297,418 research outputs found

    Lecturer--student views on successful online learning environments.

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    While many are enthusiastic about the promises of online learning as a flexible form of learning, others are cautious and concerned with the quality of teaching and learning rendered in such environments. In response, this article reports on the findings of a study conducted to better understand the issues related to the nature of learning in online environments and how learning in such environments can be successfully facilitated. Ten online lecturers and their students were surveyed at the Faculty of Education, University of Waikato. Successful online teaching and learning was characterised as a social interactive process such as that embodied within learning communities. Teaching practices and responsibilities associated with four lecturer roles were crucial to this process-pedagogical, managerial, social and technological. Considering these multiple roles is argued to be a productive framework in enabling online lecturers to understand and act on each role's required responsibility, tasks and practices and adapt them to their particular teaching context

    Learning outcome dependency on contemporary ICT in the New Zealand middle school classroom

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    Often studies of children's technology use in the classroom is internally focused and small scale. This study attempts a globalised exploratory overview of an entire New Zealand middle school to understand the technology usages across a range of curriculum and learning outcomes. Observations of the use of technology in the classroom during eight different lessons were conducted followed by structured-open-ended interviews. From our classroom observations and through teacher interviews, we have been able to identify three levels of the dependency of learning outcome on contemporary-ICT

    Systematising Learning and Research Information

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    This paper considers the ways in which information of relevance to the learning and research communities is organised and used. It contends that there is considerable overlap between the different types of online resources and information currently available within education. It describes some of the structured environments and data stores that have emerged in recent years, along with standards which are attempting to define the properties of discrete learning objects, through the specification of Learning Object Metadata (LOM). The paper contends that current developments of structured learning environments such as Managed and Virtual Learning Environments (MLEs and VLEs) are occurring on the whole in parallel to resource data stores, such as information gateways and portals. This discrepancy has arisen in part because these developments have occurred independently of one another and in part because there has to date been no rigorous definition of the underlying theoretical models. Furthermore, it argues that these predefined structured environments are unlikely to be sufficient to meet the information needs of users in different contexts. The paper goes on to describe an information toolkit, which provides a way of systematising information handling in learning and research, which helps users articulate information plans within specific contexts. The paper concludes with a description of two case studies which illustrate how this toolkit can be used

    The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning

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    The research presented in this paper aims at investigating user interaction in immersive virtual learning environments (VLEs), focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this ‘Virtual Playground’, each participant was asked to complete a set of tasks designed to address arithmetical ‘fractions’ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analyzed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide as strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change

    Establishing the "new" into "the way we do things": Reviewing paper aims and content in response to national and local developments.

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    This paper reports on a review of "Professional practice and inquiry I" in response to local and national developments. The introduction of The New Zealand Curriculum (Ministry of Education, 2007) raised questions for initial teacher educators about how they might prepare their pre-service student teachers to teach using this updated curriculum. "Professional practice and inquiry I" is a first semester compulsory professional paper University of Waikato Bachelor of Teaching students (primary). The introduction of the 2007 national curriculum document was not the only reason for a review of this professional paper. This paper outlines how the teaching team had recognized the mixture of influences that impact on the development of paper content, explains in some detail what we did for the teaching and learning of the new 2007 key competencies, and the outcomes we found through collecting student voice. This was part of a collaborative research project investigating the teaching and learning of the "front end" of The New Zealand Curriculum (ibid) and incorporating those findings into the primary Bachelor of Teaching programme

    Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities

    A learning design toolkit to create pedagogically effective learning activities

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    Despite the plethora of Information and Communication Technologies (ICT) tools and resources available, practitioners are still not making effective use of e-learning to enrich the student experience. This article describes a learning design toolkit which guides practitioners through the process of creating pedagogically informed learning activities which make effective use of appropriate tools and resources. This work is part of a digital libraries project in which teaching staff at two universities in the UK and two in the USA are collaborating to share e-learning resources in the subject domains of Physical, Environmental and Human Geography. Finding, or creating, suitable e-learning resources and embedding them in well designed learning activities can be both challenging and time consuming. Sharing and adapting effective designs and solutions is both a stimulant and a time saver. This article describes the background to the specification of a learning activities design toolkit to support teachers as they create or adapt e-learning activities. This uses a model of pedagogical approaches as a basis for developing effective learning design plans and illustrates its use. The authors share their definition of a learning activity and taxonomies for the constituent elements. Real examples are discussed to illustrate their approach

    What is the problem to which interactive multimedia is the solution?

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    This is something of an unusual paper. It serves as both the reason for and the result of a small number of leading academics in the field, coming together to focus on the question that serves as the title to this paper: What is the problem to which interactive multimedia is the solution? Each of the authors addresses this question from their own viewpoint, offering informed insights into the development, implementation and evaluation of multimedia. The result of their collective work was also the focus of a Western Australian Institute of Educational Research seminar, convened at Edith Cowan University on 18 October, 1994. The question posed is deliberately rhetorical - it is asked to allow those represented here to consider what they think are the significant issues in the fast-growing field of multimedia. More directly, the question is also asked here because nobody else has considered it worth asking: for many multimedia is done because it is technically possible, not because it offers anything that is of value or provides the solution to a particular problem. The question, then, is answered in various ways by each of the authors involved and each, in their own way, consider a range of fundamental issues concerning the nature, place and use of multimedia - both in education and in society generally. By way of an introduction, the following provides a unifying context for the various contributions made here

    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
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