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640 result(s) for "Student Developed Materials"
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Remix Culture and English Language Teaching: The Expression of Learner Voice in Digital Multimodal Compositions
A number of scholars maintain that the affordances of digital media to easily copy, edit, and share digital content has led to the development of a remix culture in which the amateur creation of cultural artifacts—often remixes, mashups, or parodies based on the creative works of others—has proliferated. At the same time, in TESOL there is increasing interest in engaging students with processes of digital multimodal composition, focusing not only on language proficiency as it is traditionally conceived but also on the strategic use of multimodal resources and collaborative tools to reach a wide authentic audience on the Internet. One issue which such approaches must face is the tendency for some students to draw upon and remix existing creative works in their digital compositions. In particular, the issue is whether this practice of remix promotes or compromises the expression of learner voice. This article considers these questions by examining the multimodal compositions of students in a course in English for science at a Hong Kong university. The analysis generates a theoretical model of remix practices, which can be applied to the teaching and evaluation of multimodal compositions in English language courses.
Augmented Reality in Higher Education: An Evaluation Program in Initial Teacher Training
One of the emerging technologies that have sparked greater interest in pedagogical contexts is augmented reality. This paper aims to assess the impact, practices and attitudes that are generated from augmented reality in the initial training of future teachers, and the presence of these practices in a university training context. The study was carried out with 87 trainee primary teachers. Information was obtained by applying theWilcoxon test. The qualitative data obtained in open questions werealso triangulated. It is emphasized that students do not habitually use this resource at the university, and that with these practices there is sometimes a certain amount of distraction, and even of time being wasted. From the data analyzed, we also highlight that once the availability of resources, class planning and initial teacher training are overcome, augmented reality provides benefits and advantages centered on pedagogies that allow for greater enthusiasm on the part of the students,with significant advantages in creativity, innovation, participation, and especially in the motivation of participants. Coinciding with recent research, our results underline the need for initial training so as to be able to design and apply practices with augmented reality in teaching, and to take advantage of the aforementioned benefits.
Improving primary students' collaborative problem solving competency in project-based science learning with productive failure instructional design in a seamless learning environment
The paper reports on an empirical study adopting a mixed research method, aiming at improving primary students' collaborative problem solving competency in project-based learning with productive failure (PF) instructional design in a seamless learning environment. Two Grade Six classes participated in a project-based learning of \"Plant Adaptations\". In Class 1 with 27 students, the project-based learning was conducted with PF instructional design; in Class 2 with 26 students, the project-based learning was conducted without PF instructional design. The learning activities spanned across farm, class, home and online spaces supported by mobile devices. Data collection includes various students' created artifacts in groups in the inquiry process, student reflections, student focus group interviews and pre- and post-domain tests. Both qualitative and quantitative data analysis methods were employed. The research findings show that compared to Class 2, the students in Class 1 gained deeper understanding of conceptual knowledge and produced better group artifacts in collaborative problem-solving quality than those in Class 2; and the students in Class 1 were more positive in facing the challenges in their project-based learning process, and developed a sense of ownership of their learning. The findings imply that PF instructional design is conducive to developing primary students' collaborative solving competency in science learning in a seamless learning environment.
Student Artifacts as Language Learning Materials: A New Materialist Analysis of South Korean Job Seekers' Student-Generated Materials Use
South Korean job seekers face pressure to produce high scores on standardized English tests, which leads to the prominence of test-oriented pedagogy. Though recent scholarship illustrates how materials reflect the values of society and how these are negotiated in classrooms it has mainly analyzed preexisting published books, leaving the potential of student-generated materials (SGMs) underexplored. By using a new materialist perspective (Canagarajah, 2018a; Toohey, 2019), this study (a) investigates how language learning and teaching activities are distributed across SGMs, learners, and classroom resources and (b) what emerges from the intra-actions of the participants and the resources during and after an 8-week SGM program. Two participants used business presentation materials, job interview questions, résumés, newspaper articles, and YouTube clips as SGMs. Qualitative thematic analysis of their SGMs, interviews, narratives, field notes, and classroom interaction indicated that the participants' second-language (L2) activities with SGMs were distributed across diverse material resources and communication strategies. Their pedagogical outcomes from the SGM-mediated activities were synergistic, and not reducible to a disembodied cause-and-effect analysis. The findings suggest the potential of SGMs for learners to take advantage of distributed L2 repertoires and create new learning opportunities.
Student Engagement in Long-Term Collaborative EFL Storytelling Activities: An Analysis of Learners with English Proficiency Differences
English proficiency difference among students is a challenging pedagogical issue in EFL classrooms worldwide. Collaborative digital storytelling has been adopted in language learning settings to increase motivation and engagement, especially for young learners. However, it remains unknown whether students of different proficiency levels can equally benefit from this collaborative approach. Thus, this study implemented a 17-month technology-enhanced collaborative storytelling activity and examined young students' pair performance, flow perception, and learning strategies in relation to students' English proficiency level. The students' proficiency level was found to be an influencing factor of their engagement patterns, use of learning strategies, and pair performance. These findings support the low-threshold-high-ceiling principle, suggesting that collaborative activities should ensure students of different proficiency share the same goals, while allowing different types of participation to maximize their engagement. It is hoped that the findings and pedagogical suggestions can address the issue of proficiency differences in EFL classrooms and serve as a reference for future research of EFL collaborative storytelling activities.
The use of educational game design and play in higher education to influence sustainable behaviour
Purpose The purpose of this paper is to discuss a novel life cycle approach to education for sustainable development (ESD) where the students become “design thinkers”. Design/methodology/approach A case study on the creation, development and utilisation of educational games by university students is presented. The paper discusses the case study in the context of Kolb’s experiential learning and dynamic matching model, Perry’s stages of intellectual development and Beech and Macintosh’s processual learning model. The data used were from questionnaire feedback from the pupils who played the games and students who designed the games. Further qualitative feedback was collected from local schools involved in playing the games created by the students. Findings Overall, the students responded positively to the assessment and would like to see more of this type of assessment. They enjoyed the creativity involved and the process of developing the games. For the majority of the skill sets measured, most students found that their skills improved slightly. Many students felt that they had learnt a lot about effectively communicating science. The school children involved in playing the student-created games found them accessible with variable degrees of effectiveness as engaging learning tools dependent on the game. Originality/value This paper contributes a new approach to ESD which incorporates learner-centred arrangements within a full life cycle of game creation, delivery, playing and back to creation. The games can be used as a tool for enhancing knowledge and influencing behaviours in school children whilst enhancing ESD capacity in schools. The assessment also helps forge important links between the academic and local communities to enhance sustainable development.
Investigating high school students’ perception about digital comics creation in the classroom
The present study focuses on high school students' acceptance of digital comics creation (DCC) in classroom learning and aims at identifying the factors that affect it. The DCC is a modern ICT activity, which combines the popular and familiar to students medium of comics with the computers. The research model used to explain the students' preference for DCC is based on the technology acceptance model. A partial least squares structural equation modeling was used to analyze the data and examine our research model and corresponding hypotheses. The results confirm the acceptance of the model and show that students' preference for DCC is directly influenced by perceived enjoyment, perceived usefulness and perceived ease of use. Among them, the perceived enjoyment is the stronger influencing factor. Digital comics creation self-efficacy was a significant indirect factor of students’ preference for DCC through perceived ease of use. It is important that teachers take these into consideration and incorporate ICT activities that students enjoy, perceive them as useful and easy to use in order to capture their interest. Teachers should also enhance students’ self-efficacy when providing them with ICT systems. Further relationships among the aforementioned factors and future research directions are also discussed.
Repositioning students as co-creators of curriculum for online learning resources
Amid increasing calls for universities to transition to online learning, there is a need to explore how platforms and technology can provide positive student experiences and support learning. In this paper, we discuss the implementation of an online peer learning and recommender platform in a large, multi-campus, first-year health subject (n = 2095). The Recommendation in Personalised Peer Learning Environments (RiPPLE) platform supports student's co- creation of learning resources and allows for students to provide feedback and rate their peers' submissions. Our results indicated that both student engagement and academic performance were positively impacted for users by the introduction of the RiPPLE platform, but that academic preparedness, in the form of students' ATAR scores, strongly influenced their engagement and the benefits received. [Author abstract]
Effects of student-generated drawing and imagination on science text reading in a computer-based learning environment
The purpose of this study was to examine the effects of student-generated drawing and imagination on learning recall, learning transfer, and cognitive load, and also students’ attitudes towards the learning strategies when learning a computer-based science text, compared to learning with provided pictures. The study used three groups: drawing group, imagining group, and picture group (control). A total of 82 undergraduate students from a southeast university in the United States participated in this study. Results indicated there were no significant differences in the learning recall and transfer of the three groups overall; however, students’ prior knowledge and spatial ability were positively and significantly correlated with their learning recall and transfer. When spatial ability was high, students in the drawing group had significantly higher learning recall than students in the imagining group; and students in the imagining group had significantly higher learning transfer than students in the picture group. The drawing group had significantly higher cognitive load than the picture group. Students perceived drawing, imagining, and reading with pictures for learning as useful and there were no significant differences in their perceived usefulness among the three groups, but students were more intended to learn with provided pictures than to generate drawings. Discussions and implications are provided.
Literary Analysis Using Minecraft: An Asian American Youth Crafts Her Literacy Identity
This article describes a recent teacher researcher's investigation of digitized literature study at a Midwestern U.S. high school during the 2015–2016 school year that explored the use of digital literacies to support student‐centered literary analysis. Digital literacy practices position literature students to connect with texts in authentic ways. In their reading of The Outsiders by S.E. Hinton, students used the video game Minecraft to re‐create scenes, respond to literary elements, and analyze deeper meanings. The analyses of one particular student resulted in powerful explorations of identity. Using qualitative research tools, the author analyzed her case through observations, interviews, and student‐created artifacts to understand how this popular technology could facilitate literary analysis at the secondary level.