52 research outputs found

    New Tools in Social Practice: Learning, Medical Education and 3D Environments

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    Learning with different kinds of ICT-based tools is an important issue in today's society. In this article we focus on how design of technology rich environments based on state of the art learning principles can give us new insights about how learning occur, and how we can develop new types of learning environments. Medical education constitutes the subject domain. There has been a considerable effort to develop 3D technologies in this field, and the article provides a careful review of how these technologies are applied. There is, however, a substantial gap between these advances and the use of technologies in medical education. Related work proposes individualistic assumptions or metaphors that do not focus explicitly on learning and technology mediation. Based on theoretical analysis of previous literature in the field we argue that there is a need for a new unit of analysis that includes the relationship between individual and collective activity and the role of technology herein. The socio-cultural and especially activity theory is taken as the perspective which gives the possibility to develop the argumentation about the unit of analysis. The unit of analysis also has implications for design of 3D environments. The design principles are elaborated upon and examples are given in relation to an application called Matador (Medical Advanced Training in an Artificial Distributed Environment). Matador is aimed at developing a simulation environment for training in emergency medicine

    How can we inspire nations of learners? Investigating growth mindset and challenge-seeking in two countries

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    © American Psychological Association, 2020. This paper is not the copy of record and may not exactly replicate the authoritative document published in the APA journal. Please do not copy or cite without author's permission. The final article is available, upon publication, at: https://doi.org/10.1037/amp0000647Here we evaluate the potential for growth mindset interventions (which teach students that intellectual abilities can be developed) to inspire adolescents to be “learners”—that is, to seek out challenging learning experiences. In a previous analysis, the U.S. National Study of Learning Mindsets (NSLM) showed that a growth mindset could improve the grades of lower-achieving adolescents, and, in an exploratory analysis, increase enrollment in advanced math courses across achievement levels. Yet the importance of being a “learner” in today’s global economy requires clarification and replication of potential challenge-seeking effects, as well as an investigation of the school affordances that make intervention effects on challenge-seeking possible. To this end, the present paper presents new analyses of the U.S. NSLM (N = 14,472) to (a) validate a standardized, behavioral measure of challenge-seeking (the “make-a-math worksheet” task), and (b) show that the growth mindset treatment increased challenge-seeking on this task. Second, a new experiment conducted with nearly all schools in two counties in Norway, the U-say experiment (N = 6,541), replicated the effects of the growth mindset intervention on the behavioral challenge-seeking task and on increased advanced math course-enrollment rates. Treated students took (and subsequently passed) advanced math at a higher rate. Critically, the U-say experiment provided the first direct evidence that a structural factor—school policies governing when and how students opt in to advanced math—can afford students the possibility of profiting from a growth mindset intervention or not. These results highlight the importance of motivational research that goes beyond grades or performance alone and focuses on challenge-seeking. The findings also call attention to the affordances of school contexts that interact with student motivation to promote better achievement and economic trajectories.acceptedVersio

    Eldsjälar och institutionell utveckling - mot nya former av lärande i den högre utbildningen - Resultat av 91 IKT-projekt under 1990-talet

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    Informations- och kommunikationsteknik; förnyelse högre utbildning; pedagogiska utvecklingsprojekt; utvärderin

    New Tools in Social Practice: Learning, Medical Education and 3D Environments

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    Learning with different kinds of ICT-based tools is an important issue in today's society. In this article we focus on how design of technology rich environments based on state of the art learning principles can give us new insights about how learning occur, and how we can develop new types of learning environments. Medical education constitutes the subject domain. There has been a considerable effort to develop 3D technologies in this field, and the article provides a careful review of how these technologies are applied. There is, however, a substantial gap between these advances and the use of technologies in medical education. Related work proposes individualistic assumptions or metaphors that do not focus explicitly on learning and technology mediation. Based on theoretical analysis of previous literature in the field we argue that there is a need for a new unit of analysis that includes the relationship between individual and collective activity and the role of technology herein. The socio-cultural and especially activity theory is taken as the perspective which gives the possibility to develop the argumentation about the unit of analysis. The unit of analysis also has implications for design of 3D environments. The design principles are elaborated upon and examples are given in relation to an application called Matador (Medical Advanced Training in an Artificial Distributed Environment). Matador is aimed at developing a simulation environment for training in emergency medicine.</p

    Kaleidoscope Impact and lessons learned. A position paper

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    Unpublished position paperThis paper analyses the impact and presents the lessons learned along the life of the Kaleidoscope FP6 network of excellence during its contractual life. It includes an analysis of the levels of integration, of the dissemination and excellence, as well as toughts about the project-review synergy, financial and effort issues

    Computer-supported collaborative learning: pedagogical and technological scaffolding Int’l Encyclopedia of Education’s 3rd Edition (Vol. Learning and Cognition

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    Computer-Supported Collaborative Learning (CSCL) is the field concerned with how Information and Communication Technology (ICT) might support learning in groups (colocated and distributed). It is also about understanding the actions and activities mediated by ICT. Educational applications range from generic collaboration environments (e.g

    Modeller pĂĄ reise

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    A conceptual stance on CSCL history

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    International audienc
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