662,254 research outputs found

    Lecturer--student views on successful online learning environments.

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    While many are enthusiastic about the promises of online learning as a flexible form of learning, others are cautious and concerned with the quality of teaching and learning rendered in such environments. In response, this article reports on the findings of a study conducted to better understand the issues related to the nature of learning in online environments and how learning in such environments can be successfully facilitated. Ten online lecturers and their students were surveyed at the Faculty of Education, University of Waikato. Successful online teaching and learning was characterised as a social interactive process such as that embodied within learning communities. Teaching practices and responsibilities associated with four lecturer roles were crucial to this process-pedagogical, managerial, social and technological. Considering these multiple roles is argued to be a productive framework in enabling online lecturers to understand and act on each role's required responsibility, tasks and practices and adapt them to their particular teaching context

    Thai secondary school science classrooms: Constructivist learning environments

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    This paper describes the first study conducted in Thailand (2002-2003) that resulted in changes in science teachers’ classroom environments. In the first phase of the study, the Constructivist Learning Environment Survey (CLES), an instrument for assessing students’ perceptions of the actual and preferred classroom environment through the constructivist perspective, was validated for use in Thailand. Second, typical Thai secondary school science classroom environments were described using quantitative and qualitative methods. Finally, the effectiveness of constructivist teaching in promoting improvement in classroom environments was evaluated through an action research process, involving the use of feedback on actual and preferred classroom environments. The sample consisted of seven secondary science teachers and their 17 classes of 606 students in Nakornsawan Province, Thailand. Student Actual and Preferred Forms of the CLES, assessing Personal Relevance, Uncertainty, Critical Voice, Shared Control and Student Negotiation, were administered. Factor analysis and internal consistency measures supported a five-factor structure for both actual and preferred forms. Students’ attitudes to science were also measured. The actual and preferred environments of different classes were described based on profiles of classroom environment scores. A number of teachers then participated in an attempt to improve their classroom environments, through the use of a constructivist teaching approach. Changes in classrooms did occur, thus supporting the effectiveness of constructivist teaching in improving learning environments and students’ attitudes towards science in Thailand

    Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments

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    With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning. Keywords: Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p

    Teaching skills in virtual and blended learning environments

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    Universities are currently immersed in what is known as the process of European convergence to create the European Higher Education Area (EHEA). The aim is to establish a standardized, compatible and flexible European university system that enables graduates and undergraduates to move easily from one institution to another within Europe. As a result of evaluation mechanisms, the system will be transparent and of high quality, which will make it attractive and competitive internationally in a globalized world. In this paper, we focus on two distance learning modes that will become more important as a result of this change in universities: e-learning and b-learning. These basically involve the virtualization of learning processes through the use of computer equipment. We carried out a qualitative study using the case study method. The results indicate that teaching staff use information and communication technology (ICT) to improve student learning. Similarly, a high percentage (78%) of lecturers use some form of digital platform as a support for teaching. In conclusion, training policies should strengthen university teachers’ skills in the use of ICT equipment, tools and resources related to blended and virtual learning

    Managing evolution and change in web-based teaching and learning environments

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    The state of the art in information technology and educational technologies is evolving constantly. Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution and change affect educators and developers of computer-based teaching and learning environments alike – both often being unprepared to respond effectively. A large number of educational systems are designed and developed without change and evolution in mind. We will present our approach to the design and maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution and change for these systems and for the educators and developers responsible for their implementation and deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the objective of raising an awareness of this issue of evolution and change in computer-supported teaching and learning environments. This discussion leads towards the establishment of a development and management framework for teaching and learning systems

    Second Life as a Learning and Teaching Environment for Digital Games Education

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    Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance students’ experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning, compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education and how they affect students’ learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Students’ views on using Second Life for learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this phenomenon and suggest ways to avoid it in the preparation stage

    Scalable Learning Environments for Teaching Cybersecurity Hands-on

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    This Innovative Practice full paper describes a technical innovation for scalable teaching of cybersecurity hands-on classes using interactive learning environments. Hands-on experience significantly improves the practical skills of learners. However, the preparation and delivery of hands-on classes usually do not scale. Teaching even small groups of students requires a substantial effort to prepare the class environment and practical assignments. Further issues are associated with teaching large classes, providing feedback, and analyzing learning gains. We present our research effort and practical experience in designing and using learning environments that scale up hands-on cybersecurity classes. The environments support virtual networks with full-fledged operating systems and devices that emulate real-world systems. The classes are organized as simultaneous training sessions with cybersecurity assignments and learners' assessment. For big classes, with the goal of developing learners' skills and providing formative assessment, we run the environment locally, either in a computer lab or at learners' own desktops or laptops. For classes that exercise the developed skills and feature summative assessment, we use an on-premises cloud environment. Our approach is unique in supporting both types of deployment. The environment is described as code using open and standard formats, defining individual hosts and their networking, configuration of the hosts, and tasks that the students have to solve. The environment can be repeatedly created for different classes on a massive scale or for each student on-demand. Moreover, the approach enables learning analytics and educational data mining of learners' interactions with the environment. These analyses inform the instructor about the student's progress during the class and enable the learner to reflect on a finished training. Thanks to this, we can improve the student class experience and motivation for further learning. Using the presented environments KYPO Cyber Range Platform (CRP) and Cyber Sandbox Creator (CSC), we delivered the classes on-site or remotely for various target groups of learners (K-12, university students, and professional learners). The learners value the realistic nature of the environments that enable exercising theoretical concepts and tools. The instructors value time-efficiency when preparing and deploying the hands-on activities. Engineering and computing educators can freely use our software, which we have released under an open-source license. We also provide detailed documentation and exemplary hands-on training to help other educators adopt our teaching innovations and enable sharing of reusable components within the community
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