644 research outputs found

    A review of literature on the use of clickers in the business and management discipline

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    YesClassroom response systems (clickers), in their various forms, are widely used across disciplines, demonstrating effectiveness across a range of different educational settings. However, only a few literature reviews on this technology have been undertaken in general, and no review has yet been performed on this topic in the business and management context. Realising the existing research gap, this article reviews 33 clicker-related studies from the business and management discipline that are largely focused on student perceptions and outcomes. The purpose of this paper is to provide a critical and balanced review of articles from the business and management discipline on various themes such as learner's engagement, performance, learning, participation, satisfaction, feedback, attendance, enjoyability, motivation, and interactivity, to name a few. The review also provides a brief account of lessons learned from the literature published in other disciplines and recommendations provided by studies from the business and management discipline

    Analyzing Impact of Aesthetic Visual Design on Usability of E-Learning: An Emerging Economy Perspective

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    Objectives: The purpose of the study is to examine various dimensions of aesthetic visual design and their role in predicting usability in e-learning in higher education institutions of northern India. Using quantitative means of data collection, this research identified, ways and means to make learning content effectively usable, that is, attractive, interesting, motivating, and engaging for the learners. Method: A survey questionnaire was developed through focused group discussions with field experts. Data were collected through online as well as offline modes. A Google form was created and its weblink was shared with the students pursuing degree courses in various state universities in northern India. Several visits and revisits were also undertaken to various universities to approach the respondents Results: Results confirmed consistency, typography, graphics, grid, and layout as factors responsible for predicting usability of e-learning. Surprisingly, color and compositional guidelines emerged insignificant. Implications: The study has implications for teaching and learning activities that promote effective learning. The findings are beneficial for course-design faculty who develop modules by considering visual design elements that can facilitate interaction with and understanding of content by students learning in an online modality

    Digital storytelling for non-background learners of Chinese : a case study of a primary school in Australia

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    With the proliferation of technology, digital storytelling has become a popular strategy used in the second language learning classroom. Despite its widely cited benefits, digital storytelling is not common in the context of teaching and learning Chinese as a foreign language. Adopting a case study methodology, this study aimed to examine the affordances and challenges of using digital storytelling to teach Chinese to non-background learners in an Australian primary school where Chinese language lessons were incorporated into its school curriculum. It also aimed to explore the scaffolding strategies needed to make Chinese learnable when non-background learners created digital stories to develop Chinese language skills. The study involved 32 Year 6 students (aged 11 to 12), and it employed a qualitative approach to analyse the data collected over a school term, which consisted of field notes from participant observations, transcripts of focus group discussion, and students’ artefacts. I argue that digital storytelling was beneficial to the non-background learners, primarily in the retention of Chinese vocabulary and engaging them in the language learning process. Nevertheless, two key challenges were evident when digital storytelling was used to teach Chinese to the non-background learners. There was an overemphasis on technical aspects of the creating of digital stories given the limited ICT competency of the learners. Additionally, the linguistic characteristics of Chinese language created high levels of difficulty for the nonbackground learners to create digital stories entirely in Chinese. Given the challenges in adopting digital storytelling, appropriate scaffolding strategies were judiciously and reflectively developed to enable the non-background learners to use Chinese to create digital stories. The study showed that appropriate levels of scaffolds had to be progressively introduced; social scaffolding was the dominant type of scaffold that was viable, which included timely encouragement and prompting, sequential modelling and imitation, distancing, direction, and concurrent modelling and imitation. The findings of the study contribute to an understanding of how digital storytelling can be an innovative strategy for the teaching and learning of Chinese as a foreign language. It shows that teaching Chinese to non-background learners does not necessarily have to adopt the traditional approach of using rote learning. The research presented is one of the pioneering studies that experiment with technology to promote a more student-centred approach when teaching Chinese to non-background learners in Australia

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Collaborative Output Processing in Web-based English Language Learning Scenarios

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    This thesis focuses on proving the potential of web-based collaborative output processing for the development of communication with a focus on form in second language learning. A comparison between teachers’ and learners’ perception of current and ideal second language learning and teaching practices with modern Second Language Acquisition views suggests cross-cultural collaborative writing experiences in the wiki space can be highly meaningful, in particular when integrated in blended language learning scenarios, because they facilitate authentication, collaboration and autonomy. Case study evidence is provided in favour of the potential of peer review helped by a meta-space that facilitates languaging and pushes output, and consequently higher-level critical thinking mirrored in successful revisions and concrete learning outcomes

    Two-Language, Two-Paradigm Introductory Computing Curriculum Model and its Implementation

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    This paper analyzes difficulties with the introduction of object-oriented concepts in introductory computing education and then proposes a two-language, two-paradigm curriculum model that alleviates such difficulties. Our two-language, two-paradigm curriculum model begins with teaching imperative programming using Python programming language, continues with teaching object-oriented computing using Java, and concludes with teaching object-oriented data structures with Java
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