15,212 research outputs found

    Mediators of Inequity: Online Literate Activity in Two Eighth Grade English Language Arts Classes

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    This comparative case study, framed by Cultural Historical Activity Theory and sociocultural understandings of literacy, investigated students’ online literate activity in two eighth grade English Language Arts classes taught by the same teacher - one with a scripted literacy curriculum and the other without. During a year-long research project, we used ethnographic methods to explore the nature of middle school students’ literate activity in each of these classes, with particular attention to the mediators evident as students engaged in online literate activity. Specifically, this article addresses the following research question: What mediators were evident within and across each of the classes and how did these mediators influence students’ online literate activity? In addressing this question, we illustrate how particular configurations of mediators – even those operating within the context of the same school and same teacher – significantly influenced the nature of students’ online literate activity and the literate identities available to students. This study reinforces the importance of attending to the influence of offline mediators in school settings. Without such attention, students’ formal education is likely to be transferred online rather than transformed online

    Personalised Learning: Developing a Vygotskian Framework for E-learning

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    Personalisation has emerged as a central feature of recent educational strategies in the UK and abroad. At the heart of this is a vision to empower learners to take more ownership of their learning and develop autonomy. While the introduction of digital technologies is not enough to effect this change, embedding the affordances of new technologies is expected to offer new routes for creating personalised learning environments. The approach is not unique to education, with consumer technologies offering a 'personalised' relationship which is both engaging and dynamic, however the challenge remains for learning providers to capture and transpose this to educational contexts. As learners begin to utilise a range of tools to pursue communicative and collaborative actions, the first part of this paper will use analysis of activity logs to uncover interesting trends for maturing e-learning platforms across over 100 UK learning providers. While personalisation appeals to marketing theories this paper will argue that if learning is to become personalised one must ask what the optimal instruction for any particular learner is? For Vygotsky this is based in the zone of proximal development, a way of understanding the causal-dynamics of development that allow appropriate pedagogical interventions. The second part of this paper will interpret personalised learning as the organising principle for a sense-making framework for e-learning. In this approach personalised learning provides the context for assessing the capabilities of e-learning using Vygotsky’s zone of proximal development as the framework for assessing learner potential and development

    Exploring the experiences of adolescent students attending a virtual school

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    In the past 20 years distance education has evolved rapidly. The accessibility to online learning or virtual schools has become a viable option for many students. Virtual schools offer students instructional flexibility regarding time, place, and pace. Improvements in distance education fostered rapid growth of online learning. The number of online learners grew nearly ten-fold from 2001 to 2015 (Clark, 2001; Watson et al., 2015). However, Watson (2016) estimated only 10% of online learners represented full-time virtual school students. Although face-to-face instruction is preferred by most K-12 learners, some learners argued their needs were best met by virtual schools (Green, 2013; Kenyon, 2007; Nehr, 2009; Pleau, 2012; Rice, 2006). Little is known about the lived experiences of public virtual school students. The obscure nature of virtual schools may be related to the private home-based settings and having significantly fewer enrollments compared to supplemental online programs and traditional schools. The purpose of this study was to explore the personal meanings and motivational aspects of being an adolescent middle school student in a particular virtual school. Two phenomenological methods were administered. First, the Descriptive Phenomenological Method in Psychology (Giorgi, 2009) revealed 10 commons essences of being a virtual student in a particular virtual school. Three descriptive themes related to (1) the mutual needs of family members, (2) teacher-directed learning with parental assistance, and (3) selective socialization. The descriptive study led to personal meanings expressed in psychological terms. Secondly, Interpretive Phenomenological Analysis (Smith et al., 2012) was administered to interpret satisfactions and dissatisfactions of the five adolescent virtual student participants. A single theme emerged from the interpretive study relating to student freedoms, guided choices and a sense of self-control. Self determination theory was applied to 10 randomly selected experiences to provide further insight into the motivation of each participant. The support for autonomy, competence, and relatedness was identified along with the students’ levels of self-regulation. The detailed and rich descriptions of lived experiences and self-regulation capabilities were expected to improve the readers understanding of virtual school preference for a small number of adolescent students and their parents

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    FROM DISTANCE EDUCATION TO ONLINE EDUCATION: A REVIEW OF THE LITERATURE

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    Distance learning has come a long way over the past 150 years. From the initial days of text based correspondence courses by mail to the immediate learning powered by the internet and online courses, distance learning is a much more interactive and engaging learning experience in 2019. The third generation of distance education, online learning, has delivered powerful learning models and frameworks, like Community of Inquiry and Adolescent Community of Engagement. These models and frameworks help educators create meaningful teacher to student interactions. Additionally they provide researched based approaches to designing powerful authentic learning opportunities where student to student discussion and communication deepens the learning experience. As researchers have moved into the third decade of the third generation of distance learning, a more nuanced approach to student online learning has emerged. Researchers have begun to examine supporting student success at each level of the K-20 online educational experience and are finding different learner needs at each level. This literature review aims to review the history of distance education to create a historical background of the development of this learning avenue which has become very common today. With a historical perspective in place, this review will look at the current factors in this generation of distance education (online learning) that have impacted successful student outcomes

    ‘Economics with training wheels’: Using blogs in teaching and assessing introductory economics

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    Blogs provide a dynamic interactive medium for online discussion, consistent with communal constructivist pedagogy. This paper explores the use of blogs in the teaching and assessment of a small (40-60 students) introductory economics paper. The role of blogs as a teaching, learning and assessment tool are discussed. Using qualitative and quantitative data collected across four semesters, students’ participation in the blog assessment is found to be associated with student ability, gender, and whether they are distance learners. Importantly, students with past economics experience do not appear to crowd out novice economics students. Student performance in tests and examinations does not appear to be associated with blog participation after controlling for student ability. However, students generally report overall positive experiences with the blog assessment

    Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer

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    The genre of massively multiplayer online role-playing games has become increasingly popular with adolescent males. While researchers have studied the social aspect of online role-playing games, there is little known about the metacognitive and self-scaffolding processes that players engage in as they navigate these digital immersive environments. This case study focuses on the experience of an adolescent male gamer as he develops his knowledge, selfawareness and virtual identity

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

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    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement
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