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425 result(s) for "Web-based instruction -- Case studies"
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Teaching Science Online
With the increasing focus on science education, growing attention is being paid to how science is taught. Educators in science and science-related disciplines are recognizing that distance delivery opens up new opportunities for delivering information, providing interactivity, collaborative opportunities and feedback, as well as for increasing access for students. This book presents the guidance of expert science educators from the US and from around the globe. They describe key concepts, delivery modes and emerging technologies, and offer models of practice. The book places particular emphasis on experimentation, lab and field work as they are fundamentally part of the education in most scientific disciplines. Chapters include: Discipline methodology and teaching strategies in the specific areas of physics, biology, chemistry and earth sciences. An overview of the important and appropriate learning technologies (ICTs) for each major science. Best practices for establishing and maintaining a successful course online. Insights and tips for handling practical components like laboratories and field work. Coverage of breaking topics, including MOOCs, learning analytics, open educational resources and m-learning. Strategies for engaging your students online.
The More We Know
In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real world. But iCue was a failure: it never developed an audience and was canceled as if it were a sitcom with bad ratings. In The More We Know , Eric Klopfer and Jason Haas, both part of the MIT development team, describe the rise and fall of iCue and what it can teach us about new media, old media, education, and the challenges of innovating in educational media. Klopfer and Haas show that iCue was hampered by, among other things, an educational establishment focused on \"teaching to the test,\" television producers uncomfortable with participatory media, and confusion about the market. But this is not just a cautionary tale; sometimes more can be learned from an interesting failure than a string of successes. Today's educational technology visionaries (iPads for everyone!) might keep this lesson in mind.
Using the metaverse in training: lessons from real cases
Purpose The purpose of this study is to explore the potential contribution of the metaverse to improve training and development as a function of human resource development (HRD) perspective. The authors explore the benefits and challenges of the metaverse and introduce cases of companies using the metaverse in training. Design/methodology/approach A narrative literature review was conducted to collect information on the metaverse in training. The authors reviewed peer- and non-peer-reviewed articles, book chapters, white papers, corporate websites and blogs and business magazines. Findings A total of 75 articles were reviewed, including 14 cases, which were summarized to demonstrate how companies are applying metaverse technology in training contexts. For a more in-depth review, three cases were selected and summarized in terms of context, process and outcomes. Originality/value The metaverse is an emergent topic in HRD. It has the potential to revolutionize the functions of training and development through the combination of advanced technologies, including virtual reality, augmented reality and mixed reality. This article is the foundational attempt to provide a comprehensive summary of existing literature and case studies that highlight the potential of the metaverse in training within the context of HRD.
Teaching courses online
This literature review summarizes research on online teaching and learning. It is organized into four topics: course environment, learners' outcomes, learners' characteristics, and institutional and administrative factors. The authors found little consistency of terminology, discovered some conclusive guidelines, and identified developing lines of inquiry. The conclusions overall suggests that most of the studies reviewed were descriptive and exploratory, that most online students are nontraditional and Anglo American, and that few universities have written policies, guidelines, or technical support for faculty members or students. Asynchronous communication seemed to facilitate in-depth communication (but not more than in traditional classes), students liked to move at their own pace. Learning outcomes appeared to be the same as in traditional courses, and students with prior training in computers were more satisfied with online courses. Continued research is needed to inform learner outcomes, learner characteristics, course environment, and institutional factors related to delivery system variables in order to test learning theories and teaching models inherent in course design. (DIPF/Orig.).
Antecedents of continued usage intentions of web-based learning management system in Tanzania
Purpose – The purpose of this paper is to examine factors that predict students’ continued usage intention of web-based learning management systems (LMS) in Tanzania, with a specific focus on the School of Business of Mzumbe University. Specifically, the study investigated major predictors of actual usage and continued usage intentions of e-learning system, and challenges of using the e-learning system. Design/methodology/approach – Data were collected through a questionnaire survey of 300 third year undergraduate students, with a rate of return of 77 per cent. A total of 20 faculty members were also interviewed. The unified theory of acceptance and use of technology (UTAUT) was utilized in the study. Findings – The results show that actual usage was determined by self-efficacy, while continued usage intentions of web-based learning system was predicted by performance expectancy, effort expectancy, social influence, self-efficacy, and actual usage. Challenges for using web-based LMS were related to information and communications technology (ICT) infrastructure barrier, LMS user interface was not user friendly, weak ICT policies, management and technical support, limited skills, lack of awareness, resistance to change, and lack of time to prepare e-content and use the e-learning system. Practical implications – The study findings are useful to e-learning managers and university management to identify important factors and develop appropriate policies and strategies to encourage long-term usage of e-learning systems for future studies and lifelong learning. Originality/value – By using UTAUT in the context of continued usage intentions and the integration of an additional construct (“self-efficacy”), the extended UTAUT model fits very well in the web-based learning systems in Tanzania, in particular where such studies are scant. The findings can be used in other institutions with similar conditions in investigating the continued usage intentions of e-learning systems.
Evaluating the quality of interaction in asynchronous discussion forums in fully online courses
Fully online courses are becoming progressively more popular because of their \"anytime anywhere\" learning flexibility. One of the ways students interact with each other and with the instructors within fully online learning environments is via asynchronous discussion forums. However, student engagement in online discussion forums does not always take place automatically and there is a lack of clarity about the ideal role of the instructors in them. In this article, we report on our research on the quality of discussion in fully online courses through analysis of discussion forum activities. We have conducted our research on two large fully online subjects for computing students over two consecutive semesters and used a grounded theoretic approach for data analysis. Our results reveal what students and instructors consider as quality interaction in fully online courses. We also propose two frameworks based on our findings that can be used to ensure effective online interaction.
Technology-enhanced Embodied Learning: Designing and Evaluating a New Classroom Experience
The enactment of embodied learning in the authentic classroom introduces new challenges. The educational system has yet to develop a clear vision or learning design models that would guide the implementation of embodied learning using digital technologies and manipulatives. This study presents an example of a learning design for technology-enhanced embodied learning in an authentic classroom. Three forms of physical embodiment (direct, surrogate and augmented) are enacted using a model consisting of a single educator and rotating across learning stations. The case study takes place in a multidisciplinary lesson around historical information. In this lesson, Year 4 primary school students (i) take virtual tours among the ruins of Archaic kingdoms using mobile VR headsets, (ii) use programmable floor robots to learn about the various occupations people had back then and (iii) create storyboards based on historical information using web-based digital tools. The study evaluates the technology-enhanced embodied learning experience from the perspective of the learners. Data from 34 students demonstrate learning gains, as well as positive perceptions of the learning experience in terms of their relationship with their teammates, their sense of personal development, and the overall classroom orchestration. We conclude with lessons learnt, limitations and suggestions for future work. With this study, we aim to spark a dialogue on how technology-enhanced embodied learning can be successfully enacted in real-world classrooms, highlighting the need for more studies in the intersection of technology, design and pedagogy.
Peer pressure and web-based peer learning: an exploratory case study
This study explores whether and how peer pressure influenced students’ participation in web-based peer learning (WPL). Fifteen students enrolled in a university reading course were followed over the course of one semester, and interviews with them along with the researcher’s observational notes on their learning activities were qualitatively analyzed. Peer pressure slowly and steadily occurred during the students’ WPL, with the students feeling differently about it at different levels. All of the students became somewhat used to it later in the semester. The peer pressure was mainly influenced by technological factors (e.g., the openness of the web platform) and non-technological factors (e.g., the academic gaps between students), along with other accompanying reasons (e.g., self-motivation for looking academically decent). The study concludes that students’ experiences of peer pressure in relation to WPL involved a gradual process, had multiple causes, and ultimately positively impacted the students, although in the process, peer pressure exerted either negative or positive power on the students.