Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
LanguageLanguage
-
SubjectSubject
-
Item TypeItem Type
-
DisciplineDiscipline
-
YearFrom:-To:
-
More FiltersMore FiltersIs Peer Reviewed
Done
Filters
Reset
493
result(s) for
"Teaching/learning strategies"
Sort by:
A flipped classroom model in higher education: a review of the evidence across disciplines
by
Alzahrani, Ahmed Ibrahim
,
Shamsuddin, Aizat
,
Al-Samarraie, Hosam
in
Academic Achievement
,
Analysis
,
Barriers
2020
The recent movement to integrate the flipped classroom model into higher education has resulted in significant changes that affected both teaching and learning practices in different ways. After almost a decade of research on the flipped classroom model, different emergent outcomes have been reported in a domain specific context. To gain a comprehensive understanding of the flipped classroom implementation in a university context, a review of the literature on the use of flipped classroom in a university context was conducted. This study was guided by interpreting the previous research findings according to the domain of utilization, opportunities, challenges, and extensions to the conventional flipped classroom model. This study found that the utilization of flipped classroom in various disciplines is mainly advocated to promote students’ engagement, metacognition, attitude, performance, understanding, and achievement, as well as other learning outcomes. The key challenges of this method, shared across all disciplines, were devoted to the length of the video/digital materials and time required for instructors to prepare the learning materials and for students to master it. Recommendations for policy makers and other crucial insights for the future studies were highlighted.
Journal Article
AI literacy in K-12: a systematic literature review
by
Casal-Otero, Lorena
,
Taboada, Maria
,
Cebreiro, Beatriz
in
Artificial intelligence literacy
,
Cognitive ability
,
Curricula
2023
The successful irruption of AI-based technology in our daily lives has led to a growing educational, social, and political interest in training citizens in AI. Education systems now need to train students at the K-12 level to live in a society where they must interact with AI. Thus, AI literacy is a pedagogical and cognitive challenge at the K-12 level. This study aimed to understand how AI is being integrated into K-12 education worldwide. We conducted a search process following the systematic literature review method using Scopus. 179 documents were reviewed, and two broad groups of AI literacy approaches were identified, namely learning experience and theoretical perspective. The first group covered experiences in learning technical, conceptual and applied skills in a particular domain of interest. The second group revealed that significant efforts are being made to design models that frame AI literacy proposals. There were hardly any experiences that assessed whether students understood AI concepts after the learning experience. Little attention has been paid to the undesirable consequences of an indiscriminate and insufficiently thought-out application of AI. A competency framework is required to guide the didactic proposals designed by educational institutions and define a curriculum reflecting the sequence and academic continuity, which should be modular, personalized and adjusted to the conditions of the schools. Finally, AI literacy can be leveraged to enhance the learning of disciplinary core subjects by integrating AI into the teaching process of those subjects, provided the curriculum is co-designed with teachers.
Journal Article
The effectiveness of virtual reality-based technology on anatomy teaching: a meta-analysis of randomized controlled studies
2020
Background
Virtual reality (VR) is an innovation that permits the individual to discover and operate within three-dimensional (3D) environment to gain practical understanding. This research aimed to examine the general efficiency of VR for teaching medical anatomy.
Methods
We executed a meta-analysis of randomized controlled studies of the performance of VR anatomy education. We browsed five databases from the year 1990 to 2019. Ultimately, 15 randomized controlled trials with a teaching outcome measure analysis were included. Two authors separately chose studies, extracted information, and examined the risk of bias. The primary outcomes were examination scores of the students. Secondary outcomes were the degrees of satisfaction of the students. Random-effects models were used for the pooled evaluations of scores and satisfaction degrees. Standardized mean difference (SMD) was applied to assess the systematic results. The heterogeneity was determined by
I
2
statistics, and then was investigated by meta-regression and subgroup analyses.
Results
In this review, we screened and included fifteen randomized controlled researches (816 students). The pooled analysis of primary outcomes showed that VR improves test scores moderately compared with other approaches (standardized mean difference [SMD] = 0.53; 95% Confidence Interval [CI] 0.09–0.97,
p
< 0.05;
I
2
= 87.8%). The high homogeneity indicated that the studies were different from each other. Therefore, we carried out meta-regression as well as subgroup analyses using seven variables (year, country, learners, course, intervention, comparator, and duration). We found that VR improves post-intervention test score of anatomy compared with other types of teaching methods.
Conclusions
The finding confirms that VR may act as an efficient way to improve the learners’ level of anatomy knowledge. Future research should assess other factors like degree of satisfaction, cost-effectiveness, and adverse reactions when evaluating the teaching effectiveness of VR in anatomy.
Journal Article
Chatbots for future docs: exploring medical students' attitudes and knowledge towards artificial intelligence and medical chatbots
by
Moldt, Julia-Astrid
,
Nieselt, Kay
,
Fuhl, Wolfgang
in
applications in education
,
Artificial Intelligence
,
Attitudes
2023
Artificial intelligence (AI) in medicine and digital assistance systems such as chatbots will play an increasingly important role in future doctor - patient communication. To benefit from the potential of this technical innovation and ensure optimal patient care, future physicians should be equipped with the appropriate skills. Accordingly, a suitable place for the management and adaptation of digital assistance systems must be found in the medical education curriculum. To determine the existing levels of knowledge of medical students about AI chatbots in particular in the healthcare setting, this study surveyed medical students of the University of Luebeck and the University Hospital of Tuebingen. Using standardized quantitative questionnaires and qualitative analysis of group discussions, the attitudes of medical students toward AI and chatbots in medicine were investigated. From this, relevant requirements for the future integration of AI into the medical curriculum could be identified. The aim was to establish a basic understanding of the opportunities, limitations, and risks, as well as potential areas of application of the technology. The participants (N = 12) were able to develop an understanding of how AI and chatbots will affect their future daily work. Although basic attitudes toward the use of AI were positive, the students also expressed concerns. There were high levels of agreement regarding the use of AI in administrative settings (83.3%) and research with health-related data (91.7%). However, participants expressed concerns that data protection may be insufficiently guaranteed (33.3%) and that they might be increasingly monitored at work in the future (58.3%). The evaluations indicated that future physicians want to engage more intensively with AI in medicine. In view of future developments, AI and data competencies should be taught in a structured way during the medical curriculum and integrated into curricular teaching.
Journal Article
The effect of programming on primary school students' mathematical and scientific understanding: educational use of mBot
by
Sáez-López, José-Manuel
,
Vazquez-Cano, Esteban
,
Sevillano-García, Maria-Luisa
in
Coding
,
Computation
,
Education
2019
This study highlights the importance of an educational design that includes robotics and programming through a visual programming language as a means to enable students to improve substantially their understanding of the elements of logic and mathematics. Gaining an understanding of computational concepts as well as a high degree of student participation and commitment emphasize the effectiveness of introducing robotics and visual programming based on active methodologies in primary education. Implementation of this design provides sixth-grade elementary education students with activities that integrate programming and robotics in sciences and mathematics; these practices allow students to understand coding, motion, engines, sequences and conditionals. A quasi-experimental design, descriptive analysis and participant observation were applied across various dimensions to 93 sixth-grade students in four primary education schools. Programming and robotics were integrated in one didactic unit of mathematics and another in sciences. Statistically significant improvements were achieved in the understanding of mathematical concepts and in the acquisition of computational concepts, based on an active pedagogical practice that instills motivation, enthusiasm, commitment, fun and interest in the content studied.
Journal Article
The key artificial intelligence technologies in early childhood education: a review
2024
Artificial Intelligence (AI) technologies have been applied in various domains, including early childhood education (ECE). Integration of AI educational technology is a recent significant trend in ECE. Currently, there are more and more studies of AI in ECE. To date, there is a lack of survey articles that discuss the studies of AI in ECE. In this paper, we provide an up-to-date and in-depth overview of the key AI technologies in ECE that provides a historical perspective, summarizes the representative works, outlines open questions, discuss the trends and challenges through a detailed bibliometric analysis, and provides insightful recommendations for future research. We mainly discuss the studies that apply AI-based robots and AI technologies to ECE, including improving the social interaction of children with an autism spectrum disorder. This paper significantly contributes to provide an up-to-date and in-depth survey that is suitable as introductory material for beginners to AI in ECE, as well as supplementary material for advanced users.
Journal Article
An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities
by
Stephen J. H. Yang
,
Gwo-Jen Hwang
,
Tosti H. C. Chiang
in
Academic Achievement
,
Active Learning
,
Augmented reality
2014
In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in an elementary school in northern Taiwan. The experimental results showed that the proposed approach is able to improve the students' learning achievements. Moreover, it was found that the students who learned with the augmented reality-based mobile learning approach showed significantly higher motivations in the attention, confidence, and relevance dimensions than those who learned with the conventional inquiry-based mobile learning approach.
Journal Article
Big data in education: a state of the art, limitations, and future research directions
by
Yadegaridehkordi Elaheh
,
Baig, Maria Ijaz
,
Shuib Liyana
in
Academic achievement
,
Academic staff
,
Big Data
2020
Big data is an essential aspect of innovation which has recently gained major attention from both academics and practitioners. Considering the importance of the education sector, the current tendency is moving towards examining the role of big data in this sector. So far, many studies have been conducted to comprehend the application of big data in different fields for various purposes. However, a comprehensive review is still lacking in big data in education. Thus, this study aims to conduct a systematic review on big data in education in order to explore the trends, classify the research themes, and highlight the limitations and provide possible future directions in the domain. Following a systematic review procedure, 40 primary studies published from 2014 to 2019 were utilized and related information extracted. The findings showed that there is an increase in the number of studies that address big data in education during the last 2 years. It has been found that the current studies covered four main research themes under big data in education, mainly, learner’s behavior and performance, modelling and educational data warehouse, improvement in the educational system, and integration of big data into the curriculum. Most of the big data educational researches have focused on learner’s behavior and performances. Moreover, this study highlights research limitations and portrays the future directions. This study provides a guideline for future studies and highlights new insights and directions for the successful utilization of big data in education.
Journal Article
Knowledge Co-creation and Sustainable Education in the Labor Market-Driven University–Business Environment
by
Stanca, Liana
,
Pocol, Cristina Bianca
,
Pop, Ioana Delia
in
Cooperative/collaborative learning
,
Data science applications in education
,
Education
2022
Objective:
The university-business partnership plays a particularly important role in society, allowing a symbiosis between socio-economic stakeholders and the university. This symbiosis is based on co-creating and sharing knowledge, creating collaborative projects, valorizing research, implementing SD principles, and on good governance. The aim of this research is to identify groups of francophone socio-economic organizations willing to engage in co-creating knowledge with universities to adapt the academic curriculum to the dynamic requirements of the labor market, supporting entrepreneurship, whilst implementing SDG principles, and ensuring sustainable education. We base our approach on the two-step cluster analysis, data being collected
via
questionnaires among representatives of francophone organizations in an emerging market. This allows the identification of two clusters of francophone organizations according to the extent to which they contribute to strengthening their relationship with the university by co-creating knowledge, implementing SDG principles, and supporting sustainable education.
Findings
: The first cluster is represented by francophone organizations reluctant to co-create knowledge and innovate with universities. These organizations have a rather unclear long-term vision and are not actively involved in supporting SDG education or understanding the universities’ training needs. The second cluster is represented by francophone organizations willing to strengthen the relationship with universities and to co-create value, developing students’ entrepreneurial skills and cooperating on the adaptation of the academic curriculum to labor market requirements.
Originality/Implications
: The originality of this paper consists in conducting exhaustive research among francophone organizations in Romania, with significant practical and social implications for strengthening the strategic university-business environment partnership and identifying solutions to improve knowledge co-creation and sustainable education within a proper university governance.
Journal Article
Catch the Bus©: Development and validation of a gamified travel training application for students with exceptionalities
by
Isha DeCoito
,
Lisa K. Briona
in
Analysis
,
cooperative/collaborative learning
,
Disabled students
2025
Early attempts to teach travel training to people with intellectual and/or developmental disabilities (IDDs) utilized simulation, role playing, and prompting systems; however, these studies utilized interventions that were not age appropriate. More recently, non-interactive computer-based video instruction has been shown to be temporarily effective in teaching young adults diagnosed with IDDs how to signal the bus driver when they wanted to disembark, but the lack of interactivity precluded lasting outcomes. To address this gap, the authors document the creation of a gamified training application, Catch the Bus^©(CtB), that uses gamification dynamics, mechanisms, and components. Through the lenses of goal-setting theory, the technology acceptance model, and social cognitive theory CtB training emulates progression as users acquire skills necessary to scaffold to the next level of training. CtB training explicitly focuses on elapsed time to (a) circumvent the expectation of conventions of near-instantaneous travel often associated with video games, and (b) foster time management skills. To explore the effectiveness of CtB training, a mixed methods pilot case study was conducted with individuals having IDDs. The study focused on the efficacy and impact of CtB training on participants' skills and anxiety related to public transit. Findings indicate that CtB training resulted in an increase in participants' self-efficacy in terms of planning a bus trip to new destinations, utilizing bus route maps, and transferring buses correctly. Additionally, CtB training decreased participants' anxiety associated with public transportation usage and increased participants' confidence in navigating public transit.
Journal Article