82,112 research outputs found

    A Wolf in Sheep���s Clothing? An analysis of student engagement with virtual learning environments.

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    The article is freely available on-line via The Higher Education Academy website.The growth in the use of virtual learning environments to support learning and teaching should be accompanied by research to examine their effectiveness. The aim of this study was twofold: a) To explore the views, opinions and experiences of student engagement or non-engagement in online learning activities; b) To use this knowledge to develop learning and teaching strategies that enhance student engagement with online learning activities. Focus groups were conducted with students studying leisure and tourism degree programmes to explore reasons for usage and non-usage of the online activities in the Wolverhampton Online Learning Framework (WOLF). Results identified issues related to student awareness, motivation, behaviour and learning approaches, assessment and technical factors. Findings from the study have implications for practice, including how to enhance the relevance of information, technical factors, enhancing awareness and links with assessment

    INSPIRAL: investigating portals for information resources and learning. Final project report

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    INSPIRAL's aims were to identify and analyse, from the perspective of the UK HE learner, the nontechnical, institutional and end-user issues with regard to linking VLEs and digital libraries, and to make recommendations for JISC strategic planning and investment. INSPIRAL's objectives -To identify key stakeholders with regard to the linkage of VLEs, MLEs and digital libraries -To identify key stakeholder forum points and dissemination routes -To identify the relevant issues, according to the stakeholders and to previous research, pertaining to the interaction (both possible and potential) between VLEs/MLEs and digital libraries -To critically analyse identified issues, based on stakeholder experience and practice; output of previous and current projects; and prior and current research -To report back to JISC and to the stakeholder communities, with results situated firmly within the context of JISC's strategic aims and objectives

    Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry

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    This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed

    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)

    Collaborative E-learning Methodologies: an Experience of Active Knowledge in ICT Classrooms

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    In the present study we highlight a specific environment that makes use of collaborative technological tools, like wikis and forums within an e-learning platform. Both of these approaches convey a lot of responsibility from the teacher to the students and the hoping, as backed up by the literature, is to promote deeper learning and reasoning skills at a higher level. The general goal of this paper is to contribute for the theoretical discussion on how active and collaborative experiences in ICT classrooms play a role on the construction of knowledge in HEIs. Based on the pointed outlines, we intend to: (1) understand how collaborative e-learning environments get students actively involved in the learning process;(2) perspective the role of collaborative tools at the level of group work and (3) find out how students assess their performance within a working group. Data was collected through questionnaires available on the e-learning platform Moodle. Descriptive statistical techniques were used to analyze quantitative data. Within the research questions proposed, the study, points towards some understanding of how a collaborative learning environment seems to get students actively involved in the learning process mainly if the tasks to be perform have an empirical component. The study also has shown that students seem to identify themselves with the need to be involved in simulations of their future professional activity, as well as with the need to regulate their own learning and to promote discussion not only between peers but also with the teacher

    Using Simulation and Critical Thinking in Speech-Language Pathology: A University Case Study

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    Abstract Education is changing. Virtual learning is now a common occurrence. Along with this change, more and more virtual learning tools are being used in the educational setting. The American Speech-Language-Hearing Association (ASHA) has recognized this change and has modified certification standards to include clinical simulation experiences in graduate speech-language training programs. Along with this modification, critical thinking skills are an expected goal, not only in face-to-face experiences, but also in simulation experiences. Educators need to meet this expectation to ensure that future speech-language pathologists are fully prepared to make sound decisions within the clinical setting. Educators may benefit from the following suggestions in regards to the use of critical thinking skills within a clinical simulation experience
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