125,497 research outputs found

    Interactive lectures: Clickers or personal devices?

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    Audience response systems (‘clickers’) are frequently used to promote participation in large lecture classes, and evidence suggests that they convey a number of benefits to students, including improved academic performance and student satisfaction. The limitations of these systems (such as limited access and cost) can be overcome using students’ personal electronic devices, such as mobile phones, tablets and laptops together with text message, web- or app-based polling systems. Using questionnaires, we compare student perceptions of clicker and smartphone based polling systems. We find that students prefer interactive lectures generally, but those that used their own device preferred those lectures over lectures using clickers. However, device users were more likely to report using their devices for other purposes (checking email, social media etc.) when they were available to answer polling questions. These students did not feel that this distracted them from the lecture, instead, concerns over the use of smartphones centred around increased battery usage and inclusivity for students without access to suitable technology. Our results suggest that students generally preferred to use their own devices over clickers, and that this may be a sensible way to overcome some of the limitations associated with clickers, although issues surrounding levels of distraction and the implications for retention and recall of information need further investigation

    Sustaining interaction in a mathematical community of practice

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    This paper focuses on an activity in which students explore sequences through a game, using ToonTalk programming and a web-based collaboration system. Our analytical framework combines theory of communities of practice with domain epistemology. We note three factors which influence the length and quality of interactions: facilitation, reciprocation and audience-awareness

    Innovative learning in action (ILIA) issue two: Enhancing student diversity, progression & achievement

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    Welcome to the second edition of the University of Salford’s ‘Innovative Learning in Action’ (ILIA). The journal is published biannually and is intended to provide recognition for and to celebrate the good practice of staff who – across campus – strive to innovate in pursuit of the quality learning experience. The dissemination of good practice will provide positive encouragement to those considering new approaches to student learning and support and act as a springboard for collaboration, shared experience, mutual support and reflection within and across the faculties. The theme of this edition is ‘Enhancing Student Diversity, Progression and Achievement’, reflecting the University’s widely recognised strategic commitment to widen participation, and its expertise in curriculum innovation to meet the needs of our students. Contributors deal with a range of challenges to practitioners at key stages in the student life-cycle and offer highly reflective insights of relevance across the University. The journal therefore provides a valuable opportunity to share and learn from the experiences of colleagues

    Museum Experience Design: A Modern Storytelling Methodology

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    In this paper we propose a new direction for design, in the context of the theme “Next Digital Technologies in Arts and Culture”, by employing modern methods based on Interaction Design, Interactive Storytelling and Artificial Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for Museum Experience Design, facilitating on the one hand traditional visual and multimedia communication and, on the other, a new type of interaction with artefacts, in the form of a Storytelling Experience. Museums are increasingly being transformed into hybrid spaces, where virtual (digital) information coexists with tangible artefacts. In this context, “Next Digital Technologies” play a new role, providing methods to increase cultural accessibility and enhance experience. Not only is the goal to convey stories hidden inside artefacts, as well as items or objects connected to them, but it is also to pave the way for the creation of new ones through an interactive museum experience that continues after the museum visit ends. Social sharing, in particular, can greatly increase the value of dissemination

    Mobile learning scenarios in language teaching: perceptions of vocational and professional education students

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    Mobile devices play a significant role in society, in general, and a very limited one at the different levels of education. Smartphones, tablets, and other mobile devices allows learning to occur anywhere, (and at) anytime. These powerful technological devices can enhance the teaching and learning processes by helping to promote collaborative and individual learning and broadening the boundaries of the classroom to different contexts of learning. Many students have mobile devices and their applications can provide access to learning outside the classroom, for greater flexibility and more dynamic learning. In this sense, the articulation of technological and methodological efforts allowed us to create learning scenarios supported by the devices that students take to the classroom (BYOD), and use them to motivate and involve students in meaningful learning. These devices offer the advantage of integrating various technologies in the curricular contents, such as in foreign and mother language courses, representing a set of possibilities of ubiquity that can have great impact on the learning process. Thus, we developed strategies with vocational and educational students’ methodologies, such as augmented reality, project-based learning, game-based learning, collaborative learning and gamification. In this text, we present the results of two mobile learning studies in teaching French as a foreign language (to 18-23 year-old-students) and Portuguese language, as a mother tongue (to 15-19 year-old-students), in vocational education, implemented as a mediation tool in education to promote the construction of learning and development of significant skills of collaborative work. From the data collection, through a questionnaire, with open and closed questions, we highlight the favorable perception of the students to the integration of mobile devices in learning, and the recognition of the benefits of the teaching strategies used throughout the year, in the increase of curricular learning.info:eu-repo/semantics/publishedVersio

    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development

    The influence of Twitter on lecture engagement and discussion

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    The research presented in this paper is driven by a desire to increase student interaction and engagement in lecture discussion. The issues relating to the use of Twitter to achieve this goal are outlined. At the outset, the importance of interaction and engagement in learning is established, drawing on a number of educational theories and previous research in the area. Following this, the necessity for action is recognised by critiquing lectures as a forum for this standard of learning. The researcher presents technology as a means to increase student interaction, beginning with Audience Response Systems (ARS). A summary of research carried out on ARS is examined to provide a basis for integrating technology. Following this a review of experiments conducted using Twitter is carried out. Although there is a dearth of research in this area, these provide some insights into the use of this technology and its integration into education. The paper then examines student adoption of Twitter as a means of engagement, outlining the strengths, weaknesses and opportunities for the future. Finally emerging uses of the Twitter platform are examined, allowing the reader glimpse student hopes for future integration

    Exploring personality-targeted UI design in online social participation systems

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    We present a theoretical foundation and empirical findings demonstrating the effectiveness of personality-targeted design. Much like a medical treatment applied to a person based on his specific genetic profile, we argue that theory-driven, personality-targeted UI design can be more effective than design applied to the entire population. The empirical exploration focused on two settings, two populations and two personality traits: Study 1 shows that users' extroversion level moderates the relationship between the UI cue of audience size and users' contribution. Study 2 demonstrates that the effectiveness of social anchors in encouraging online contributions depends on users' level of emotional stability. Taken together, the findings demonstrate the potential and robustness of the interactionist approach to UI design. The findings contribute to the HCI community, and in particular to designers of social systems, by providing guidelines to targeted design that can increase online participation. Copyright © 2013 ACM

    Maths Apps index #maths4us Project Report

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    This report provides an overview of the Maths Apps index project led by the Association for Learning Technology (ALT) as part of the maths4us initiative during 2012/13
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