46 research outputs found

    COVID-19 and the Transition to Online Learning in the Basic Course: Examining Effects on Student Learning

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    Objectives: This study examines how the transition to remote delivery during the spring of 2020 affected student learning in the basic communication course. Methods: Participants in three different course delivery modes (face-to-face, online, and live interactive) were enrolled in a public speaking course with standardized adaptive reading quizzes, exams, and speech assignments. Participants completed several measures over the course of the semester and had their responses paired up with their end-of-semester grade book data. Results: Results of this study indicate that students who were enrolled in a face-to-face course and transitioned online during the COVID-19 pandemic were outperformed by online and learning interactive students in several of the standardized assignments in the course. Conclusions: Overall, face-to-face (FtF) students performed four percentage points lower in the course than the learning interactive and online groups while also demonstrating more emotional interest in the course than the other two groups. Implication for Theory and/or Practice: In future transitions to remote learning, FtF students may experience greater disruption than existing online students. Instructors should be mindful of this finding in transitioning to remote learning during the semester

    Growing Lemon Trees from Lemons: Lessons Reaped from a SoTL Faculty Learning Community's Research "Failures"

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    Failure can be central to faculty research; however, failure produces a vehicle for learning. Through an interdisciplinary faculty community, the authors supported each other in facing, learning from, and overcoming “failed” aspects of research projects. This article reports obstacles encountered in conducting Scholarship of Teaching and Learning research and the role of a faculty learning community in overcoming these challenges. Research pitfalls included lack of student participants, non-significant findings, expectations for understanding related course content, technology issues, use of deception, determining the research question, and managing bias. Ultimately, the faculty learning community engendered a foundation for successful research projects by shared inquiry into these research “failures.”

    Publically different, privately the same: Gender differences and similarities in response to Facebook status updates

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    Social networking sites (SNS), and especially Facebook, have revolutionised patterns of language and communication. We conducted a study to examine gender differences in language use on Facebook, by surveying 600 undergraduate students (388 females and 207 males), and analysing males’ and females’ responses to two Facebook status updates. There were a number of gender differences in terms of public replies to Facebook status updates. Females were significantly more likely to ‘Like’ a Facebook status update than males, post a public reply to a Facebook status update than males and show higher levels of emotional support than males. In contrast there were hardly any gender differences in terms of sending private messages in response to Facebook status updates. There was no gender difference in terms of level of emotional support in private messages. Females were more likely to send a private message than males, but this difference was very small. The implications of these findings for explanations of gender differences in language are discussed

    Real-Time, Real World Learning—Capitalising on Mobile Technology

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    This chapter explores the adoption of Web 2.0 technologies to promote active learning by students and to both mediate and enhance classroom instruction. Web 2.0 refers to open source, web-enabled applications (apps) that are driven by user-manipulated and user-generated content (Kassens-Noor, 2012). These apps are often rich in user participation, have dynamic content, and harness the collective intelligence of users (Chen, Hwang, & Wang, 2012). As such, these processes create “active, context based, personalised learning experiences” (Kaldoudi, Konstantinidis, & Bamidis, 2010, p. 130) that prioritise learning ahead of teaching. By putting the learner at the centre of the education process educators can provide environments that enhance employability prospects and spark a passion for learning that, hopefully, lasts a lifetime. As such, we critique an active learning approach that makes use of technology such as mobile applications (apps), Twitter, and augmented reality to enhance students’ real world learning. Dunlap and Lowenthal (2009) argue that social media can facilitate active learning as they recreate informal, free-flowing communications that allow students and academics to connect on a more emotional level. Furthermore, their use upskills students in the technical complexities of the digital world and also the specialised discourses that are associated with online participation, suitable for real world learning and working (Fig. 16.1). Three case studies explore the benefits of Web 2.0 processes. The first details the use of Twitter chats to connect students, academics, and industry professionals via online synchronous discussions that offer a number of benefits such as encouraging concise writing from students and maintaining on-going relationships between staff, students, and industry contacts. The second details a location-based mobile app that delivers content to students when they enter a defined geographical boundary linked to an area of a sports precinct. Finally, we explore the use of augmented reality apps to enhance teaching in Human Geography and Urban Studies

    "Girls can't play": The effects of stereotype threat on females' gaming performance

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    The current study examined the impact of stereotype threat on female online gamers' performance and further examined whether manipulating the availability of multiple social identities effectively eliminated these performance decrements. Further, participants' implicit attitudes towards female online gamers were assessed. Eighty-one participants (60 female) were assigned to one of four experimental conditions: 1), stereotype threat, 2), multiple social identities, 3), female control, and 4), male control. They completed an Implicit Association Test and a gaming task. The number of coins collected in a 5-min time period provided a measure of gameplay performance. Results indicated that stereotype threatened females underperformed on the gaming task relative to males in the control condition. The intervention of multiple social identities successfully protected females' gameplay performance from stereotype threat. Additionally, differences were found between conditions in implicit attitudes pertaining to gender-gaming competence. This research highlights the harmful effects of negative stereotypes on females' gaming performance, and suggests that these decrements may be eliminated when females identify with an alternative positive social identity

    Unfitting, uncomfortable, unacademic: a sociological reading of an interactive mobile phone app in university lectures

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    Abstract Scholarly literature on education technology uptake has been dominated by technological determinist readings of students’ technology use. However, in recent years there has been a move by sociologists of education to highlight how the contexts in which educational technologies are introduced are not tabula rasa but socially and culturally complex. This study approaches technology as a social construct, arguing that students construct discursive meaning of, rather than simply respond to, technologies for learning. The study explores students’ constructions of a mobile learning app that was introduced into lectures during a year-long university course. Students largely rejected the app, constructing it as unfitting for the context, a socially uncomfortable experience and an unacademic way of learning. The paper highlights the limitations of technological determinism and closes by arguing for readings of educational technologies that pay close attention to students’ voices

    Applying the multi-threat framework of stereotype threat in the context of digital gaming.

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    Females often report experiencing stigmatisation pertaining to their competency in digital gaming communities. Employing the principles of the multi-Threat framework of stereotype threat, the current research examined the impact of gender-related stereotypes on females' gaming performance and related self-perceptions. In Experiment 1, 90 females were assigned to one of three conditions in which they were primed that their performance would be either diagnostic of their personal (self-As-Target) or gender group's ability (group-As-Target) or would be non-diagnostic of gaming ability (control). In Experiment 2, 90 females were primed that their performance would be judged by a group of other females (in-group source) or males (out-group source), or would be non-diagnostic of ability (control). Participants then completed a casual gaming task, as well as measures of competence beliefs, self-efficacy and self-esteem. Findings from Experiment 1 indicate that neither a self-As-Target nor a group-As-Target stereotype affected significantly gaming performance, or gamerelated self-efficacy, self-esteem and competency beliefs. Findings from Experiment 2 reveal further that females' gaming performance and associated self-perceptions were not impacted significantly by an in-group or out-group source of stereotype threat. The discussion turns to potential explanations for these findings, proposing that females may not perceive negative gender-gaming stereotypes to be an accurate representation of their personal or social group's gaming ability. We also discuss the implications of the experimental design and difficulty, as well as the potential for domain identification to moderate performance outcomes under stereotype threat

    Female gamers’ experience of online harassment and social support in online gaming: a qualitative study

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    Female gaming is a relatively under-researched area, and female gamers often report experiencing harassment whilst playing online. The present study explored female experiences of social support while playing online video games, because of the previous research suggesting that females often experience harassment and negative interactions during game play. Data were collected from an online discussion forum, and comprised posts drawn from 271 female gamers. Thematic analysis of the discussions suggested that a lack of social support and harassment frequently led to female gamers playing alone, playing anonymously, and moving groups regularly. The female gamers reported experiencing anxiety and loneliness due to this lack of social support, and for many, this was mirrored in their experiences of social support outside of gaming. The female gamers frequently accepted the incorporation into their gaming of specific coping strategies to mitigate online harassment, including actively hiding their identity and avoiding all forms of verbal communication with other players. These themes are discussed in relation to relevant research in the area, along with recommendations for future research and consideration of possible explanations for the themes observed

    Examining the effects of social media in co-located classrooms: A case study based on SpeakUp

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    The broad availability of mobile computing devices has prompted the apparition of social media applications that support teaching and learning. However, so far, there is conflicting evidence as to whether the benefits such applications provide in terms of engagement and interaction, outweigh their potential cost as a source of distraction. To help in clarifying these issues, the present paper presents a case study on the impact of using SpeakUp (an app aimed at promoting student participation through anonymous chatrooms) in an authentic face-to-face learning scenario. Concretely, we focus on the connection between SpeakUp and the student engagement, distraction, social interaction, and the influence of the teachers' style. Our findings highlight that SpeakUp favored students' engagement and social interaction, but they also point towards its limitations in keeping students communicating about content relevant to the course

    Individual differences in media multitasking ability: the importance of cognitive flexibility

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    Previous research on media multitasking has often focussed on the frequency with which people perform this type of behaviour. Heavy media multitaskers have been found to differ from light media multitaskers in their performance of tasks involving executive functioning (although these differences have not always been found consistently). The aim of the present study was to explore individuals’ executive functioning in relation to their ability to media multitask (i.e., their ability to retain information presented during the session), rather than their propensity to media multitask. Participants (N= 116, aged 18-25, male N= 32) completed an executive function task battery, inclusive of working memory, inhibition and cognitive flexibility tasks, followed by a studious media multitasking situation. Individual executive function task performance scores were correlated with media multitasking ability scores. Greater cognitive flexibility was significantly associated with greater ability to media multitask, in terms of retention of information from a media multitasking situation. Furthermore, media multitasking influenced mood, reducing levels of self-reported arousal. Thus, the present study provides some elucidation as to what cognitive characteristics are involved in being able to media multitask, whilst also indicating a possible cognitive mechanism for negative associations found between media multitasking and academic performance
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