1,267 research outputs found

    A Phenomenographic Study Of Student Engagement Using Gis-Story Maps In An Eighth-Grade Social Studies Classroom

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    This qualitative phenomenographic study explores students\u27 engagement using gis-story maps in an eighth-grade social studies classroom from a southeastern United States’ school district. The study answered the following questions: (1) how do eighth-grade students perceive their engagement with social studies when it is taught using story maps? (2) how do eighth-grade students perceive the relationship between gis, story maps to their own life? This study investigates students\u27 engagement from the perspective of the students rather than the teacher. Qualitative data collection involved classroom observations, student-written reflections, and oral interviews of fourteen student-participants. The data analysis reveals that students perceive story maps as engaging in four qualitatively different ways: generating inquiry, visualizing information, mapping interactively, and cycling. Students see a geographic and cultural connection between story maps and their lives, and were also able to see a beyond the classroom connection. The study presents students\u27 description of themselves when they are engaged, stressing the importance of classroom learning experiences, studenting, evidencing, and fostering intrinsic motivation. The results from the study supported the notion that students want their learning in social studies to include variety and active learning strategies

    Real-time Medical Visualization of Human Head and Neck Anatomy and its Applications for Dental Training and Simulation

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    The Digital Design Studio and NHS Education Scotland have developed ultra-high definition real-time interactive 3D anatomy of the head and neck for dental teaching, training and simulation purposes. In this paper we present an established workflow using state-of-the-art 3D laser scanning technology and software for design and construction of medical data and describe the workflow practices and protocols in the head and neck anatomy project. Anatomical data was acquired through topographical laser scanning of a destructively dissected cadaver. Each stage of model development was clinically validated to produce a normalised human dataset which was transformed into a real-time environment capable of large-scale 3D stereoscopic display in medical teaching labs across Scotland, whilst also supporting single users with laptops and PC. Specific functionality supported within the 3D Head and Neck viewer includes anatomical labelling, guillotine tools and selection tools to expand specific local regions of anatomy. The software environment allows thorough and meaningful investigation to take place of all major and minor anatomical structures and systems whilst providing the user with the means to record sessions and individual scenes for learning and training purposes. The model and software have also been adapted to permit interactive haptic simulation of the injection of a local anesthetic

    Real-time Medical Visualization of Human Head and Neck Anatomy and its Applications for Dental Training and Simulation

    Get PDF
    The Digital Design Studio and NHS Education Scotland have developed ultra-high definition real-time interactive 3D anatomy of the head and neck for dental teaching, training and simulation purposes. In this paper we present an established workflow using state-of-the-art 3D laser scanning technology and software for design and construction of medical data and describe the workflow practices and protocols in the head and neck anatomy project. Anatomical data was acquired through topographical laser scanning of a destructively dissected cadaver. Each stage of model development was clinically validated to produce a normalised human dataset which was transformed into a real-time environment capable of large-scale 3D stereoscopic display in medical teaching labs across Scotland, whilst also supporting single users with laptops and PC. Specific functionality supported within the 3D Head and Neck viewer includes anatomical labelling, guillotine tools and selection tools to expand specific local regions of anatomy. The software environment allows thorough and meaningful investigation to take place of all major and minor anatomical structures and systems whilst providing the user with the means to record sessions and individual scenes for learning and training purposes. The model and software have also been adapted to permit interactive haptic simulation of the injection of a local anaesthetic

    Effect of Virtual Reality on Motivation and Achievement of Middle-School Students

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    The introduction of low-cost hand-held devices has provided K-12 educators with the opportunity to teach using virtual reality (VR). However, the efficacy of VR in K-12 classrooms for teaching and learning has not been established. Therefore, the purpose of this quasi-experimental study was to examine the influence of virtual reality field trips on middle-school students social studies academic achievement and motivation. The district chosen for the study is in a rural, economically depressed county, where generational poverty persists. However, the district has a history of being an early adopter of technology. Participants included 76 seventh-grade students at two middle schools, who participated in social studies instruction using either the traditional lecture method or a virtual reality system. The virtual reality system used in this study was the Google Expeditions Virtual Reality System, which uses smartphone technology and iBlue Google VR 3-D Glasses. Before and after the instruction was provided, participants were assessed using the Instructional Materials Motivation Survey (IMMS) and teacher designed social studies test. The results of the two one-way ANCOVAs, demonstrated that students using virtual reality scored significantly higher than students participating in traditional instruction on both their academic achievement and motivation. These findings provide support for the use of virtual reality in middle-school social studies classrooms

    A Survey of Smart Classroom Literature

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    Recently, there has been a substantial amount of research on smart classrooms, encompassing a number of areas, including Information and Communication Technology, Machine Learning, Sensor Networks, Cloud Computing, and Hardware. Smart classroom research has been quickly implemented to enhance education systems, resulting in higher engagement and empowerment of students, educators, and administrators. Despite decades of using emerging technology to improve teaching practices, critics often point out that methods miss adequate theoretical and technical foundations. As a result, there have been a number of conflicting reviews on different perspectives of smart classrooms. For a realistic smart classroom approach, a piecemeal implementation is insufficient. This survey contributes to the current literature by presenting a comprehensive analysis of various disciplines using a standard terminology and taxonomy. This multi-field study reveals new research possibilities and problems that must be tackled in order to integrate interdisciplinary works in a synergic manner. Our analysis shows that smart classroom is a rapidly developing research area that complements a number of emerging technologies. Moreover, this paper also describes the co-occurrence network of technological keywords using VOSviewer for an in-depth analysis

    Proceedings of The Rust-Edu Workshop

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    The 2022 Rust-Edu Workshop was an experiment. We wanted to gather together as many thought leaders we could attract in the area of Rust education, with an emphasis on academic-facing ideas. We hoped that productive discussions and future collaborations would result. Given the quick preparation and the difficulties of an international remote event, I am very happy to report a grand success. We had more than 27 participants from timezones around the globe. We had eight talks, four refereed papers and statements from 15 participants. Everyone seemed to have a good time, and I can say that I learned a ton. These proceedings are loosely organized: they represent a mere compilation of the excellent submitted work. I hope you’ll find this material as pleasant and useful as I have. Bart Massey 30 August 202

    DisconnectED

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    Even with complications, remote learning can be successful with the development of user friendly designed solutions. While there are educational tools and platforms available that electronically support remote learning, many students and teachers do not have deep technological knowledge and many lack internet access outside of school. Without access to the internet, many of them experience interruptions in their education. This underscores the needs of both the educator, and the students during sudden and unexpected periods of school closure. The research objectives of this project focus on current learning tools, their design, and their accessibility during remote learning. The level of technology available today plays a significant part in the design and delivery of K-12 education. The results of a literature review identified issues in remote learning, including those within the ongoing pandemic. In effect, this project identifies the importance of using design principles to solve this problem. The goal is to provide a solution that enables learning in remote environments with limited or no internet access, further emphasizing the importance of utilizing modern technology and design principles when creating effective remote learning tools

    A Case Study of the Pedagogical Use of Technology by a Selected Graduate-Level Educational Leadership Program: How it Affects Students\u27 Learning Experience

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    Abstract The purpose of this study was to learn how professors in educational leadership use technology and how that usage effected their students’ learning experience. To gather data relevant to this study, I interviewed twelve participants from an educational leadership program: four faculty members and eight students. The data from this case study revealed that the faculty viewed technology as a tool for student engagement and motivation and for measuring student understanding in real time. They also used technology as a student-centered pedagogical tool. The students valued technologies that facilitated synchronous interactions within and beyond the classroom, as well as those that used visual media to facilitate learning. They saw a clear link between faculty proficiency with technology and their own educational experience. Their responses also showed several criteria that they used to evaluate the effective integration of technology into their leaning environment. Deeper analysis of these themes revealed the effectiveness of shifting educational leadership settings toward hybrid courses. The case study offers a theoretical framework for approaching technology use in higher education and further research into its pedagogical role
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