1,921,809 research outputs found

    Using tablets for e-assessment of project-based learning

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    Technology is confirmed to be an effective tool for assessment and feedback, in particular for computer-assisted assessment (Irons, 2008; Challis, 2005), producing feedback (Heinrich et al., 2009) and publishing feedback (Bloxham and Boyd, 2007; Denton, 2003; Denton et al., 2008). The arrival of affordable mobile devices has introduced a new means for enhancing the above practices (Fabian and MacLean, 2014; Plimmer and Mason, 2006; Salem, 2013). Student preferences to smart phones and tablet devices steer the technological innovation towards ubiquitous mobile connectivity. Inspired by the benefits of such life and study style, educators have started exploring the use of these technologies. Tablet computers prove to become their preferred choice as they resolve some of the limitations associated with the design, readability and comprehensiveness of the feedback for mobile devices with smaller screens (Strain-Seymour, 2013, Rootman-le Grange and Lutz, 2013). This paper reports how tablets and the Form Connext mobile app have been used for engaging a sample of 300 Business Studies students in in-class online assessment and designing and providing timely comprehensive feedback. The study has followed an action research strategy that is grounded on a continuous and dynamic process of reflection (Carr and Kemmis, 2003) on the effectiveness of assessment of student projects documented electronically through wikis and electronic portfolios. It refines the use of tablets for summative and formative assessment of the project-based learning tasks through three review cycles, each of which incorporated a Reflection and Improvements stage. The experience resulted in enhancement of assessment strategies and contribution to the development of contemporary models of learning through effective assessment and feedback (Carr and Kemmis, 2003). The results of the work confirm that tablet computers are an effective tool in assessing e-materials in larger classes for two primary reasons. Firstly, design of e-forms facilitates rigorous process of reflection and understanding assessment criteria that in turn benefit students when preparing for the assessment. Hence, legible and detailed feedback is produced anytime anywhere with synchronous updates within the marking team. Secondly, students benefit from immediate comprehensive feedback allowing them to reflect on and improve their understanding of subject matters, as well as to engage in discussing specific details of the work that are captured through the form. An unexpected outcome was the enhanced reputation and respect to the tutors amongst students, the triggering of student curiosity and enthusiasm in applying similar approach to their own work. The diffusion for the practice amongst other units and identifying other purposes for which the mobile app could be used are also seen as achievements exceeding the expectations of the project team

    Linking e-learning research and teaching practice: lessons from PREEL

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    After an e-learning benchmarking exercise carried out during the summer of 2006, the Institute of Education set up its Pathfinder Project – PREEL – with the aim of connecting the Institute’s e-learning research with its e-learning practice. The project implemented three strategies to support academic staff in the redesign of their courses: a scoping review of e-learning research being carried out in the IoE and its local partner institutions, staff development activities and the provision of personalised support to course teams. Based on interviews with participants, this article reports on the evaluation of the PREEL project, paying specific regard to the link between research and practice and the ways that practitioners accounted for this relationship, and discusses the implications of the project for research-based practice. The results indicate that the research-practice link was not always established in the ways planned, but that links were established, sometimes in ways not foreseen by the project team

    PROJECT-BASED LEARNING BERBANTUAN E-LEARNING: PENGARUHNYA TERHADAP HASIL BELAJAR

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    The purpose of this research is to find out the effect of PBL assisted by e-learning on the learning outcomes of understanding concepts, the effect of self-efficacy on the learning outcomes of conceptual understanding, and the effect of PBL assisted by e-learning and self-efficacy together (simultaneously) on the learning outcomes of conceptual understanding. students in following the current lecture process increasingly rely on information technology where one of them is in obtaining lecturing material to achieve high concept understanding learning outcomes. So the support of learning models using ICT e-learning assistance as well as the readiness of students, seft-efficacy owned by students in the following lectures is the basis of this research. This research uses a quantitative approach, a sample of 38 respondents from IAIN FTIK students in Samarinda, the data collected were analyzed with multiple regression. The results of the study there is the effect of PBL assisted by e-learning on the learning outcomes of understanding concepts, there is the effect of self-efficacy on the learning outcomes of concept understanding proven to be significant, and the influence between PBL assisted by e-learning and self-efficacy together (simultaneously) on the learning outcomes of understanding concept. Influence is supported by the strength of the learning model, the power of e-learning (google classroom), class interaction and group collaboration, material and media as well as the environment which influence and significantly influence the learning outcomes of concept understanding, because both the PBL and Self-Efficacy variables have advantages to be applied in e-learning assisted learning, according to the current era of ICT development

    E-learning and e-systems to facilitate learning from marked student work : a thesis presented in partial fulfillment of the requirements for the degree of Master of Science in Computer Science at Massey University

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    Heinrich (2004a) first introduced the concept of 'electronic repositories of marked student work' and suggested an innovative approach of learning from marked student work. This research project further develops this e-learning approach. The learning approach was analyzed in the framework of modern educational theories, especially those relevant to formative assessment. Learning activities that mostly suit this new approach were identified. These activities show a large degree of variation in cognitive complexity and learning effectiveness, and according to their characteristics, can be associated with various learning styles. A range of factors that need to be considered in constructing learning processes based on these learning activities were investigated. The conceptualization of an e-learning environment to support the approach of learning from marked student work was developed. Three major objectives of developing such an e-learning environment were identified. Based on these objectives the general framework of e-learning from marked student work was outlined. There were very few applications of this approach in teaching practice and no study has been done on its effectiveness in the practical teaching before this research. An initial learning experiment using this approach was carried out. The effectiveness of this approach was evaluated and various aspects associated with this approach were investigated. To fully support this new learning approach, a web-based prototype system named E-Repositories of Marked Student Work, was developed. This research project developed opportunities for student learning and provided guidelines for teaching staff on how to reuse valuable learning resources in their teaching practice in the e-learning context

    The Relationship Between Preferred Modal Learning Style and Patterns of Use and Completion of an Online Project Management Training Programme

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    This paper reports the results of a pilot study, conducted to observe and evaluate the patterns of use and completion of a set of project management units and to identify any relationships between these factors and learning style. The aim of the study was to gather data on which to base a subsequent software development project, based around personalising the learning materials. The participants were adult professionals employed in public sector organisations in the UK and the study was based within a real business e-learning environment. Data regarding preferred learning style was collected via a questionnaire and usage, progress and completion rates were gathered from computer logging data, with user permission. To assess preferred learning style, the VARK inventory (Fleming and Mills, 1992) was used; this categorises learners according to modal preference for learning: Visual, Auditory, Read/write and Kinaesthetic. The results showed that learners with a preferred Visual mode showed the best record for completions and were characterised by frequent usage, but for relatively shorter study durations. In contrast, learners preferring the Auditory modality had the lowest proportion of completions, and also this group logged on less frequently but for longer study periods. Learners with a preferred Kinaesthetic mode were characterised by the highest proportion of ‘In-Process’ learners (who were regularly using the system but not yet completed). The paper concludes with a proposal to build a personalisable learning environment incorporating specific modal features. A further study will then observe more closely the interaction between preferred modal learning style, mode of presentation and usage and performance. Keywords: VARK, modal learning style, business e-learning, project managemen

    A story environment for learning object annotation and collection : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University, Palmerston North, New Zealand

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    With the increase in computer power, network bandwidth and availability, e-learning is used more and more widely. In practice e-learning can be applied in a variety of ways, such as providing electronic resources to support teaching and learning, developing computer based tutoring programs or building computer supported collaborative learning environments. Nowadays e-learning becomes significantly important because it can improve the quality of learning through using interactive computers, online communications and information systems in ways that other teaching methods cannot achieve. The important advantage of e-learning is that it offers learners a large amount of sharable and reusable learning resources. The current approaches such as Internet search and learning object repository does not effectively help users to search for appropriate learning objects. The original story concept introduces a new semantic layer between collections of learning objects and learning material. The basic idea of the story concept is to add an interpretative, semantically rich layer, informally called 'Story' between learning objects and learning material that links learning objects according to specific themes and subjects (Heinrich & Andres, 2003a). One motivation behind this approach is to put a more focused, semantic layer on top of untargeted metadata that are commonly used to describe a single learning object. Speaking from an e-learning context the stories build on learning objects and become information resources for learning material. The overall aim of this project was to design and build a story environment to realize the above story concept. The development of the story environment includes story metadata, story environment components, the story browsing and authoring processes, and tools involved in story browsing and authoring. The story concept suggests different types of metadata should be used in a story. This project developed those different metadata specifications to support story environment. Two prototypes of tools have been designed and implemented in this project to allow users to evaluate the story concept and story environment. The story browser helps story readers to read the story narrative and look at a story from different perspectives. The story authoring tool is used by the story authors to author a story. The future work of this project has been identified in the area of adding features of current tools, user testing and further implementation of the story environment

    E-MODULE BASED PROJECT LEARNING FOR TEACHING SPEAKING

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    In this digital era, e-module becomes a great help in accessing knowledge combined with the good method application. This study is intended to develop an e-Module design based on Project Learning in the Speaking for General Communication course. This e-Module Project Based Learning is designed with the purpose of creating effective and efficient learning. The subjects of this study were students in 2nd semester of the English Education study program. The kinds of this research are a Research and Development (R&D) research and the method used is ADDIE development method (Analysis, Design, Development, Implementation and Evaluation). The stages in this study are the needs analysis stage, the e-module planning and design stage, the e-module development stage, the e-module implementation stage and the evaluation and revision stage of the module. The research used descriptive qualitative and quantitative descriptive methods. Through the project designed in the e-module, it is hoped that it will increase student creativity and increase student activity in speaking. Furthermore, students' speaking skills can be improved
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