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"EDUCATION TECHNOLOGIES"
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Universities, disruptive technologies, and continuity in higher education : the impact of information revolutions
This book seeks to understand the effects of the current information revolution on universities by examining the effects of two previous information revolutions: Gutenberg's invention and proof of printing in 1450 and the Scientific Revolution from the mid- fifteenth to the end of the seventeenth century. Moodie reviews significant changes since the early modern period in universities' students, libraries, curriculum, pedagogy, lectures, assessment, research, and the dissemination of these changes across the globe. He argues that significant changes in the transmission and dissemination of disciplinary knowledge are shaped by the interaction of three factors: financial, technological, and physical resources; the nature, structure and level of knowledge; and the methods available for managing knowledge.
Science teachers’ mentoring support experiences when integrating technology in design-based learning STEM activities
by
Hacıoğlu, Yasemin
,
Öztürk, Nurhan
,
Coşkun, Tuğra Karademir
in
Adult
,
Classrooms
,
Collaboration
2025
In this study, the experiences of science teachers who applied the design-based learning (DBL) method in science lessons and received mentoring support towards technology integration were analyzed. Using a nested mixed design, the study included 43 science teachers who participated in a professional development program carried out with a mentoring model in a national project. In the study, face-to-face and online training were given to teachers, and mentoring was provided. Lesson plans and technology integration were evaluated with an online form. It was observed that teachers mainly tried to integrate technology into DBL activities but not as a component of the design process. The teachers integrated technology when teaching DBL STEM activities by using new teaching methods that incorporated instructional technologies. They carried out the integration, especially in the stages of solution development, prototyping/testing, and communication. Teachers who believed that technology supported their professional development recommended improving professional development programs to help overcome the challenges of technology integration.
Journal Article
Preservice teachers’ experiences of STEM integration: challenges and implications for integrated STEM teacher preparation
by
Mentzer, Nathan
,
Ryu, Minjung
,
Knobloch, Neil
in
Constraint modelling
,
Interdisciplinary subjects
,
Mathematics education
2019
In the United States, recent STEM education reform initiatives call for teaching STEM subjects through integration of multiple related subjects. In response to this call, an integrated STEM education methods course was developed for secondary preservice teachers in STEM disciplines. At the conclusion of the course, qualitative data (e.g., interviews, student artifacts) were collected to examine the methods course students’ practices and experiences of STEM integration. Teachers’ learning was approached from situated perspectives that shed light on contexts in which teaching practices are situated and funds of knowledge that individual teachers bring to bear to their teaching contexts. While the students successfully developed STEM integration lessons and taught them, they faced challenges attributable to current school practices, limited interdisciplinary understandings, and a lack of role models. Acknowledging the numerous constraints in the current educational system and structure, several ways were suggested to mitigate the challenges and build on the strengths that preservice teachers established.
Journal Article
Surveying preschool teachers’ use of digital tablets: general and technology education related findings
by
Schönborn, Konrad
,
Hultén, Magnus
,
Otterborn, Anna
in
Children
,
Curricula
,
Curriculum Development
2019
The availability of digital tablets in preschools has increased significantly in recent years. Literature suggests that these tools can enhance students’ literacy and collaborative skills. As society becomes increasingly digitized, preschool curriculum reform also emphasises the subjects of technology and science as priority areas of learning. Teachers’ knowledge and experiences are of utmost importance in carrying out this mandate. Few studies have explored the use of digital tablets to teach preschool technology and science in Sweden, and there is an urgent need to ascertain the role of digital aids as teaching tools. This survey study seeks to determine how digital tablets are used to support preschool children’s learning in general, and with respect to technology education. Preschool educators (n = 327) across Sweden responded to an online survey consisting of 20 closed and 6 open items that probed the use of digital tablets. Survey results revealed a high degree of engagement with digital tablets in preschools, with activities directed toward various subject-related, social and generic skills. Programming, invention, construction and creation, problem-solving, and design emerged saliently as tablet activities in technology subject areas. Opportunities for providing meaningful learning tasks and digital adaptability were seen as pedagogical benefits of using tablets, but increasing expectations to integrate tablet activities with an accompanying lack of digital skills were expressed as limitations. Teachers’ recommendations for future tablet use included defining clearer curriculum guidelines for tablet implementation and adequate training for acquiring digital competence.
Journal Article
Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
by
Din, Rosseni
,
Hasran, Umi Azmah
,
Ishak, Shahrul Affendi
in
Academic achievement
,
Computer & video games
,
Designers
2021
In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning. Digital games provide learners with a graphical system of interaction that enhances scientific concepts within an enjoyable environment. The vastly increasing number of digital games produced in the market affects the quality of STEM digital games while requiring multidisciplinary expertise. This paper proposes a framework for STEM digital game-based learning encompassing input-process-output stages. Several studies from the early 2000s onward were reviewed to discuss and present a new perspective on a framework for the design and development of digital games, particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs as output. This simple and precise framework will generate a universal product for various types of learners. It can thus be used as a guideline for game designers, developers, and experts to develop STEM digital games and achieve better learning outcomes.
Journal Article
Increasing STEM career interest: The role of out-of-school time STEM programs designed for underrepresented minorities
by
Sonnert, Gerhard
,
Miller, Kelly
,
Sadler, Philip
in
Active learning
,
Adolescent
,
Black students
2025
The creation of a large and diverse STEM workforce is a national imperative in the U.S. Despite significant efforts to improve equitable STEM educational and hiring practices, disparate employment in STEM fields across racial and ethnic demographics persists. Educational researchers and practitioners have increasingly focused on out-of-school time STEM programs as a potential avenue for boosting high school students’ interest in pursuing STEM careers. However, many studies on the efficacy of such programs rely on data from single programs with small sample sizes. The present work uses our nationally representative sample of 14,176 U.S. college students to investigate the relationship between out-of-school time STEM program attendance and students’ reported STEM career interests. Our analysis shows that students who, during their high school years, attended an out-of-school time STEM program designed specifically for underrepresented minority students had 2.4 times the odds of reporting an interest in a STEM career at the end of high school, compared to those who did not attend any out-of-school time STEM program ( p < 0 . 001 ) . By contrast, students who attended a general population STEM program (not specifically designed for underrepresented minority students) had only 1.3 times the odds of expressing an interest in a STEM career at the end of high school, compared to those who did not attend any out-of-school time STEM program ( p < 0 . 001 ) . Additionally, those who attended an underrepresented minority STEM program had 1.9 times the odds of aspiring to a STEM career, compared to those who attended a general population program ( p < 0 . 001 ) . This is the first study to use nationally representative data to compare underrepresented minority focused and general out-of-school time STEM programs. Given these promising results, this work encourages further development and funding of out-of-school time STEM programs designed for underrepresented minorities to foster a diverse and equitable STEM workforce.
Journal Article
The teacher recruitment crisis: examining influential recruitment factors from a United States technology and engineering teacher preparation program
2023
Decades of declining enrollment trends and additional program closures of Technology and Engineering (T&E) teacher preparation programs in the United States (US) continue to raise concerns about the trajectory and sustainability of the profession. These concerns are not insular to the US though as other countries have also presented data indicating a T&E teacher shortage crisis. In attempts to address these concerning trends, T&E teacher preparation programs in the US have implemented an amalgam of creative recruitment strategies. However, the data continues to show a downward trend in the country, questioning what is the sufficiency of these efforts and which are the most influential? This study surveyed 51 students enrolled in a T&E teacher preparation program in the eastern US to determine which recruitment methods had the greatest influence on their decision to enroll in the program. The findings revealed that face-to-face interactions with secondary level T&E educators, alumni, T&E teacher education faculty members, and an interest in hands-on hobbies related to T&E education were found to have a statistically significant influence on students’ decision to enroll in the T&E teacher preparation program. A number of recruitment factors such as secondary school counselors, brochures, and social media platforms did not have a significant influence on students’ enrollment decision. Recommendations and implications for T&E teacher preparation programs, teacher educators, program alumni, researchers, secondary level T&E teachers, administrators, and school counselors are provided to help countries facing a similar T&E teacher shortage crisis.
Journal Article
An examination of the effect of technology-based STEM education training in the framework of technology acceptance model
2023
The aim of this study is threefold: (1) to present a valid and reliable scale in the framework of the Technology Acceptance Model; (2) to reveal factors affecting pre-service science teachers’ intentions to use technology-based STEM; (3) to examine the effect of technology-based STEM education training on pre-service science teachers’ perceived ease of use, perceived usefulness, attitude, and intention. This study has two sections. Study 1 defined the reliability and validity of the Technology Based-STEM Intention Scale (TB-STEMIS) in the framework of the Technology Acceptance Model (TAM) with pre-service science teachers in Turkey. Study 2 examined the pre-service science teachers’ intentions to use technology-based STEM and the impact of technology-based STEM education training on pre-service science teachers’ intentions concerning the TAM model. The results of the study revealed that the proposed model tested after STEM training is superior to the before STEM training. Findings also indicated that technology-based STEM education training had a positive effect on pre-service science teachers’ perceived ease of use, perceived usefulness, attitude, and intention to use the technology-based STEM education. Finally, implications were discussed and recommendations were found for further studies in line with the limitations.
Journal Article
Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation
by
Fealy, Shanna
,
Siang See, Zi
,
Matthews, Benjamin
in
Active Learning
,
Augmented reality
,
College Students
2023
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning.
Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications.
Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level.
Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings.
Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided.
Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge.
Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR.
Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity.
Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.
Journal Article