6 research outputs found

    An Experimental Investigation of ‘Drill-and-Practice’ Mobile Apps and Young Children

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    The choice of mobile applications (apps) for learning has been heavily relied on customer and teacher reviews, designers’ descriptions, and alignment with existing learning and human-computer interaction theories. There is limited empirical evidence to advise on the educational value of mobile apps as these are used by children. Understanding the impact of mobile apps on young children’s learning is timely given the lack of evidence-based recommendations that could guide parents and teachers in selecting apps for their children. In this paper, we present the results of a series of randomised control trial (RCTs) with 376 children aged 5 to 6 years old who interacted with two maths apps in three schools in the UK. Pre/post-test comparisons revealed learning gains in both the control and intervention groups, suggesting that the selected applications are equally good to standard maths practice. Implications for the selection and use of mobile apps are discussed.

    Scaffolding Competence-based Learning Design in the Dental Simulation Curriculum

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    IntroductionLearning in a clinical domain in dentistry is complex and learners may face uncertain clinical scenarios. A simulation curriculum can be designed to have simple clinical scenarios and learning activities which progress in complexity and employ competence assessments of simulated clinical practice before students can undertake authentic practice on patients. This paper presents how scaffolding of competence can be used for designing learning with simulators (haptics and phantom head) demonstrated in a specific domain in restorative dentistry.MethodsA collaborative workshop as a research approach was undertaken to inform the iterative analysis, development, and discussion on scaffolding the learning design with respect to competence assessments of learning cavity preparation with simulation-based learning technologies. A workshop was conducted, which was collaborative and involved design negotiations between researchers, technologists, and teachers/practitioners in developing the simulation curriculum.ResultsA competence assessment with feedback in a specific domain in preparing interproximal caries was used as a context to describe how the learning activities and outcomes were designed to meet assessment of competence with varied levels of simple to complex learning activities and structured sessions.ConclusionSimulation curriculum can be designed and implemented by scaffolding the level of competence that can be learned using simulation between haptics and phantom-head. This brings impetus to the need in meeting the relevant competence criteria in context to a specific affordance of the simulation-based learning technologies to provide optimal patient-centred holistic care
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