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245,231 result(s) for "Development Article"
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Virtual reality and gamification in education: a systematic review
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement, a systematic literature review was carried out. No limitations were set regarding educational level, type of study, subject, and publication year. The related articles were retrieved from 5 databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science). A total of 112 articles were included, 16 research questions were explored, and a thematic analysis was conducted. To evaluate the quality of the articles included, the Mixed Methods Appraisal Tool (MMAT) was used. According to the findings, gamification and virtual reality support several pedagogical theories and approaches. Their adoption to and integration into education can enrich and transform traditional teaching and learning and were assessed positively by students and teachers. Gamification elements significantly affected students’ achievements. In comparison to traditional learning environments, gamified virtual reality learning environments were more motivating, engaging, and interactive and offered more opportunities for personalized and collaborative learning. Through the realistic and interactive experiences offered, students’ immersion and social presence can be enhanced, knowledge acquisition can be improved, and material comprehension can be facilitated. Positive changes in student attitude, behavior, and mentality as well as improved cognitive, physical, and social–emotional development were observed. When using learning environments that integrate both virtual reality and gamification, students’ learning outcomes, motivation, engagement, and self-efficacy were increased. Additionally, students’ academic performance, active involvement, and satisfaction were improved. Students’ curiosity, imagination, focus, and interest were enhanced and their skills and competences were developed. Finally, gamified virtual reality emerged as an effective educational tool that can improve learning at all educational levels, subjects, and contexts.
From digital literacy to digital competence: the teacher digital competency (TDC) framework
Over the years, a variety of frameworks, models and literacies have been developed to guide teacher educators in their efforts to build digital capabilities in their students, that will support them to use new and emerging technologies in their future classrooms. Generally, these focus on advancing students’ skills in using ‘educational’ applications and digitally-sourced information, or understanding effective blends of pedagogical, content and technological knowledge seen as supporting the integration of digital resources into teaching, to enhance subject learning outcomes. Within teacher education institutions courses developing these capabilities are commonly delivered as standalone entities, or there is an assumption that they will be generated by technology’s integration in other disciplines or through mandated assessment. However, significant research exists suggesting the current narrow focus on subject-related technical and information skills does not prepare students adequately with the breadth of knowledge and capabilities needed in today’s classrooms, and beyond. This article presents a conceptual framework introducing an expanded view of teacher digital competence (TDC). It moves beyond prevailing technical and literacies conceptualisations, arguing for more holistic and broader-based understandings that recognise the increasingly complex knowledge and skills young people need to function ethically, safely and productively in diverse, digitally-mediated environments. The implications of the framework are discussed, with specific reference to its interdisciplinary nature and the requirement of all faculty to engage purposefully and deliberately in delivering its objectives. Practical suggestions on how the framework might be used by faculty, are presented.
Learning design for short-duration e-textile workshops: outcomes on knowledge and skills
E-textiles provide an interesting field of research as they “blend traditional craft with modern science” (Peppler, 2016) and help learners “broaden their own perceptions of computing” (Searle et al., 2016). Despite the promising findings by primarily long-term interventions structured around e-textiles, educational curriculum reform has been slow to materialize. Educators who embrace a STEAM philosophy are more likely to endorse short workshops, integrating them in existing courses or initiatives; this could serve as a steppingstone for longer interventions and bottom-up curriculum reform. This study examines whether shorter e-textile workshops (lasting four hours) can result in significant gains in understanding. We present an investigation of e-textiles with 22 young children who have no prior experience with e-textiles or working with microprocessors. We present details of our learning design, as well as findings related to circuitry knowledge and computational making skills. We find that the children advanced their circuitry knowledge and practice a range of computational making skills. We further document a series of emerging challenges, including the children’s unwillingness to engage or lack of adeptness with software, a tension between aesthetics and construction, creativity limited by samples of previous e-textile projects, and the difficulty in grasping the materiality of e-textiles. We propose that some direct instruction and facilitation is not incompatible with the making ethos; the approach can help address these challenges, allowing young children to benefit from their participation in short-duration e-textile workshops.
Multisite usability and safety trial of an immersive virtual reality implementation of a work organization system for autistic learners: implications for technology design
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability. This study is a multi-site usability and safety trial examining an immersive VR implementation of the IWS co-designed with autistic pupils and their teachers from three educational centers in the UK, Spain, and Turkey. Twenty-one autistic students aged between 6 and 17 years were involved in the study, six of whom had an intellectual disability. The students tested a total of 164 customized tasks. All participants were able to finish all the tasks. No significant safety issues were identified. The student’s average score on the SUS Usability Scale was 85.36 points. A linear regression analysis showed that autistic children with intellectual disability scored significantly lower on feasibility than children without intellectual disability ( p  < 0.01) across all locations. This study concluded that an immersive VR-IWS proved usable and safe for the 21 students. However, our findings highlight the need for further adaptations and further research on those with an intellectual disability before recommending universal use. Our findings also have implications for game design for learners with special educational needs.
Validation of a peer observation and evaluation tool for online teaching in the U.S
The benefits of peer evaluation of teaching effectiveness and quality in higher education are well documented. While instruments exist for the review and evaluation of entire online courses, there is no standardized single-lesson, peer evaluation instrument available for online instruction. This pilot study focused on the validation of a peer observation and evaluation tool for use with single lessons in both synchronous and asynchronous online courses in an inter-professional school of health professions. The researchers modified a psychometrically validated instrument developed for in-person peer observation by adding items from a renowned online course rubric to create a peer observation tool, entitled the Peer Observation and Evaluation Tool-Online (POET-O). The resulting instrument demonstrated adequate construct validity and reliability by using the many-facet Rasch measurement (MFRM) technique. MFRM results also indicated potential places to revise and improve the instrument. Recommendations for implementing the peer evaluation process of teaching are provided.
The effect of combining emphasis manipulation and simplifying conditions sequencing method in gaining expertise while utilizing whole task sequencing
Despite the efforts of instructional design (ID) to solve real-life problems, it remains challenging to adapt and be flexible in such situations. In particular, problems that require simultaneous knowledge of multiple domains and contexts are more challenging to solve because real-life problems do not reconstruct the learned experience. This is generally thought to stem from differences between learning and real-life practice, but it also stems from instructional designs that fail to reflect the problem's structure and cognitive processes. This study is based on the 4C/ID model and proposes an instructional design for developing and connecting cognitive processes across multidimensional domains and contexts. It employs a simple-to-complex method that combines emphasis manipulation sequencing with simplifying condition sequencing, exposing students to the entire domain and context from the beginning of the learning process to develop a holistic cognitive process. A quasi-experiment was conducted with 34 sophomore college students majoring in education who were asked to create a lesson plan using different teaching styles. The groups consisted of students learning using emphasis manipulation sequencing and single sequencing (emphasis + condition), and the experimental procedure consisted of a total of five sessions, with between-group and within-group analyses of the effects of cognitive strategies and structural models. In the between-group analysis, cognitive strategies and structural models using the single sequencing method were effective from sessions 2 through 5, while in the within-group analysis, the development of cognitive strategies and structural models occurred from sessions 1 through 3, when the simplifying condition sequencing principle was maintained. While the proposed instructional designs are not a foolproof way to develop cognitive processes, a combined approach that considers the nature of the task provides a starting point that can enhance real-life training.
Hierarchical clustering of groups’ collaborative discourses during the computer-supported collaborative concept mapping process
Computer-supported collaborative concept mapping (CSCCM), as one of the computer-mediated instruction and learning strategies, has been used to foster collaborative knowledge construction (CKC). Previous research has characterized groups based on final knowledge artifacts, products, or performances, rather than the temporal, process-oriented characteristics generated during the collaborative learning process. To fill this gap, this research clustered groups into distinct clusters based on the collaborative discourse data by using agglomerative hierarchical clustering approach, and examined the process characteristics of different clusters and associated performances. Four clusters were identified and labeled. Cluster 1, the high-performing cluster, was characterized as the actively-engaged, idea-centered, consensus-achieved, and socioemotional-engaged cluster. Cluster 2, the low-performing cluster, was characterized as the inactively-engaged, information-shared, goal-oriented, and reflection-revolved cluster. Cluster 3, the medium-performing cluster, was characterized as the inactively-engaged, problems-unsolved, and reflection-revolved cluster. Cluster 4, the medium-performing cluster, was characterized as the actively-engaged, idea-centered, and goal-oriented cluster. Based on the results, this research proposed instructional strategies and assessment implications for improving CSCCM research and practice.
Impacts of an AI-based chabot on college students’ after-class review, academic performance, self-efficacy, learning attitude, and motivation
Review strategies after learning new knowledge are essential for students to consolidate the key points, understand the subject content, analyze aspects of the learning topics, and summarize the knowledge content of learning while mastering new knowledge. However, educators have found that students generally have difficulties seeking help when they encounter learning problems. This could significantly affect their after-class review performances. To cope with this problem, an after-class review approach with an AI (Artificial Intelligence)-based chatbot is proposed in this study to provide students with immediate and quality feedback during the learning process. Moreover, a quasi-experiment was conducted to explore students’ learning motivation, attitude, and academic performance when using the AI-based chatbot. Participants were two classes of students from a university in Taiwan. One class with 18 students was the experimental group and the other with 20 students was the control group. The experimental group used the AI-based chatbot in the after-class review, while the control group used the conventional after-class review approach. Research results showed that the application of AI-based chatbots in the review process of public health courses could improve students’ academic performance, self-efficacy, learning attitude, and motivation. In other words, chatbots could help students become more active in the learning process. It is noted that after students asked questions, providing them with sufficient feedback during the review process could make them feel recognized and help to establish a relaxing and friendly interaction, thereby improving their academic performance.
Examining K-12 teachers’ feelings, experiences, and perspectives regarding online teaching during the early stage of the COVID-19 pandemic
This mixed-methods study explored K-12 teachers’ feelings, experiences, and perspectives regarding online teaching during the COVID-19 pandemic. The study also examined teachers’ perspectives of the “new normal” after COVID-19 and of what should be done to better prepare teachers for future emergencies. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. A total of 107 teachers from 25 different states in the United States completed the online survey, and 13 teachers from 10 different states participated in the follow-up interviews. The results revealed teachers’ feelings about online teaching and various strategies and tools they used during the early stage of the COVID-19 pandemic. The major challenges faced by teachers during the pandemic included lack of student participation and engagement (or lack of parental support), students without access to technology, concerns about students’ well-being, no face-toface interactions with students, no work-life balance, and learning new technology. Four major themes emerged regarding how to better prepare teachers for future emergencies: (1) professional development for online learning, (2) technology access, (3) technology training for both teachers and students, and (4) action plans and communication. Regarding teachers’ perspectives of the “new normal,” five major themes emerged: (1) more online or blended learning, (2) rethinking normal, (3) hygiene and social distancing, (4) smaller classes and different school schedules, and (5) uncertainty and concerns about the “new normal.”
Tackle implementation challenges in project-based learning: a survey study of PBL e-learning platforms
Project-based learning (PBL) has been identified as an effective pedagogy for instructors to help students to learn interdisciplinary knowledge, problem-solving skills, modes of thinking, and collaborative practices through solving problems in a real-world context. However, previous studies reported that instructors from K-12 to tertiary learning environments found it challenging to implement such a pedagogy for various reasons. The emergence of PBL E-learning platforms in the recent decade has attracted increasing interest in adoption and seems to provide a solution to tackle the difficulties in PBL implementation. Yet little is known about designing these platforms and how they facilitate the PBL learning process and management. In the current study, we conducted a multiple case survey study on 16 PBL learning platforms in English and Chinese, collected data on their features and functions, categorized them according to their services provided, and analyzed how they tackle the implementation challenges. Additionally, we identified four trends in PBL development as pedagogy, the skills, and competence required for teachers and students to successfully carry out PBL via e-learning platforms and provide suggestions to improve and refine the platform design for educational technologists and related stakeholders. The limitations of this study and the future research direction are included.