2,533 research outputs found

    Making Online Learning Personal: Evolution, Evidentiary Reasoning, and Self-Regulation in an Online Curriculum

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    An online curriculum about biological evolution was designed according to the Promoting Evidentiary Reasoning and Self-regulation Online (PERSON) theoretical framework. PERSON is an attempt to develop online science instruction focused on supporting evidentiary reasoning and self-regulation. An efficacy study was conducted with 80 suburban high school biology students using a design-based research approach to develop a curriculum to promote biological evolution understandings, evidentiary reasoning, and self-regulation. Data sources and instruments included (1) the Biological Evolution Assessment Measurement (BEAM); (2) the modified Motivated Strategies for Learning Questionnaire (MSLQ); (3) discussion forum posts; (4) formative assessments of evidence based reasoning; (5) Prediction, Monitoring, and Reflection forms (PMR); (6) the Online Instruction Questionnaire; and (7) field notes. Findings revealed that BEAM posttest scores were significantly greater than pretest scores for items designed to measure biological evolution content knowledge and evidentiary reasoning. Students tracked in a lower level biology course showed improvement in biological evolution understandings and evidentiary reasoning. It was found that performance on daily evidentiary reasoning tasks strongly predicted BEAM posttest scores. However, findings revealed that students did not meet local standards for performance on items designed to measure evidentiary reasoning. Students expressed a variety of opinions about their learning experiences with the online curriculum. Some students expressed a definite preference for traditional learning environments, while others expressed a definite preference for online learning. Self-regulatory ability did not significantly predict BEAM gain scores. Further, self-regulatory ability was not demonstrably improved as a result of this intervention. Implications for designing science instruction in asynchronous online learning environments to support evidentiary reasoning and self-regulation are discussed

    Instruction based on computer simulations

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    Excerpts available at Google Books. For integral text, see publisher's website : http://www.routledge.com/books/details/9780415804615/"Introduction : In the scientific debate on what is the best approach to teaching and learning, a recurring question concerns who should lead the learning process, the teacher or the learner (see e.g., Tobias & Duffy, 2009) ? Poistions takens vary from a preference for direct, expository, teacher-led instruction (Kirschner, Sweller, & Clark, 2006) to fully open student-centered approaches that can be called pure discovery methods (e.g., Papert, 1980), with intermediate positions represented by more or less guided discovery methods (e.g., Mayer, 2004). This discussion also is a recurring theme in this chapter." (http://books.google.fr/books?id=cCD_thHjuxEC&pg=PA446&lpg=PA446&dq=Instruction+based+on+computer+simulations+de+jong&source=bl&ots=tOJ7FdkZow&sig=s8W6OnyU3H7iRLm7wqISfu6CAYE&hl=fr&ei=AZGATviHDMuV0QXewI3KCQ&sa=X&oi=book_result&ct=result&resnum=3&ved=0CDoQ6AEwAg#v=onepage&q=Instruction%20based%20on%20computer%20simulations%20de%20jong&f=false

    Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies

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    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes—measured as the difference between treatment and control means, divided by the pooled standard deviation—was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K–12 students. In light of this small corpus, caution is required in generalizing to the K–12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education)

    Scientific Literacy in the digital age: tools, environments and resources for co-inquiry

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    This paper describes some European and International projects to promote Scientific Literacy in the digital age as well as technologies, environments and resources for co-inquiry. The aim of this research is also to describe computer applications, software tools and environments that were designed to support processes of collaborative inquiry learning to promote Scientific Literacy. These tools are analyzed by describing their interfaces and functionalities. The outcomes of this descriptive research points out some effects on student learning and competences developed known from the literature. This paper argues the importance of promoting scientific citizenship not only through schools and Universities (formal learning), but also non-credit online courses and community-based learning programmes (non-formal context), as well as daily life activities, educational open digital materials through social networks (informal scenario)

    Reflecting on Experiential Learning in Marketing Education

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    © Westburn Publishers Ltd 2014. This is the preprint (pre peer-review) version of an article which has been published in its definitive form in Marketing Review, and has been posted by permission of Westburn Publishers Ltd for personal use, not for redistribution. The article was published in [Marketing Review, Vol.14, No.1, pp.97-108, http://dx.doi.org/10.1362/146934714X13948909473266"Experiential learning methods have become increasingly popular in marketing education. Factors underlying this trend are: the desire to respond to the changing higher education environment (the student-customer); the need to endow students with employability skills; the common sense assumption that since marketing is a practical activity, learning from experience makes sense; and, pedagogic methods designed around experiential learning theory which has been widely influential in recent decades. While not seeking to argue that experiential learning methods are ineffective in marketing education, this article argues that they should be used thoughtfully and where the learning goals and the cohort of students are likely to benefit from them. In particular, marketing educators should be wary of imposing an excessively high cognitive load on their students by expecting them to learn complex concepts from experiential learning methods that themselves have an intrinsically sharp learning curve, such as client consultancy projectsNon peer reviewedSubmitted Versio

    Applying Social Constructivism in a Middle School Social Studies Classroom

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    The purpose of this Action Research Project is to assess how I am applying what I have learned about educational theory and practice along with the goals I have as a teacher in the classroom. Specifically the project focuses on my use of social constructivism to guide instructional practice, the strategies I use to develop students skills in the discipline of social studies, and how I engage students in the distance learning setting. This research project focuses on my process of revising a lesson I observed my mentor teacher deliver earlier in my student teaching. I collected data about my teaching practice from a reflection I wrote about the lesson prior to revisions, the revised lesson plans, and observation feedback from my mentor teacher. Using this data I was able to evaluate how my lesson planning and instruction aligned with the goals I had set for myself. Through doing this Action Research project I have learned the importance of reflective practice. I was able to discover where my practice was not achieving the expectations I had set for myself including in the area of supporting students\u27 construction knowledge. The insights gained from this experience can help me continue my development as a teacher

    Learning by Game Design for Library Instruction: A Multiple Case Study

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    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
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