135 research outputs found
The feasibility of capturing learner interactions based on logs informed by eye-tracking and remote observation studies
Two small studies, one an eye-tracking study and the other a remote observation study, have been conducted to investigate ways to identify two kinds of online learner interactions: users flicking through the web pages in "browsing" action, and users engaging with the content of a page in "learning" action. The video data from four participants of the two small studies using the OpenLearn open educational resource materials offers some evidence for differentiating between 'browsing' and 'learning'. Further analysis of the data has considered possible ways of identifying similar browsing and learning actions based on automatic user logs. This research provides a specification for researching the pedagogical value of capturing and transforming logs of user interactions into external forms of representations. The paper examines the feasibility and challenge of capturing learner interactions giving examples of external representations such as sequence flow charts, timelines, and table of logs. The objective users information these represent offer potential for understanding user interactions both to aid design and improve feedback means that they should be given greater consideration alongside other more subjective ways to research user experience
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The effects of technology on making conjectures: linking multiple representations in learning iterations
Numerous studies have suggested that different technologies have different effects on students' learning of mathematics, particularly in facilitating students' graphing skills and preferences for representations. For example, there are claims that students who prefer algebraic representations can experience discomfort in learning mathematics concepts using computers (Weigand and Weller, 2001; Villarreal, 2000) whilst students using calculators preferred graphical representation (Keller and Hirsch, 1994).
Although, arguably, the teaching of mathematics has traditionally centred more on procedural skills, it is possible that students' understandings, preferences and difficulties in relating different representations might be explained by analysing students' thought processes in terms of the making of conjectures.
Within the topic of iteration, this study investigated how using graphical calculators, and PC-based graphing software changed A-level mathematics students' conjectures in relation to: 1) students' understanding of the concepts of iteration, and their discovery of the properties of particular iterations; 2) students' preferences for representations; and 3) the way the students express their conjectures.
Students were observed tackling iteration questions using graphical calculators, and, later, graphing software. The students' written inferences were collected using two parallel worksheets and were subsequently analysed using a coding scheme developed based on previous studies in the literature, and focusing on students' conjectures as a unit of analysis.
The investigation found similar results to those of previous studies in terms of graphing difficulty, linking different representations and preferences for representations. However, the results also hinted that the computer positively influences students' understanding of iteration and their movement between representations more than the graphical calculator; and this possibility requires further research
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Linking multiple representations in exploring iterations: does change in technology change students' conjectures?
This study investigates changes in conjectures of four typical students when they are using different kinds of technologies, particularly in relation to their preferences for representations and the way they express their conjectures in understanding the concept and properties of iteration. The first stage of the research was conducted using pen and paper (PP) with graphical calculator (GC) in a classroom while the second stage used PP with graphical software (GS) in a laboratory. The findings suggest, with important caveats, that different technologies significantly influence the students' preferences for representations. Also, this study shows that students' conjectures can be an effective unit of analysis in researching students' understanding of iteration and preferences for representations
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The effect on learners strategies of varying computer-based representations: evidence from gazes, actions, utterances and sketches
Computer-based Multiple External Representations (MERs) have been found in some cases to help and in others to hinder the learning process. This thesis examines how varying the external representations that are presented in a computer environment influences the strategies that learners choose when tackling mathematics tasks. It has been noted (Ainsworth, 2006) that learners fail to transfer insights from one representation to another. Previous work analysing video data of learners' problem-solving with computer-based MERs emphasises the need to identify which representation is being considered by a learner as utterances are made, and to examine more closely learners' movement between representations. This research focuses on the relationship between strategy and representation during learners' problem solving.
A set of analytical techniques was developed to characterise learner strategies, to identify how different computer-based MERs influence strategy choices, and to explore how these choices change over the course of task completion. Rich data were collected using a variety of technologies: learners' shifts in attention were recorded using an unobtrusive eye-tracking device and screen capture software; keyboard and mouse actions were logged automatically; utterances and gestures were video recorded; notes and sketches were recorded in real-time using a Tablet PC. This research suggests how integrated analysis of learners' gazes, actions, writing, sketches and utterances can better illuminate subtle cognitive strategies.
The study involved completion of three tasks by eighteen participants using multiple mathematical representations (numbers, graphs and algebra) presented in different computer-based 'instantiations': Static (non-moving, non-changing, non-Interactive); Dynamic (capable of animation following keyboard inputs); Interactive (directly manipulable using a mouse).
Having computer-based MERs available to learners provides an opportunity to use representations with which they are comfortable. A detailed analysis showed that both representation and instantiation have an impact on strategy choice. It identified differences in expression of inferences, construction of visual images, and attention to representations between different types of instantiation. One of the important findings of the research is that learners are less likely to use imagining strategies when representational instantiation is Interactive. These results may provide some explanation of how interactivity helps or hinders learners' understanding of multiple representations
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'There's more than meets the eye': analysing verbal protocols, gazes and sketches on external mathematical representations
When learners are asked to verbalise their thoughts about multiple mathematical representations, some researchers are left to analyse utterances based on video records of activity which may have ambiguous signifiers. They are also faced with post hoc analysis of paper-based worksheets, in which temporal order has to be guessed. In this paper, attempts to minimise such methodological problems by means of recent technologies such as eye-tracking, tablet PC screen capture, digital video cameras and the latest video analysis tools are illustrated in the context of a study of the effect of varying representational instantiations on learners' problem-solving strategies
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Learners' strategies with multiple representations
This empirical study investigated how varied instantiations of mathematical representations influenced learners' strategies. The analysis took into account gazes, utterances, actions and writings of 18 learners performing 3 tasks using static, dynamic, and interactive instantiations. Results show a variation in frequencies of strategies that the participants of the study employed for using multiple representations. This indicates that varying instantiations of multiple representations influences learners' strategies
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New approaches to researching the pedagogical benefit of representations and interactivity
Recent developments in digital data capture technologies are opening up new possibilities for researching the alleged pedagogical benefits of computer-based representations. This research suggests how integrated analysis of learners' gazes, actions, writing, sketches and utterances can better illuminate subtle cognitive strategies. In particular, the findings challenge the commonplace that it is always beneficial for learners to see and manipulate dynamic multiple representations
Towards a user oriented analytical approach to learning design
The London Pedagogy Planner (LPP) is a prototype for a collaborative online planning and design tool that supports lecturers in developing, analysing and sharing learning designs. The tool is based on a developing model of the components involved in learning design and the critical relationships between them. As a decision tool it makes the pedagogical design explicit as an output from the process, capturing it for testing, redesign, reuse and adaptation by the originator, or by others. The aim is to test the extent to which we can engage lecturers in reflecting on learning design, and make them part of the educational community that discovers how best to use technology‐enhanced learning. This paper describes the development of LPP, presents pedagogical benefits of visual representations of learning designs and proposes an analytical approach to learning design based on these visual representations. The analytical approach is illustrated based on an initial evaluation with a small group of lecturers from two partner institutions
Toward a user-oriented analytical approach to learning design
The London Pedagogy Planner (LPP) is a prototype for a collaborative online planning and design tool that supports lecturers in developing, analysing and sharing learning designs. The tool is based on a developing model of the components involved in learning design, and the critical relationships between them. As a decision tool, it makes the pedagogical design explicit as an output from the process, capturing it for testing, redesign, reuse and adaptation by the originator, or by others. The aim is to test the extent to which we can engage lecturers in reflecting on learning design, and make them part of the educational community that discovers how best to use Technology Enhanced Learning (TEL). This paper describes the development of LPP, presents pedagogical benefits of visual representations of learning designs, and proposes an analytical approach to learning design based on these visual representations. The analytical approach is illustrated based on an initial evaluation with the lecturers
COVID 19 and Dental Education: Transitioning from a Well-established Synchronous Format and Face to Face Teaching to an Asynchronous Format of Dental Clinical Teaching and Learning.
The Covid-19 pandemic made it necessary to adopt and establish complete or partial online delivery of our clinical teaching and learning. We developed an alternative approach with a combination of Problem based Learning asynchronous fora and Teacher-facilitated synchronous online discussions. Our aim is to share our educational practice and highlight the requirements and constraints, advantages and challenges of such an approach. It allowed a more student-centred experience, but clinical simulation and face-to-face patient care remain necessary. The Covid-19 pandemic has changed the landscape of dental education for the foreseeable future, with a reduced number of patients in dental clinics. Further study is therefore necessary to understand the lived experience of students and teachers to the adopted online teaching and learning approach
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