pedagogy includes three major learning processes. The first two learning processes focus on supporting students constructing knowledge on program semantics and conceptually map this knowledge to the coding process. The last learning process extends the learning to self-practice by demanding students to complete a set of exercises independently. All of these learning processes are supported by using the e-learning object, which is the major cognitive learning tool used in this pedagogy to support cognitive development. It is called e-learning object as it is designed by organizing a group of learning objects, in which each of them is to deliver the concepts of a specific unit topic of program control. Together with the course materials, these learning objects are accessed through the college’s ‘Blackboard System’. In addition to the major objective of improving students’ learning performance, this cognitive development-based pedagogy also extends from this objective to find out whether the positive learning outcome connects to cognitive development, and also whether this pedagogy can be embraced by teachers for use in their teaching processes. With these objectives, six research questions are defined in two stages of study. Research questions Q1 and Q2 are used to study students’ learning outcomes in year 1 and 2, and research questions Q3 to Q5 are used to find out whether students’ learning outcomes are connected to cognitive development. Research question Q6 focuses on whether this pedagogy matches teachers’ knowledge of using it, based on their knowledge of applying technology-based pedagogy. The research methodology of this project is the triangulation design where quantitative data are enriched by the collection of qualitative data. This mixture of quantitative and qualitative data collection in different research questions enables this study to interpret the values of this cognitive development-based pedagogy with different views from students and teachers. The research methods mainly include the quasi-experimental method, survey method and the rating scale anchoring method. With these methods, data are collected by using pre-test and post-test papers, questionnaires, and a checklist of rating scale anchoring mental specifications. They are analysed by two-tailed t-test, descriptive method with mean analysis and the one- way repeated measure ANOVA. These research and data analysis methods have been proven effective and used widely, in educational research projects. This research project makes four major contributions: (i) the e-learning object used in this pedagogy can be used to improve students’ learning performance in computer programming; (ii) evidence that a pedagogy focusing on cognitive development can be used to improve students’ learning performance without being limited by programming languages; (iii) development of a cognitive development- based pedagogy for wide use in introductory programming without being limited by teachers’ knowledge and programming languages; and (iv) learning with this cognitive development-based pedagogy builds up students’ problem-solving skills and applies them to different subject areas. With these achieved goals, this project therefore provides a conceptual and operational model for a pedagogical approach to Computer Science teachers design and use in their teaching process
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