9 research outputs found

    “I Found Myself Retweeting”: Using Twitter Chats to Build Professional Learning Networks

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    This chapter describes a mixed-method, multiple case study that examined ways in which synchronous educational Twitter chats were used, first, to enhance graduate and undergraduate university student learning, second, to build professional networks, and third, to provide a loosely regulated means to achieving self-determined professional development goals. Findings suggest that while difficult at the onset, participation in Twitter educational chats was an enhancement to students’ overall course learning experience. Specifically, university students’ use of chats for educators helped them achieve social presence in this virtual environment, as well as to better understand the connections between positive student-teacher relationships and K12 student learning. Included are recommendations for use of Twitter synchronous educational chats in the college classroom as well as future directions in research

    The Development of a Virtual Science Museum for the Public Understanding of Science in Eastern China and in the United States

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    In 1999, the Chinese Academy of Sciences realized that there was a need for a better public understanding of science. For the public to have better accessibility and comprehension of China's significance to the world, the Computer Network Information Center (CNIC), under the direction of the Chinese Academy of Sciences, combined resources from thousands of experts across the world to develop online science exhibits housed within the Virtual Science Museum of China. Through an analysis of historical documents, this descriptive dissertation presents a research project that explores a dimension of the development of the Giant Panda Exhibit. This study takes the reader on a journey, first to China and then to a classroom within the United States, in order to answer the following questions: (1) What is the process of the development of a virtual science exhibit; and, (2) What role do public audiences play in the design and implementation of virtual science museums? The creation of a virtual science museum exhibition is a process that is not completed with just the building and design, but must incorporate feedback from public audiences who utilize the exhibit. To meet the needs of the museum visitors, the designers at CNIC took a user-centered approach and solicited feedback from six survey groups. To design a museum that would facilitate a cultural exchange of scientific information, the CNIC looked at the following categories: visitor insights, the usability of the technology, the educational effectiveness of the museum exhibit, and the cultural nuances that existed between students in China and in the United States. The findings of this study illustrate that the objectives of museum designers may not necessarily reflect the needs of the visitors and confirm previous research studies which indicate that museum exhibits need a more constructivist approach that fully engages the visitor in an interactive, media-rich environment. Even though the world has moved forwards with digital technology, classroom instruction in both China and in the United States continues to reflect traditional teaching methods. Students were shown to have a lack of experience with the Internet in classrooms and difficulty in scientific comprehension when using the virtual science museum--showing a separation between classroom technology and learning. Students showed a greater interest level in learning science with technology through online gaming and rich multimedia suggesting that virtual science museums can be educationally valuable and support an alternative to traditional teaching methods if designed with the end user in mind

    Giving Back: Exploring Service-Learning in an Online Learning Environment

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    Service-Learning (SL) as an instructional method is growing in popularity for giving back to the community while connecting the experience to course content. However, little has been published on using SL for online business students. This study highlights an exploratory mixed-methods, multiple case study of an online business leadership and ethics course utilizing SL as a pedagogical teaching tool with 81 students. Results from the study noted that hours completed exceeded those assigned and students identified outcomes for themselves, their university, and nonprofit organizations where they served. The outcomes of this study mirrored those identified by students in traditional face-to-face courses underscoring the value of SL projects in online courses in higher education

    Fostering Presence in Online Discussion

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    With increased demands for online courses, instructors are challenged to facilitate discussions that promote critical thinking and mastery of content. Synchronous and asynchronous discussion forums are used to create a Community of Inquiry (COI) across four respective disciplines and areas: English as a Second Language (ESL), Teacher Education, Industrial Technology, and Human Resource Development (HRD). Understanding the benefits and limitations of each forum and their applications allows instructors to facilitate quality online discussions that foster development of social, cognitive and teaching presence

    Engaging nursing students and older adults through service-learning

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    Purpose The purpose of this study is to examine nursing students’ (n = 18) perceptions of interrelating with older adults to understand how such interactions might improve students’ levels of cultural competence and enhance their future nursing practice. Additionally, the study sought to contribute to a higher level of technological competency in older adults. Design/methodology/approach A basic qualitative study design (Merriam and Tisdell, 2016) was used to direct the data collection and analysis to achieve the aims of this study. Findings Four themes emerged from the data collected based on cultural knowledge, cultural skills, cultural desire and engaging in cross-cultural interactions. Students reflected on how their experiences would help them to interact with older adults in their future nursing practices. Research limitations/implications The limitation of the research is that the exploratory study cannot be generalized for a wider demographic. Also, the students’ prior experiences working with older adults were not considered and their reflections may not have accurately portrayed their true biases. Practical implications Reflection is a valuable practice to help students think through their experiences and is considered a key component of service-learning. In this study, students reflected on how their experiences would help them to interact with older adults in their future nursing practices. Social implications Nursing students who are later used take with them empathy, more sensitivity and positive attitudes toward older people to benefit the nurse-patient relationship with this population. Originality/value This is one of a handful of studies located that pairs nursing students with older people in teaching technology skills through iPad technology

    The Life of a Professor: Stress and Coping

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    The life of a professor is a balancing act, both professionally and personally. Professors must weigh the demands of research, publishing, teaching, and service with the requirements of their personal responsibilities. The purpose of this mixed-methods study was to explore the role of stress on the work-life balance of a professor. This study was conducted by an interdisciplinary research team and included participants from a wide-range of academic fields. A mixed-methods approach, utilizing an electronic survey composed of demographic questions, Likert-scale responses, and open-ended questions, yielded data related to the benefits and challenges of being a professor from 31 states in the United States as well as from other countries. Structured interviews were then conducted to reveal the coping methods of the participants. In addition, this article incorporated embedded media in the form of audio sound bites and animated video, which provided the ‘voice’ of the faculty. The triangulated data revealed that lack of supports, both social and institutional, significantly increased the stress experienced by professors. Mechanisms for coping with stress that could be utilized by individual professors as well as institutional stress management strategies were discussed

    The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students

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    The availability and affordability of increased internet bandwidth, video memory, and processing speed has enabled electronic sports (eSports) to become a flourishing global sensation, and college students are helping to drive this phenomenon. This mixed-methods study focuses on feedback from 159 college students regarding the eSports phenomenon across both gender and educational classification. Findings from the study include their eSports-related gaming and spending habits and perceptions of personal and academic benefits of playing eSports such as social interaction, teamwork, and critical thinking skills. Included are the perceived risks of playing eSports that encompassed eSports gaming addiction; mental, social, emotional risks; lack of physical activity; and physical disorders associated with playing eSports

    The Rise of eSports: Insights Into the Perceived Benefits and Risks for College Students

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    The availability and affordability of increased internet bandwidth, video memory, and processing speed has enabled electronic sports (eSports) to become a flourishing global sensation, and college students are helping to drive this phenomenon. This mixed-methods study focuses on feedback from 159 college students regarding the eSports phenomenon across both gender and educational classification. Findings from the study include their eSports-related gaming and spending habits and perceptions of personal and academic benefits of playing eSports such as social interaction, teamwork, and critical thinking skills. Included are the perceived risks of playing eSports that encompassed eSports gaming addiction; mental, social, emotional risks; lack of physical activity; and physical disorders associated with playing eSports
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