167 research outputs found

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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    Towards an Understanding of Existing e-Learning for University Science Education in Taiwan

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    E-learning is a fast growing trend worldwide but it is still not universally accepted and practice does not always reach national government and tertiary institution expectations, especially in Taiwan. While issues around the effective implementation of e-learning to produce high quality education are being raised internationally, very little research has been undertaken in Taiwanese tertiary institutions, particularly for science education. No research was found that addressed the various perspectives of the stakeholders involved in blended courses which had both face-to-face and online learning components. The link between e-learning practice and views of learning had also received little attention. This study investigated how e-learning practice was perceived and experienced at a national research-based university in Taiwan. The main focus was to identify the challenges, benefits and related success factors of e-learning practice as part of blended learning courses from the perspectives of university administrators, support people, instructors and students. An interpretative methodology using questionnaires and interviews was employed to generate data from these participant groups. Both quantitative and qualitative data were collected. This study provides empirical evidence that e-learning practice is perceived and experienced as a technology-mediated and collaborative practice that is socially and culturally situated. The study supports the view that e-learning practice as a whole is a socio-cultural system, although when looking at instructor and student preferences for instructional design and learning processes there is a fit with both behaviorist and constructivist approaches to teaching and learning. However, instructors and students need to be active and self-managed to find e-learning efficient and effective. Students, instructors, support people and administrators held very similar perceptions of the benefits of and influences on lecturer and student use of e-learning as a component of blended learning. Based on the findings, an explanatory model for the influences on e-learning practice as part of blended learning in a Taiwan university context was developed. E-learning teaching and learning approaches are initiated by and created within a multi-layered context. At the first level, e-learning practice is accomplished via instructor and student engagement in day to day teaching and learning and as an educational reform it cannot separated from the ICT technologies which mediate their interaction. Put another way, because instructor and student participation in e-learning as part of blended learning is voluntary students are included with instructors and the technology in the core enactment zone for practice. At the next level this three-way instructor-student-technology interaction is affected by and nested within the university instructor professional community and student peer community, which in turn is shaped by and nested in university-wide policies and practices. These three levels are nested in and influenced by the national policy context, external professionals, private enterprise and the public at large. The model and associated suggestions presented in this study are expected to assist governments and universities to play a more constructive role in the development and implementation of e-learning education to improve the quality of courses for students and instructors. The hope is that the findings will contribute to enhanced teaching and learning supported by better administrator decision-making regarding institutional policies and practices including investment in learning technologies and support services for e-learning

    Facilitating the process of knowledge construction among preservice teachers through computer -mediated communications

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    This study was concerned with the potential for asynchronous computer-mediated communications (CMC) to facilitate the process of knowledge construction among preservice teachers. Using both quantitative and qualitative research methods, this study examined the extent to which the CMC among six groups of preservice teachers was influenced by (a) the structure and focus of CMC, and (b) the interactions among peers. Of particular interest was (a) how these factors influenced the depth in cognitive processing that was displayed throughout the course of the semester, and (b) the patterns of social dialogue and interactions that were involved with the displayed levels in cognitive processing. The findings from this study indicated that the structure and focus of CMC did influence the overall learning that occurred. These factors, however, did not influence the levels in cognitive processing that developed throughout the course of the semester. Playing a central role in this process were the interactions among peers that facilitated and prompted cognitively in-depth levels of CMC

    A study of learner experience design and learning efficacy of mobile microlearning in journalism education

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    With the increasing number of mobile technologies, people rely on smartphones to connect with the world and obtain news and information. The emergent use of mobile technologies changes the way journalists produce and disseminate news. It is important for journalism educators to know how to support journalists' digital skills development, particularly digital skills of mobile technologies, and understand which new forms of learning are suitable and feasible for those learners in the journalism sector. Previous research has shown that mobile microlearning (MML) can be a promising learning approach for specific learning needs. Mobile microlearning basically means learning no more than five minutes of lessons that are distributed on the smartphone. However, there is only a little evidence on the design and effects of MML in the context of journalism education research. Hence, this dissertation aims to examine whether MML can be a useful approach to facilitate mobile journalists' digital skills learning with smartphones. Adapting a sociotechnical-pedagogical learner experience framework with a usercentered design process, a four-phase formative research cycle was conducted in this dissertation: Phase 1, a systematic literature review of mobile microlearning (Study 1), Phase 2, a needs assessment for an understanding of mobile journalists' learning needs and requirements (Study 2), Phase 3, an iterative design and development of a mobile microcourse and studying its usability and user experience (Study 3), and Phase 4, an examination of the learning efficacy (i.e., effectiveness, efficiency, and appeal) and learner experience of the developed mobile microcourse (Study 4). A mixed-method data collection and analysis approach was applied throughout this dissertation. The results in this research provided evidence-based findings and indicated that MML is a feasible and effective approach to support mobile journalists' just-in-time learning when the MML designs follow four sequential design principles: (a) an aha moment to help with the learners connecting their previous experiences to the importance of current learning topics, (b) interactive content, (c) short exercises, and (d) instant automated feedback. Lastly, the dissertation discussed the results and addressed insights and implications of the MML design to improve learner experience and learning efficacy.Includes bibliographical references

    Literacy events and practices that position Hmong women to meet academic success in community colleges

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    This study examined the literacy events and practices of Hmong women achieving academic success at a community college. Three women participants were interviewed regarding their past and present literacy events and practices. In addition, each participant took photographs of their own literacy events for five weeks. The photographs provided additional material for further discussion during the interviews. The study was designed as a collective case study in order to explore each participant\u27s literacy practices and compare across cases. Coding was first conducted deductively, separating literacy events from literacy practices. Then each primary code was subjected to a second around of coding. Literacy events were also deductively coded, according to the narrative methods of situation, continuity, and place. Literacy practices were inductively coded to draw forth themes within each case. Findings indicate participants used literacy to meet school objectives, aid in learning, facilitate verbal interactions, affirm identity, and achieve goals. A combination of these literacy practices and cultural wealth helped these participants achieve academic success at the community college level. Implications for culturally responsive teaching are discussed

    Aspectos motivacionais no design de tecnologia para mudanças sociais

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Conectando pessoas e presente em todos os aspectos da vida, quando projetadas para este fim, as tecnologias têm potencial de influenciar a forma com que pessoas em um grupo social percebem e se relacionam com as coisas no ambiente. Este estudo de doutorado em Interação Humano-Computador (IHC) investiga como elementos motivacionais da Psicologia podem ser aplicados para informar o design, explo- rando esse potencial da tecnologia em promover mudanças sociais. O estudo é instanciado no domínio de consumo de energia elétrica, lidando com o desafio contemporâneo de cons- cientizar a sociedade dos limites naturais do planeta no que diz respeito ao uso de recursos naturais. Informar o design com aspectos motivacionais é uma abordagem recente em IHC. Quando encontrada na literatura, comumente tem foco em aspectos individuais e intrín- secos da motivação. Contudo, como argumentado nessa pesquisa, o contexto sociocultural evidencia a importância de considerar também os fatores externos que motivam as pessoas a se engajarem com uma tecnologia e com uma determinada questão social. Por considerar tanto fontes intrínsecas quanto extrínsecas de motivação, a Teoria da Autodeterminação é então considerada o principal referencial teórico da Psicologia nessa investigação, e a Semiótica Organizacional é a base metodológica para analisar os elemen- tos socioculturais que influenciam a motivação extrínseca. A análise situada dos dados socioculturais por uma perspectiva motivacional levou ao design da Tecnologia Socialmente Informada para Eco-Feedback de Energia (sigla SEET, em inglês), uma arquitetura que tem por objetivo estabelecer um novo padrão de com- portamento, ou uma nova maneira de perceber o consumo de energia coletivamente. O SEET é composto por um sistema interativo que promove colaboração, e pela Árvore da Energia, um dispositivo de feedback tangível para locais onde há encontro de pessoas. O SEET é avaliado em dois cenários complementares: uma Escola de Ensino Funda- mental no Brasil, onde os dados socioculturais foram coletados, analisados e aplicados para informar o design; e no contexto de um departamento de uma universidade no Reino Unido. Aspectos motivacionais da arquitetura do SEET são então analisadas, assim como o impacto dessa tecnologia ao desencadear as esperadas mudanças sociaisAbstract: By connecting people and being present in almost all aspects of life, when properly de- signed for that, technology can potentially influence the way people in a social group perceive and relate with things in their environment. This PhD study in the Human-Computer Interaction (HCI) field investigates how motivational elements from Psychology can be applied to inform the design aiming at exploring this potential of technology for promoting a social change. The study is in- stantiated in the energy consumption domain, coping with the contemporary challenge of raising awareness among the society of the planet¿s natural resources usage and limits. Informing the design with motivational aspects is a recent approach in HCI. When found in literature, it is mostly focused on individual and intrinsic aspects of motivation. However, as argued in this research, the sociocultural context evidences the importance of considering also the external factors that motivate people to be engaged with technology and the social issue. By taking into account both intrinsic and extrinsic sources of motivation, the Self- Determination Theory is then considered the main theoretical background from Psychol- ogy in this investigation, and the Organisational Semiotics the methodological basis to analyse sociocultural elements that influence extrinsic motivation. The situated analysis of sociocultural data with motivational lenses has led to the de- sign of a Socially-informed Energy Eco-feedback Technology (SEET), an architecture that aims at establishing a "new pattern of behaviour", or a new way of perceiving collective energy consumption. The SEET is composed by an interactive system that promotes collaboration and The Energy Tree, a tangible and public feedback device for gathering places. The SEET is evaluated in two complementary scenarios: an elementary school in Brazil, where the sociocultural data was collected, analysed and applied to inform design; and in the context of an university department in the United Kingdom. Motivational as- pects of the SEET architecture are then analysed, as well as the impact of this technology to trigger the desired social changeDoutoradoCiência da ComputaçãoDoutora em Ciência da Computaçã

    Pedagogies of Play: An Ethnographic Analysis of Activity-Based Learning in Two Elementary Classrooms

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    In this document I discuss the relationship between education standards for curriculum and structured play in the elementary classroom. I discuss the various forms of teacher-initiated structured play, and student-initiated informal play and resistance strategies - through participant observation, digital analysis, spatial analysis, semi-structured ethnographic interviews, and unstructured conversations - to understand the full range of learning strategies in elementary classroom settings. I analyze how these strategies relate to curricular standards, or how they might deviate from or transform those standards, which are partially shaped by federal and state education policy. I also outline and develop two hypotheses in an effort to define what I observed in the classroom and the information I gained through my interviews, which I call playing capital and reciprocal power. I define playing capital as a resource and a skill that students are trained to develop in activity-based classrooms, and which has the potential to change collaborative environments and organizational structures. I define reciprocal power as an alternate structure of soft power, in which actors are empowered to take agentive action in hierarchical social and organizational networks, and which creates an exchange of power and changes social dynamics in systems of power

    Screening Male Crisis: A Comparative Analysis of the Alternative Coming-of-Age Motion Picture

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    This thesis will identify how the principle male character in select film narratives transforms from childhood through his adolescence in multiple locations and historical eras. The primary film narratives include Satyajit Ray’s Apu Trilogy: Pather Panchali (1955), Aparajito (1956), and Apur Sansar (1959), François Truffaut’s Antoine Doinel cycle: Les Quatre cents coups (1959), Antoine et Colette (1962), Baisers volés (1968), Domicile conjugal (1970), and L’Amour en fuite (1979), and Richard Linklater’s Boyhood (2014). These images of experience/maturation in motion are all intended to exemplify how the boy physically and psychologically changes over an extended period of time. The concept of the time-image will be shown to be an essential principal in passages from innocence to experience. I will establish how traditional characterizations of the young male as aggressive, unruly, and power-oriented individuals are refuted in alternative “takes” in these coming-of-age films, as a counter- genre cinema

    Kaleidoscopic View of Voices Shaping Female and Male Adolescents\u27 Dynamic Mathematics Identity within Single-Sex and Coeducational Environments

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    With amendments made to the Title IX legislation in 2006, public schools in the United States were permitted to establish single-sex classes as an option for students to enroll voluntarily. Yet, our understanding of how single-sex mathematics classes affect female and male adolescent students in the United States is sparse. The purpose of this study is to contribute to this limited body of scholarship by gaining insights into the similarities and differences in how middle grade female and male students\u27 narrate their mathematics identity within a single-sex and coeducational mathematics classrooms, as well as how class type may be shaping these adolescents\u27 mathematics identity. Grounded in the theoretical work of Gilligan (1982), Bakhtin (1981, 1986) and Evans (2008), students\u27 mathematics identities were understood as being composed of an interplay of \u27voices,\u27 voices vying for audibility (Evans, 2008), and moving in and out of one another while simultaneously shaping each participant\u27s mathematics identity, similar to that viewed at the opening end of a kaleidoscope. Results support the notion that mathematics identity is a complex and individualistic construct. Yet, in considering participants\u27 voices as distinct entities, it appears as though they are more similar than different. But participants in this study must make sense of their multiple voices, their mathematics identity, within the broader context of society and the classroom setting, external influences shaping how they perceive and narrate themselves as mathematics students. One such factor is the class type (single-sex or coeducational), which appears to be shaping some of the participants\u27 mathematics identity in this study

    Implications of an integrated curriculum in a polytechnic or competence based environment

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    This is a comparative case study of an innovative approach to teaching computer programming to novices. The focus of this study is to evaluate the integrated curriculum which blends face-to-face interaction with computing practice and online learning to first-year polytechnic students in an engineering informatics diploma course. To examine the efficacy of the blended learning approach, the integrated curriculum is compared to its predecessor which has applied the traditional structured curriculum. This thesis gains relevance from its study of different dimensions of the curriculum comprising the curriculum aims and objectives, the teaching-learning activities and the different forms of assessment. The research design is mainly qualitative employing analytic induction methods to arrive at its inferences and findings. Content analysis and observation have been performed to evaluate the curriculum of each of the cases. A quantitative analysis is performed on students' performance in the computer programming module to add validity to the qualitative findings. Data were collected for students taking the Principles of Computing module in the first semester of the first year in 2005 and 2006 respectively; a total of 232 students came from the 2005 cohort and 247 students came from the 2006 cohort. The dependent variables are the module score and its sub-components, the project score and the individual test score. The independent variable significant to this study is the student's entry level GCE 'O' levels aggregate; gender is not a significant variable unlike in other studies involving mathematics or science. The findings highlight the differences that exist between a traditional structured learning environment to the blended learning environment and how students perform under the different learning environments. A major contribution of this study is the constructive alignment framework incorporating the integrated curriculum characteristics to support the blended learning approach. By reviewing the curriculum, the teaching methods, the assessment procedures and the learning environment with regard to the integrated curriculum characteristics, this study has made significant discoveries on the strengths and limitations of the blended learning approach. The results of this study show how the roles of curriculum, pedagogy and assessment are inter-related and have to be integrated into the curriculum to foster better learning for students. Finally, the findings reveal the importance of the influence of the tutor in the blended learning delivery and the students' preference for tutor interaction. Through these findings, the study is able to recommend future improvements to the Principles of Computing module
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