The Implementation of Service-Learning in Graduate Instructional Design Coursework
ERIC Educational Resources Information Center
Stefaniak, Jill E.
2015-01-01
This paper describes the design of service-learning experiences with a graduate-level instructional design course. Service-learning provides students with real-life experiences in a situated-learning environment. Students were tasked with working on an instructional design project in a real-world setting to gain consultative experience. This paper…
ERIC Educational Resources Information Center
Lee, Sang Joon; Wilder, Charlie; Yu, Chien
2018-01-01
Service-learning is an experiential learning experience where students learn and develop through active participation in community service to meet the needs of a community. This study explored student learning experiences in a service-learning group project and their perceptions of service-learning in an undergraduate web design course. The data…
NASA Astrophysics Data System (ADS)
Cao, Xianzhong; Wang, Feng; Zheng, Zhongmei
The paper reports an educational experiment on the e-Learning instructional design model based on Cognitive Flexibility Theory, the experiment were made to explore the feasibility and effectiveness of the model in promoting the learning quality in ill-structured domain. The study performed the experiment on two groups of students: one group learned through the system designed by the model and the other learned by the traditional method. The results of the experiment indicate that the e-Learning designed through the model is helpful to promote the intrinsic motivation, learning quality in ill-structured domains, ability to resolve ill-structured problem and creative thinking ability of the students.
ERIC Educational Resources Information Center
Best, Marnie; MacGregor, Denise; Price, Deborah
2017-01-01
Place-based learning experiences in Design and Technologies education connect people and place with design processes and products. Drawing on place-based learning, this case study shares the experiences of eight final year pre-service Design and Technologies education students from the University of South Australia as they collaborated with…
ERIC Educational Resources Information Center
Churchill, Deirdre Lyne
2014-01-01
This qualitative study examined the impact of architectural design and arrangement on the learning experiences of students. Specifically, it examined how school design and arrangement foster interactions and relationships among students and adults relevant to integral learning experiences. This case study was limited to the breadth of knowledge…
ERIC Educational Resources Information Center
Gutierrez, Kris D.; Vossoughi, Shirin
2010-01-01
This article examines a praxis model of teacher education and advances a new method for engaging novice teachers in reflective practice and robust teacher learning. Social design experiments--cultural historical formations designed to promote transformative learning for adults and children--are organized around expansive notions of learning and…
User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context
ERIC Educational Resources Information Center
Wong, Seng Yue; Ghavifekr, Simin
2018-01-01
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
The "Tutorless" Design Studio: A Radical Experiment in Blended Learning
ERIC Educational Resources Information Center
Hill, Glen Andrew
2017-01-01
This paper describes a pedagogical experiment in which a suite of novel blended learning strategies was used to replace the traditional role of design tutors in a first year architectural design studio. The pedagogical objectives, blended learning strategies and outcomes of the course are detailed. While the quality of the student design work…
ERIC Educational Resources Information Center
Potter, Patricia; France, Bev
2018-01-01
Design and problem solving are central to technology and have distinguished learning in technology from other curriculum areas. This research investigated how expert technologists learn design and problem solving through experience. Data was collected from four expert technologists and this information was analysed using learning theories that…
Virtual parameter-estimation experiments in Bioprocess-Engineering education.
Sessink, Olivier D T; Beeftink, Hendrik H; Hartog, Rob J M; Tramper, Johannes
2006-05-01
Cell growth kinetics and reactor concepts constitute essential knowledge for Bioprocess-Engineering students. Traditional learning of these concepts is supported by lectures, tutorials, and practicals: ICT offers opportunities for improvement. A virtual-experiment environment was developed that supports both model-related and experimenting-related learning objectives. Students have to design experiments to estimate model parameters: they choose initial conditions and 'measure' output variables. The results contain experimental error, which is an important constraint for experimental design. Students learn from these results and use the new knowledge to re-design their experiment. Within a couple of hours, students design and run many experiments that would take weeks in reality. Usage was evaluated in two courses with questionnaires and in the final exam. The faculties involved in the two courses are convinced that the experiment environment supports essential learning objectives well.
Complexity, Training Paradigm Design, and the Contribution of Memory Subsystems to Grammar Learning
Ettlinger, Marc; Wong, Patrick C. M.
2016-01-01
Although there is variability in nonnative grammar learning outcomes, the contributions of training paradigm design and memory subsystems are not well understood. To examine this, we presented learners with an artificial grammar that formed words via simple and complex morphophonological rules. Across three experiments, we manipulated training paradigm design and measured subjects' declarative, procedural, and working memory subsystems. Experiment 1 demonstrated that passive, exposure-based training boosted learning of both simple and complex grammatical rules, relative to no training. Additionally, procedural memory correlated with simple rule learning, whereas declarative memory correlated with complex rule learning. Experiment 2 showed that presenting corrective feedback during the test phase did not improve learning. Experiment 3 revealed that structuring the order of training so that subjects are first exposed to the simple rule and then the complex improved learning. The cumulative findings shed light on the contributions of grammatical complexity, training paradigm design, and domain-general memory subsystems in determining grammar learning success. PMID:27391085
ERIC Educational Resources Information Center
Grey, Simon; Grey, David; Gordon, Neil; Purdy, Jon
2017-01-01
This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and…
Learning Design Research: Advancing Pedagogies in the Digital Age
ERIC Educational Resources Information Center
Dobozy, Eva
2013-01-01
Learning design research (LDR) is establishing itself as a separate and specialised field of educational research. Worldwide, technology-mediated learning experiences in higher and further education are on the increase. LDR investigates their success in providing effective outcomes-based and personalised learning experiences. This paper reports on…
Design Study: Integer Subtraction Operation Teaching Learning Using Multimedia in Primary School
ERIC Educational Resources Information Center
Aris, Rendi Muhammad; Putri, Ratu Ilma Indra
2017-01-01
This study aims to develop a learning trajectory to help students understand concept of subtraction of integers using multimedia in the fourth grade. This study is thematic integrative learning in Curriculum 2013 PMRI based. The method used is design research consists of three stages; preparing for the experiment, design experiment, retrospective…
Learning Experience as Transaction: A Framework for Instructional Design
ERIC Educational Resources Information Center
Parrish, Patrick E.; Wilson, Brent G.; Dunlap, Joanna C.
2011-01-01
This article presents a framework for understanding learning experience as an object for instructional design--as an object for design as well as research and understanding. Compared to traditional behavioral objectives or discrete cognitive skills, the object of experience is more holistic, requiring simultaneous attention to cognition, behavior,…
ERIC Educational Resources Information Center
Kordaki, Maria
2011-01-01
This study presents an experiment aimed at the design of short learning courses in the context of LAMS, using a number of specific context-free collaboration design patterns implemented within LAMS. In fact, 25 Prospective Computer Engineers (PCEs) participated in this experiment. The analysis of the data shows that PCEs fully used these context…
ERIC Educational Resources Information Center
Edmonds, Roger; Smith, Simon
2017-01-01
This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…
Experiences of Practice-Based Learning in Phenomenographic Perspective
ERIC Educational Resources Information Center
Rovio-Johansson, Airi
2018-01-01
Purpose: The paper aims to examine, within the context of professional practice and learning, how designers collaboratively working in international teams experience practice-based learning and how such occasions contribute to professional development. Design/methodology/approach: The paper introduces the cooperation project between Tibro Training…
ERIC Educational Resources Information Center
Trivette, Larry
Stone Mountain State Park's environmental education learning experience, Our Changing Land, introduces the student to the geology of the Blue Ridge Mountains, with emphasis on Stone Mountain, through a series of hands-on activities. The learning experience is designed for grades 4-6 and meets curriculum objectives of the standard course of study…
The Effect of STEM Learning through the Project of Designing Boat Model toward Student STEM Literacy
NASA Astrophysics Data System (ADS)
Tati, T.; Firman, H.; Riandi, R.
2017-09-01
STEM Learning focusses on development of STEM-literate society, the research about implementation of STEM learning to develope students’ STEM literacy is still limited. This study is aimed to examine the effect of implementation STEM learning through the project of designing boat model on students STEM literacy in energy topic. The method of this study was a quasi-experiment with non-randomized pretest-posttest control group design. There were two classes involved, the experiment class used Project Based Learning with STEM approach and control class used Project-Based Learning without STEM approach. A STEM Literacy test instrument was developed to measure students STEM literacy which consists of science literacy, mathematics literacy, and technology-engineering literacy. The analysis showed that there were significant differences on improvement science literacy, mathematics technology-engineering between experiment class and control class with effect size more than 0.8 (large effect). The difference of improvement of STEM literacy between experiment class and control class is caused by the existence of design engineering activity which required students to apply the knowledge from every field of STEM. The challenge that was faced in STEM learning through design engineering activity was how to give the students practice to integrate STEM field in solving the problems. In additional, most of the students gave positive response toward implementation of STEM learning through design boat model project.
ERIC Educational Resources Information Center
Jitendra, Asha K.
2005-01-01
In this commentary, I summarize my own research with colleagues to affirm Dr. Gersten's call for considering design experiments prior to conducting intervention research. I describe how design experiments not only can inform teaching and the learning of innovative approaches, but also hold the promise of effectively bridging the…
2010-05-04
during the Vietnam Conflict. 67 David A. Kolb , Experiential Learning : Experience as the Source of Learning and Development. (Upper Saddle River, NJ...Essentials for Military Applications. Newport Paper #10. Newport: Newport War College Press. 1996. Kolb , David A. Experiential Learning : Experience... learning over analysis. A broad review of design theory suggests that four techniques - rapid prototyping, generative analysis, use of experts, and
The Scope and Design of Structured Group Learning Experiences at Community Colleges
ERIC Educational Resources Information Center
Hatch, Deryl K.; Bohlig, E. Michael
2015-01-01
This study explores through descriptive analysis the similarities of structured group learning experiences such as first-year seminars, learning communities, orientation, success courses, and accelerated developmental education programs, in terms of their design features and implementation at community colleges. The study takes as its conceptual…
Learning--Feeling--Doing: Designing Creative Learning Experiences for Elementary Health Education.
ERIC Educational Resources Information Center
Scott, Gwendolyn D.; Carlo, Mona W.
The dynamics of health education are encompassed in understanding human behavior (its causes and consequences), and this book seeks to outline learning experiences that will correspond to specific behavioral objectives relating to health education. The systematic planning and instructional design center around 11 concepts: (1) Growth and…
ERIC Educational Resources Information Center
Fisher, Mercedes; Baird, Derek E.
2007-01-01
The convergence of mobile technologies into student-centered learning environments requires academic institutions to design new and more effective learning, teaching, and user experience strategies. In this article we share results from an mLearning design experiment and analysis from a student survey conducted at the National College of Ireland.…
ERIC Educational Resources Information Center
Hosler, Kim A.
2013-01-01
The purpose of this qualitative case study was to explore the experiences, perceptions, and pedagogy of nine self-identified faculty developers and instructional designers who work in centers for teaching and learning supporting faculty members requesting assistance with mobile learning. With the ever-increasing use of mobile devices across…
NASA Astrophysics Data System (ADS)
Villarreal-Stewart, Irene
The purpose guiding this research has been to learn about and describe the phenomena of interactivity from the learners' perspectives and to learn which of the interactivity affordances and practices were actually used by students and why in the process of learning physics using an interactive multimedia distance learning course system. The bigger purpose behind learning about and describing interactivity has been to gain knowledge and perspective for its instructional design to benefit the learner, the school as curriculum implementer, and instructional media designers to create better products. Qualitative methodology in the interpretivist tradition was used, that is, in-depth interviews and on-site observations, to gain understanding of interactivity from the learners' perspective and to gain understanding of the student learning context impacting and shaping the students' interactivity experiences. NVivo was used to sort, organize and index data. All data were read on three levels: literally, interpretively, and reflexively; and were read comparatively to other perspectives to get descriptions and interpretations that were holistic to the implementation and had potential insight to improve practice for instructional designers, teachers, administrators, specifically to improve the learning experience for students. Site-Specific Findings: Students watched videos, resisted using phone and e-mail, and worked math problems to demonstrate learning, which resulted in very little interactivity, virtually no dialogue about physics, no physical activity, one-way communication, multifaceted dissatisfaction, student need for teacher involvement in the learning enterprise, student appreciation for interactivity, and expressed desire for a real, live teacher. I also found that some students did experience the system as interactive, did experience learner control and self-directed learning, and despite dissatisfaction, liked and appreciated the course. Wider Applications: Interactivity, a design element, requires scaffolding and nurturing in implementation. The variable and changing context of implementation suggests the requirement for its consideration in design work. The study suggests that during implementation the integrity of design as a whole and flexibility within the design are important continuing considerations. Recommendations. (1) implementation supervision by the school district, (2) use of a language and activity-based theory of learning and teaching and (3) dialogic inquiry (Wells, 1999) to continue learning about interactivity.
The Influence of Prey Assemblage Composition on Learning in Sunfish: Do Fish Learn?
ERIC Educational Resources Information Center
Darling, Ruth A.
1999-01-01
Presents a biology laboratory experiment designed to examine the ability of fish to improve their foraging rate with experience. This project is appropriate for ecology and animal behavior courses as well as introductory biology courses with a component that provides students with experience in designing and conducting scientific experiments.…
ERIC Educational Resources Information Center
Lawson, John; Aggarwal, Pankaj; Leininger, Thomas; Fairchild, Kenneth
2011-01-01
This article describes a collaborative learning experience in experimental design that closely approximates what practicing statisticians and researchers in applied science experience during consulting. Statistics majors worked with a teaching assistant from the chemistry department to conduct a series of experiments characterizing the variation…
Thinking Style Diversity and Collaborative Design Learning
NASA Astrophysics Data System (ADS)
Volpentesta, Antonio P.; Ammirato, Salvatore; Sofo, Francesco
The paper explores the impact of structured learning experiences that were designed to challenge students’ ways of thinking and promote creativity. The aim was to develop the ability of students, coming from different engineering disciplines and characterized by particular thinking style profiles, to collaboratively work on a project-based learning experience in an educational environment. Three project-based learning experiences were structured using critical thinking methods to stimulate creativity. Pre and post-survey data using a specially modified thinking style inventory for 202 design students indicated a thinking style profile of preferences with a focus on exploring and questioning. Statistically significant results showed students successfully developed empathy and openness to multiple perspectives.
ERIC Educational Resources Information Center
Lam, H. C.; Ki, W. W.; Chung, A. L. S.; Ko, P. Y.; Lai, A. C. Y.; Lai, S. M. S.; Chou, P. W. Y.; Lau, E. C. C.
2004-01-01
Effective teaching should focus the attention of learners to its essential aspects. It follows that instructional software can be designed in such a way that allows learners to experience the important variations in the critical aspects of the content to be learned. This paper reports on the experience of designing such special kinds of…
ERIC Educational Resources Information Center
Choi-Lundberg, Derek L.; Williams, Anne-Marie M.; Zimitat, Craig
2017-01-01
The Anatomy Learning Experiences Questionnaire (ALEQ) was designed by Smith and Mathias to explore students' perceptions and experiences of learning anatomy. In this study, the psychometric properties of a slightly altered 34-item ALEQ (ALEQ-34) were evaluated, and correlations with learning outcomes investigated, by surveying first- and…
Newig, Jens; Kochskämper, Elisa; Challies, Edward; Jager, Nicolas W
2016-01-01
The importance of designing suitable participatory governance processes is generally acknowledged. However, less emphasis has been put on how decision-makers design such processes, and how they learn about doing so. While the policy learning literature has tended to focus on the substance of policy, little research is available on learning about the design of governance. Here, we explore different approaches to learning among German policymakers engaged in implementing the European Floods Directive. We draw on official planning documents and expert interviews with state-level policymakers to focus on learning about the procedural aspects of designing and conducting participatory flood risk management planning. Drawing on the policy learning and evidence-based governance literatures, we conceptualise six types of instrumental 'governance learning' according to sources of learning (endogenous and exogenous) and modes of learning (serial and parallel). We empirically apply this typology in the context of diverse participatory flood risk management planning processes currently unfolding across the German federal states. We find that during the first Floods Directive planning cycle, policymakers have tended to rely on prior experience in their own federal states with planning under the Water Framework Directive to inform the design and carrying out of participatory processes. In contrast, policymakers only sporadically look to experiences from other jurisdictions as a deliberate learning strategy. We argue that there is scope for more coordinated and systematic learning on designing effective governance, and that the latter might benefit from more openness to experimentation and learning on the part of policymakers.
The Development of Teaching Skills to Support Active Learning in University Science (ALIUS)
ERIC Educational Resources Information Center
Bedgood, Danny R., Jr.; Bridgeman, Adam J.; Buntine, Mark; Mocerino, Mauro; Southam, Daniel; Lim, Kieran F.; Gardiner, Michael; Yates, Brian; Morris, Gayle; Pyke, Simon M.; Zadnik, Marjan
2010-01-01
This paper describes an Australian Learning and Teaching Council funded project for which Learning Design is encompassed in the broadest sense. ALIUS (Active Learning In University Science) takes the design of learning back to the learning experiences created for students. ALIUS is not about designing a particular activity, or subject, or course,…
Do Classroom Experiments Increase Learning in Introductory Microeconomics?
ERIC Educational Resources Information Center
Dickie, Mark
2007-01-01
Interest in using classroom experiments to teach economics is increasing whereas empirical evidence on how experiments affect learning is limited and mixed. The author used a pretest-posttest control-group design to test whether classroom experiments and grade incentives that reward performance in experiments affect learning of introductory…
ERIC Educational Resources Information Center
Cooper, Katelyn M.; Ashley, Michael; Brownell, Sara E.
2017-01-01
National calls to improve student academic success in college have sparked the development of bridge programs designed to help students transition from high school to college. We designed a 2-week Summer Bridge program that taught introductory biology content in an active-learning way. Through a set of exploratory interviews, we unexpectedly…
Enhancing the Therapy Experience Using Principles of Video Game Design.
Folkins, John Wm; Brackenbury, Tim; Krause, Miriam; Haviland, Allison
2016-02-01
This article considers the potential benefits that applying design principles from contemporary video games may have on enhancing therapy experiences. Six principles of video game design are presented, and their relevance for enriching clinical experiences is discussed. The motivational and learning benefits of each design principle have been discussed in the education literature as having positive impacts on student motivation and learning and are related here to aspects of clinical practice. The essential experience principle suggests connecting all aspects of the experience around a central emotion or cognitive connection. The discovery principle promotes indirect learning in focused environments. The risk-taking principle addresses the uncertainties clients face when attempting newly learned skills in novel situations. The generalization principle encourages multiple opportunities for skill transfer. The reward system principle directly relates to the scaffolding of frequent and varied feedback in treatment. Last, the identity principle can assist clients in using their newly learned communication skills to redefine self-perceptions. These principles highlight areas for research and interventions that may be used to reinforce or advance current practice.
Factors Impacting Students' Online Learning Experience in a Learner-Centred Course
ERIC Educational Resources Information Center
Wu, Y.
2016-01-01
Technologies bring a new era of content presentation for online teaching and learning. With more instructors adopting new tools to design online teaching materials, students are often put into learning contexts with certain new design components. Assessing learner experience and outcome in these contexts is challenging because of the complexity…
Tuning: A Guide for Creating Discipline-Specific Frameworks to Foster Meaningful Change
ERIC Educational Resources Information Center
Marshall, David W.
2017-01-01
Tuning, as a methodology, implies a philosophy of curriculum design, pedagogy, and assignment design. It implies that successful study in a discipline depends on intentional construction of learning experiences for students. Intentional construction of learning experiences requires an understanding of the learning goals set forth by faculty for…
Teaching and Learning Science for Transformative, Aesthetic Experience
ERIC Educational Resources Information Center
Girod, Mark; Twyman, Todd; Wojcikiewicz, Steve
2010-01-01
Drawing from the Deweyan theory of experience (1934, 1938), the goal of teaching and learning for transformative, aesthetic experience is contrasted against teaching and learning from a cognitive, rational framework. A quasi-experimental design was used to investigate teaching and learning of fifth grade science from each perspective across an…
NASA Astrophysics Data System (ADS)
Gardner, Christina M.
Learning-by-doing learning environments support a wealth of physical engagement in activities. However, there is also a lot of variability in what participants learn in each enactment of these types of environments. Therefore, it is not always clear how participants are learning in these environments. In order to design technologies to support learning in these environments, we must have a greater understanding of how participants engage in learning activities, their goals for their engagement, and the types of help they need to cognitively engage in learning activities. To gain a greater understanding of participant engagement and factors and circumstances that promote and inhibit engagement, this dissertation explores and answers several questions: What are the types of interactions and experiences that promote and /or inhibit learning and engagement in learning-by-doing learning environments? What are the types of configurations that afford or inhibit these interactions and experiences in learning-by-doing learning environments? I explore answers to these questions through the context of two enactments of Kitchen Science Investigators (KSI), a learning-by-doing learning environment where middle-school aged children learn science through cooking from customizing recipes to their own taste and texture preferences. In small groups, they investigate effects of ingredients through the design of cooking and science experiments, through which they experience and learn about chemical, biological, and physical science phenomena and concepts (Clegg, Gardner, Williams, & Kolodner, 2006). The research reported in this dissertation sheds light on the different ways participant engagement promotes and/or inhibits cognitive engagement in by learning-by-doing learning environments through two case studies. It also provides detailed descriptions of the circumstances (social, material, and physical configurations) that promote and/or inhibit participant engagement in these learning environments through cross-case analyses of these cases. Finally, it offers suggestions about structuring activities, selecting materials and resources, and designing facilitation and software-realized scaffolding in the design of these types of learning environments. These design implications focus on affording participant engagement in science content and practices learning. Overall, the case studies, cross-case analyses, and empirically-based design implications begin to bridge the gap between theory and practice in the design and implementation of these learning environments. This is demonstrated by providing detailed and explanatory examples and factors that affect how participants take up the affordances of the learning opportunities designed into these learning environments.
Towards Primary School Physics Teaching and Learning: Design Research Approach. Research Report 256
ERIC Educational Resources Information Center
Juuti, Kalle
2005-01-01
This thesis describes a project to design a primary school physics learning environment which takes into account teachers' needs, design procedures, properties of the learning environment, and pupil learning outcomes. The project's design team has wide experience in research and development work in relation to science education, the use of ICT in…
ERIC Educational Resources Information Center
Özdemir, Burçin Gökkurt
2017-01-01
The purpose of the study is to identify the classroom mathematical practices developed within a learning environment designed by Realistic Mathematics Education for teaching cone and pyramid to preservice teachers. A teaching experiment including five-week instructional sequence by a hypothetical learning trajectory about the solids of cone and…
Project Management Approaches for Online Learning Design
ERIC Educational Resources Information Center
Eby, Gulsun; Yuzer, T. Volkan
2013-01-01
Developments in online learning and its design are areas that continue to grow in order to enhance students' learning environments and experiences. However, in the implementation of new technologies, the importance of properly and fairly overseeing these courses is often undervalued. "Project Management Approaches for Online Learning Design"…
Teachers' Self-Regulated Learning Lesson Design: Integrating Learning from Problems and Successes
ERIC Educational Resources Information Center
Michalsky, Tova; Schechter, Chen
2018-01-01
Teachers' design of a lesson is critical for helping their students develop academically effective forms of self-regulating learning (SRL) in classrooms. Using a quasi-experimental design, the researchers integrated systematic collaborative learning from problematic and successful experiences into teachers' preparatory programs and examined how…
ERIC Educational Resources Information Center
Lykke, Marianne; Coto, Mayela; Jantzen, Christian; Mora, Sonia; Vandel, Niels
2015-01-01
Based on the assumption that wellbeing, positive emotions and engagement influence motivation for learning, the aim of this paper is to provide insight into students' emotional responses to and engagement in different learning designs. By comparing students' reports on the experiential qualities of three different learning designs, their…
Architecting Learning Continuities for Families Across Informal Science Experiences
NASA Astrophysics Data System (ADS)
Perin, Suzanne Marie
By first recognizing the valuable social and scientific practices taking place within families as they learn science together across multiple, everyday settings, this dissertation addresses questions of how to design and scaffold activities that build and expand on those practices to foster a deep understanding of science, and how the aesthetic experience of learning science builds connections across educational settings. Families were invited to visit a natural history museum, an aquarium, and a place or activity of the family's choice that they associated with science learning. Some families were asked to use a set of activities during their study visits based on the practices of science (National Research Council, 2012), which were delivered via smartphone app or on paper cards. I use design-based research, video data analysis and interaction analysis to examine how families build connections between informal science learning settings. Chapter 2 outlines the research-based design process of creating activities for families that fostered connections across multiple learning settings, regardless of the topical content of those settings. Implications of this study point to means for linking everyday family social practices such as questioning, observing, and disagreeing to the practices of science through activities that are not site-specific. The next paper delves into aesthetic experience of science learning, and I use video interaction analysis and linguistic analysis to show how notions of beauty and pleasure (and their opposites) are perfused throughout learning activity. Designing for aesthetic experience overtly -- building on the sensations of enjoyment and pleasure in the learning experience -- can motivate those who might feel alienated by the common conception of science as merely a dispassionate assembly of facts, discrete procedures or inaccessible theory. The third paper, a case study of a family who learns about salmon in each of the sites they visit, highlights the contributions of multiple sites of learning in an ecological view of learning. Finally, the dissertations' conclusion highlights the broad implications for conceiving of the many varied learning settings in a community as an educational infrastructure, and reflections on using aesthetic experience for broadening participation the sciences through the design of informal environments.
Designing To Learn about Complex Systems.
ERIC Educational Resources Information Center
Hmelo, Cindy E.; Holton, Douglas L.; Kolodner, Janet L.
2000-01-01
Indicates the presence of complex structural, behavioral, and functional relations to understanding. Reports on a design experiment in which 6th grade children learned about the human respiratory system by designing artificial lungs and building partial working models. Makes suggestions for successful learning from design activities. (Contains 44…
Gestalt-A Learning Theory for Graphic Design Education
ERIC Educational Resources Information Center
Jackson, Ian
2008-01-01
This article will begin by seeking to define the notion of learning "by, through" and "from" experience. A linkage will then be established between these notions of experiences and gestalt theory. This will be explored within a subject specific context of graphic design. Links will be highlighted between the inherent nature of graphic design and…
The M-Learning Experience of Language Learners in Informal Settings
ERIC Educational Resources Information Center
Sendurur, Emine; Efendioglu, Esra; Çaliskan, Neslihan Yondemir; Boldbaatar, Nomin; Kandin, Emine; Namazli, Sevinç
2017-01-01
This study is designed to understand the informal language learners' experiences of m-learning applications. The aim is two-folded: (i) to extract the reasons why m-learning applications are preferred and (ii) to explore the user experience of Duolingo m-learning application. We interviewed 18 voluntary Duolingo users. The findings suggest that…
Identifying Instructional Strategies Used to Design Mobile Learning in a Corporate Setting
ERIC Educational Resources Information Center
Jackson-Butler, Uletta
2016-01-01
The purpose of this qualitative embedded multiple case study was to describe what instructional strategies corporate instructional designers were using to design mobile learning and to understand from their experiences which instructional strategies they believed enhance learning. Participants were five instructional designers who were actively…
Competencies for Learning Design: A Review of the Literature and a Proposed Framework
ERIC Educational Resources Information Center
MacLean, Piers; Scott, Bernard
2011-01-01
The term "learning design" is used in this paper to refer to the process of designing effective learning experiences for a variety of contexts: in the classroom or laboratory, in the field, online and via standalone packages using a range of media. Learning design involves a wide set of knowledge, skills and competencies, including:…
Designed and User-Generated Activity in the Mobile Age
ERIC Educational Resources Information Center
Kukulska-Hulme, Agnes; Traxler, John; Pettit, John
2007-01-01
The paper addresses the question of how to design for learning taking place on mobile and wireless devices. The authors argue that learning activity designers need to consider the characteristics of mobile learning; at the same time, it is vital to realise that learners are already creating mobile learning experiences for themselves. Profound…
Field Trips as Valuable Learning Experiences in Geography Courses
ERIC Educational Resources Information Center
Krakowka, Amy Richmond
2012-01-01
Field trips have been acknowledged as valuable learning experiences in geography. This article uses Kolb's (1984) experiential learning model to discuss how students learn and how field trips can help enhance learning. Using Kolb's experiential learning theory as a guide in the design of field trips helps ensure that field trips contribute to…
ERIC Educational Resources Information Center
Liu, Yuliang
2012-01-01
This project was designed to test Mayer's multimedia theory in an elementary school to improve students' mathematics learning for low-income children. The study designed and developed two multimedia mathematics experiments in 3rd grade: 9's multiplication experiment and geometric solids experiment. The two experimental lessons were implemented in…
ERIC Educational Resources Information Center
Dondlinger, Mary Jo; Wilson, Douglas A.
2012-01-01
The "Global Village Playground" ("GVP") was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering critical and creative thinking. In the "GVP", students work on simulated and real-world problems as a design team tasked with…
ERIC Educational Resources Information Center
Smith, Shaunna
2018-01-01
In the context of a 10-day summer camp makerspace experience that employed design-based learning (DBL) strategies, the purpose of this descriptive case study was to better understand the ways in which children use visualization skills to negotiate design as they move back and forth between the world of nondigital design techniques (i.e., drawing,…
ERIC Educational Resources Information Center
Kaya, Katherine
2013-01-01
Although much has been written recently about holistic orientations to transformative learning, including its theoretical foundations and frameworks for designing learning experiences that engage multiple epistemologies, little is known about learners' experiences and about how engaging multiple epistemologies can foster learning that is…
ERIC Educational Resources Information Center
Bruehl, Margaret; Pan, Denise; Ferrer-Vinent, Ignacio J.
2015-01-01
This paper describes curriculum modules developed for first-year general chemistry laboratory courses that use scientific literature and creative experiment design to build information literacy in a student-centered learning environment. Two curriculum units are discussed: Exploring Scientific Literature and Design Your Own General Chemistry…
NASA Astrophysics Data System (ADS)
Kambe, Hidetoshi; Mitsui, Hiroyasu; Endo, Satoshi; Koizumi, Hisao
The applications of embedded system technologies have spread widely in various products, such as home appliances, cellular phones, automobiles, industrial machines and so on. Due to intensified competition, embedded software has expanded its role in realizing sophisticated functions, and new development methods like a hardware/software (HW/SW) co-design for uniting HW and SW development have been researched. The shortfall of embedded SW engineers was estimated to be approximately 99,000 in the year 2006, in Japan. Embedded SW engineers should understand HW technologies and system architecture design as well as SW technologies. However, a few universities offer this kind of education systematically. We propose a student experiment method for learning the basics of embedded system development, which includes a set of experiments for developing embedded SW, developing embedded HW and experiencing HW/SW co-design. The co-design experiment helps students learn about the basics of embedded system architecture design and the flow of designing actual HW and SW modules. We developed these experiments and evaluated them.
NASA Astrophysics Data System (ADS)
Anbar, Ariel; Center for Education Through eXploration
2018-01-01
Advances in scientific visualization and public access to data have transformed science outreach and communication, but have yet to realize their potential impacts in the realm of education. Computer-based learning is a clear bridge between visualization and education that benefits students through adaptative personalization and enhanced access. Building this bridge requires close partnerships among scientists, technologists, and educators.The Infiniscope project fosters such partnerships to produce exploration-driven online learning experiences that teach basic science concepts using a combination of authentic space science narratives, data, and images, and a personalized guided inquiry approach. Infiniscope includes a web portal to host these digital learning experiences, as well as a teaching network of educators using and modifying these experiences. Infiniscope experiences are built around a new theory of digital learning design that we call “education through exploration” (ETX) developed during the creation of successful online, interactive science courses offered at ASU and other institutions. ETX builds on the research-based practices of active learning and guided inquiry to provide a set of design principles that aim to develop higher order thinking skills in addition to understanding of content. It is employed in these experiences by asking students to solve problems and actively discover relationships, supported by an intelligent tutoring system which provides immediate, personalized feedback and scaffolds scientific thinking and methods. The project is led by ASU’s School of Earth and Space Exploration working with learning designers in the Center for Education Through eXploration, with support from NASA’s Science Mission Directorate as part of the NASA Exploration Connection program.We will present an overview of ETX design, the Infinscope project, and emerging evidence of effectiveness.
Exploring the Effectiveness of Blended Learning in Interior Design Education
ERIC Educational Resources Information Center
Afacan, Yasemin
2016-01-01
This study explores how blended learning can contribute to interior design students' learning outcomes, their engagement with non-studio courses and affect their learning achievements. Within the framework of the study, a blended learning experience was carried out in "IAED 342 Building Performance" module at Bilkent University, Turkey.…
ERIC Educational Resources Information Center
Tan, Esther; So, Hyo-Jeong
2015-01-01
This paper investigates the relationship between activity design and discourse on a mobile learning trail, considering the physical affordances of the real world platform in designing contextual learning experiences. We adopted a "context-oriented" and "process-oriented" pedagogical approach in designing the mobile learning…
Design and Development of a Learning Design Virtual Internship Program
ERIC Educational Resources Information Center
Ruggiero, Dana; Boehm, Jeff
2016-01-01
Incorporation of practical experience in learning design and technology education has long been accepted as an important step in the developmental process of future learning designers. The proliferation of adult online education has increased the number of graduate students who are in need of a practical internship placement but have limited…
ERIC Educational Resources Information Center
Koichu, Boris; Zaslavsky, Orit; Dolev, Lea
2016-01-01
The goal of the study presented in this article was to examine how variations in task design may affect mathematics teachers' learning experiences. The study focuses on sorting tasks, i.e., learning tasks that require grouping a given set of mathematical items, in as many ways as possible, according to different criteria suggested by the learners.…
ERIC Educational Resources Information Center
Dalziel, James; Dalziel, Bronwen
2012-01-01
One of the ongoing challenges in the field of Learning Design is how to most effectively support educators in the development of innovative e-learning through the adoption and adaptation of learning design templates. This paper reflects on experiences from two recent higher education projects in teacher training and medical education, and…
ERIC Educational Resources Information Center
Agostinho, Shirley; Bennett, Sue; Lockyer, Lori; Harper, Barry
2004-01-01
This paper reports recent work in developing of structures and processes that support university teachers and instructional designers incorporating learning objects into higher education focused learning designs. The aim of the project is to develop a framework to guide the design and implementation of high quality learning experiences. This…
ERIC Educational Resources Information Center
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse
2016-01-01
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Remix as Professional Learning: Educators' Iterative Literacy Practice in CLMOOC
ERIC Educational Resources Information Center
Smith, Anna; West-Puckett, Stephanie; Cantrill, Christina; Zamora, Mia
2016-01-01
The Connected Learning Massive Open Online Collaboration (CLMOOC) is an online professional development experience designed as an openly networked, production-centered, participatory learning collaboration for educators. Addressing the paucity of research that investigates learning processes in MOOC experiences, this paper examines the situated…
Best Bang for the Buck: Part 1 – The Size of Experiments Relative to Design Performance
Anderson-Cook, Christine Michaela; Lu, Lu
2016-10-01
There are many choices to make, when designing an experiment for a study, such as: what design factors to consider, which levels of the factors to use and which model to focus on. One aspect of design, however, is often left unquestioned: the size of the experiment. When learning about design of experiments, problems are often posed as "select a design for a particular objective with N runs." It’s tempting to consider the design size as a given constraint in the design-selection process. If you think of learning through designed experiments as a sequential process, however, strategically planning for themore » use of resources at different stages of data collection can be beneficial: Saving experimental runs for later is advantageous if you can efficiently learn with less in the early stages. Alternatively, if you’re too frugal in the early stages, you might not learn enough to proceed confidently with the next stages. Therefore, choosing the right-sized experiment is important—not too large or too small, but with a thoughtful balance to maximize the knowledge gained given the available resources. It can be a great advantage to think about the design size as flexible and include it as an aspect for comparisons. Sometimes you’re asked to provide a small design that is too ambitious for the goals of the study. Finally, if you can show quantitatively how the suggested design size might be inadequate or lead to problems during analysis—and also offer a formal comparison to some alternatives of different (likely larger) sizes—you may have a better chance to ask for additional resources to deliver statistically sound and satisfying results« less
Students' Perceptions and Experiences of Mobile Learning
ERIC Educational Resources Information Center
Kim, Daesang; Rueckert, Daniel; Kim, Dong-Joong; Seo, Daeryong
2013-01-01
This study focused on how students perceive the use of mobile devices to create a personalized learning experience outside the classroom. Fifty-three students in three graduate TESOL classes participated in this study. All participants completed five class projects designed to help them explore mobile learning experiences with their own mobile…
Murder They Wrote. A Cross-Curricular Cooperative Learning Experience.
ERIC Educational Resources Information Center
Gaither, Linda
This document contains a cross-curricular cooperative learning experience that is designed to give high school students career and technical educational experiences in the areas of forensic sciences and criminalistics by doing the forensic work to "solve" a fictitious murder. The activities included in the cooperative learning experience…
Measuring Experiences of Interest-Related Pursuits in Connected Learning
ERIC Educational Resources Information Center
Maul, Andrew; Penuel, William R.; Dadey, Nathan; Gallagher, Lawrence P.; Podkul, Timothy; Price, Emily
2017-01-01
This paper describes an effort to develop a survey instrument capable of measuring important aspects of adolescents' experiences of interest-related pursuits that are supported by technology. The measure focuses on youths' experiences of "connected learning" (Ito et al. in Connected learning: an agenda for research and design. Digital…
Theme-Based Project Learning: Design and Application of Convergent Science Experiments
ERIC Educational Resources Information Center
Chun, Man-Seog; Kang, Kwang Il; Kim, Young H.; Kim, Young Mee
2015-01-01
This case study aims to verify the benefits of theme-based project learning for convergent science experiments. The study explores the possibilities of enhancing creative, integrated and collaborative teaching and learning abilities in science-gifted education. A convergent project-based science experiment program of physics, chemistry and biology…
ERIC Educational Resources Information Center
Allen, Deborah; Tanner, Kimberly
2007-01-01
This article discusses a systematic approach to designing significant learning experiences, often referred to as the "backward design process," which has been popularized by Wiggins and McTighe (1998) and is included as a central feature of L. Dee Fink's model for integrated course design (Fink, 2003). The process is referred to as backward…
ERIC Educational Resources Information Center
Oshima, Jun; Oshima, Ritsuko; Murayama, Isao; Inagaki, Shigenori; Takenaka, Makiko; Nakayama, Hayashi; Yamaguchi, Etsuji
2004-01-01
This paper reports design experiments on two Japanese elementary science lesson units in a sixth-grade classroom supported by computer support for collaborative learning (CSCL) technology as a collaborative reflection tool. We took different approaches in the experiments depending on their instructional goals. In the unit 'air and how things…
ERIC Educational Resources Information Center
Dondlinger, Mary Jo; McLeod, Julie K.
2015-01-01
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems…
Promoting higher order thinking skills using inquiry-based learning
NASA Astrophysics Data System (ADS)
Madhuri, G. V.; S. S. N Kantamreddi, V.; Goteti, L. N. S. Prakash
2012-05-01
Active learning pedagogies play an important role in enhancing higher order cognitive skills among the student community. In this work, a laboratory course for first year engineering chemistry is designed and executed using an inquiry-based learning pedagogical approach. The goal of this module is to promote higher order thinking skills in chemistry. Laboratory exercises are designed based on Bloom's taxonomy and a just-in-time facilitation approach is used. A pre-laboratory discussion outlining the theory of the experiment and its relevance is carried out to enable the students to analyse real-life problems. The performance of the students is assessed based on their ability to perform the experiment, design new experiments and correlate practical utility of the course module with real life. The novelty of the present approach lies in the fact that the learning outcomes of the existing experiments are achieved through establishing a relationship with real-world problems.
Learning Analytics: At the Nexus of Big Data, Digital Innovation, and Social Justice in Education
ERIC Educational Resources Information Center
Aguilar, Stephen J.
2018-01-01
We are still designing educational experiences for the "average" student, and have room to improve. Learning analytics provides a way forward. This commentary describes how learning analytics-based applications are well positioned to meaningfully personalize the learning experience in diverse ways. In so doing, learning analytics has the…
Creativity and Conflict: How Theory and Practice Shape Student Identities in Design Education
ERIC Educational Resources Information Center
Tynan, Jane; New, Christopher
2009-01-01
By exploring the role of student identities in shaping attitudes to learning, this study asks how design students draw on experience to work across theory and practice. It explores how a specific group of design undergraduate students in a UK university perform on two distinct learning experiences on their course: work placement and dissertation.…
Active Learning through Toy Design and Development
ERIC Educational Resources Information Center
Sirinterlikci, Arif; Zane, Linda; Sirinterlikci, Aleea L.
2009-01-01
This article presents an initiative that is based on active learning pedagogy by engaging elementary and middle school students in the toy design and development field. The case study presented in this article is about student learning experiences during their participation in the TOYchallenge National Toy Design Competition. Students followed the…
The Design of Learning Experiences: A Connection to Physical Environments.
ERIC Educational Resources Information Center
Stueck, Lawrence E.; Tanner, C. Kenneth
The school environment must create a rich, beautiful, dynamic, meaningful experience for students to learn; however, architects, school boards, and the state focus almost exclusively only on the building when making design decisions. This document lists specific aspects to developing a visionary campus: one that provides a three-dimensional…
Getting Students Ready to Write: An Experiment in Online Teaching and Learning
ERIC Educational Resources Information Center
Poniatowski, Kelly
2012-01-01
A required writing mechanics course for mass communication students was moved online. A case study experiment manipulating the course design was conducted to determine effects on student engagement, learning, and satisfaction. Online designs with greater interactivity capabilities are positively associated with all three outcomes. These desirable…
Workplace Stress and the Student Learning Experience
ERIC Educational Resources Information Center
Stevenson, Anne; Harper, Sarah
2006-01-01
Purpose: To investigate the possible effects of workplace stress in academics on the student learning experience. Design/methodology/approach: Questionnaires were designed and distributed to all academic staff at a Scottish Higher Education Institute. This measured perceived levels of stress amongst academic staff and the possible impact of this…
Service-Learning Instructional Design Considerations
ERIC Educational Resources Information Center
Maddrell, Jennifer
2014-01-01
This paper explores the design of "service-learning" experiences to engage college students in the real-world application of course subject matter. Service learning is an educational approach that combines community service, academic coursework, and work-based applied learning. Based on data gathered during a series of recent interviews…
Cognitive Scoffolding in the Learning of Foreign Language Vocabulary: An Experimental Study.
ERIC Educational Resources Information Center
Butler, David C.; And Others
This paper reports on an experiment in mathemagenic behavior ("Student inspection and processing activities that give birth to learning") as related to second-language vocabulary learning. The experiment was designed to determine whether visual mnemonics are more effective than unelaborated rehearsal technique for learning FL vocabulary, and…
Learning community health nursing concepts from clinical experience.
Lasater, Kathie; Luce, Linda; Volpin, Miriam; Terwilliger, Allison; Wild, Jackson
2007-01-01
Clinical faculty often struggle to design competency demonstrations that promote quality learning experiences. A nursing program in Oregon combined mental health and community health nursing practica and required well-planned, integrated competency demonstrations. This requirement became the impetus for students to promote the health of clients and learn clinical concepts that are difficult to experience in a typical term. Faculty coached students to make a significant contribution that would last beyond their clinical practica. A case study in competency demonstration design is described, and implications for curriculum development are presented.
Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation
ERIC Educational Resources Information Center
Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu
2014-01-01
Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…
ERIC Educational Resources Information Center
Peralta, Louisa; Burns, Kellie
2012-01-01
Recent research focusing on professional experience has shifted towards understanding preservice teachers' learning. The aim of this study was to gain insight into the learning of preservice Physical and Health Education teachers throughout three progressively designed professional experiences. Ten volunteering first-year preservice teachers, who…
ERIC Educational Resources Information Center
Martínez Ortiz, Araceli
2015-01-01
The presented study used a problem-solving experience in engineering design with LEGO robotics materials as the real-world mathematics-learning context. The goals of the study were (a) to determine if a short but intensive extracurricular learning experience would lead to significant student learning of a particular academic topic and (b) to…
Peer Learning across the Undergraduate Information Systems Curriculum.
ERIC Educational Resources Information Center
Granger, Mary J.; Lippert, Susan K.
1999-01-01
Focuses on the use of in-class peer learning experiences in several typical Information Systems courses. Provides additional summaries of three semester-long learning projects in Structured Programming, Systems Design, and Database Design. (Contains 29 references.) (Author/ASK)
Learning in Transformational Computer Games: Exploring Design Principles for a Nanotechnology Game
ERIC Educational Resources Information Center
Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark
2012-01-01
Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…
The Teacher as Designer: Pedagogy in the New Media Age
ERIC Educational Resources Information Center
Kalantzis, Mary; Cope, Bill
2010-01-01
This article outlines a learning intervention which the authors call Learning by Design. The goal of this intervention is classroom and curriculum transformation, and the professional learning of teachers. The experiment involves the practical application of the learning theory to everyday classroom practice. Its ideas are grounded in pedagogical…
Information Design with Teaching and Learning in Mind
ERIC Educational Resources Information Center
Pettersson, Rune; Avgerinou, Maria D.
2016-01-01
Based on the existing research from Cognitive Psychology, Information Design, Instructional Design, and Multimedia Design, it is possible to develop recommendations for the design of learning experiences that facilitate, support and enrich student academic performance. This article concentrates on the role of the teacher as information designer in…
Integrating E-Learning 2.0 into Online Courses
ERIC Educational Resources Information Center
Yuen, Steve Chi-Yin
2014-01-01
This paper provides an overview of e-learning 2.0 concepts and presents a case study that involves the design, development, and teaching of two online courses based on e-learning 2.0 concepts. The design and the construction of e-learning 2.0 courses, and their effects on the students' learning experience are examined. In addition, students'…
A Methodology for the Assessment of Experiential Learning Lean: The Lean Experience Factory Study
ERIC Educational Resources Information Center
De Zan, Giovanni; De Toni, Alberto Felice; Fornasier, Andrea; Battistella, Cinzia
2015-01-01
Purpose: The purpose of this paper is to present a methodology to assess the experiential learning processes of learning lean in an innovative learning environment: the lean model factories. Design/methodology/approach: A literature review on learning and lean management literatures was carried out to design the methodology. Then, a case study…
Teachers as Learning Designers: What Technology Has to Do with Learning. A View from Singapore
ERIC Educational Resources Information Center
Fei, Victor Lim; Hung, David
2016-01-01
This article discusses the controversies and value in the use of technology for learning. It proposes that as a teaching tool, technology also opens up new possibilities for teachers to design meaningful learning experiences for their students. The appropriate use of technology promises to deepen the learning of traditional literacy, numeracy, and…
ERIC Educational Resources Information Center
Kim, Paul; Suh, Esther; Song, Donggil
2015-01-01
This exploratory study provides a deeper look into the aspects of students' experience from design-based learning (DBL) activities for fifth grade students. Using design-based research (DBR), this study was conducted on a series of science learning activities leveraging mobile phones with relevant applications and sensors. We observed 3 different…
ERIC Educational Resources Information Center
Johnson, Carol; Hill, Laurie; Lock, Jennifer; Altowairiki, Noha; Ostrowski, Chris; da Rosa dos Santos, Luciano; Liu, Yang
2017-01-01
From a design perspective, the intentionality of students to engage in surface or deep learning is often experienced through prescribed activities and learning tasks. Educators understand that meaningful learning can be furthered through the structural and organizational design of the online environment that motivates the student towards task…
Design of a Blended Learning Environment: Considerations and Implementation Issues
ERIC Educational Resources Information Center
Gedik, Nuray; Kiraz, Ercan; Ozden, M. Yasar
2013-01-01
This study identified critical issues in the design of a blended learning environment by examining basic design considerations and implementation issues. Following a design-based research approach with the phenomenological tradition of qualitative research, the study investigated instructor experiences relating to the design, development, and…
Rowing Sport in Learning Fractions of the Fourth Grade Students
ERIC Educational Resources Information Center
Nasution, Marhamah Fajriyah; Putri, Ratu Ilma Indra; Zulkardi
2018-01-01
This study aimed to produce learning trajectory with rowing context that can help students understand addition and subtraction of fractions. Subject of the research were students IV MIN 2 Palembang. The method used was research design with three stages, those are preparing for the experiment, the design experiments, and the retrospective analysis.…
The Effects of Game Design on Learning Outcomes
ERIC Educational Resources Information Center
Martin, Michael W.; Shen, Yuzhong
2014-01-01
This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game aesthetics, player choice, and player competition. The experiment participants were asked to play a serious game over the course of a week, and the…
Student Experience of Oral Communication Assessment Tasks Online from a Multi-Disciplinary Trial
ERIC Educational Resources Information Center
McBain, Bonnie; Drew, Antony; James, Carole; Phelan, Liam; Harris, Keith M; Archer, Jennifer
2016-01-01
Purpose: The purpose of this paper is to evaluate the experiences of tertiary students learning oral presentation skills in a range of online and blended learning contexts across diverse disciplines. Design/methodology/approach: The research was designed as a "federation" of trials of diverse online oral communications assessment tasks…
NASA Astrophysics Data System (ADS)
Rieben, James C., Jr.
This study focuses on the effects of relevance and lab design on student learning within the chemistry laboratory environment. A general chemistry conductivity of solutions experiment and an upper level organic chemistry cellulose regeneration experiment were employed. In the conductivity experiment, the two main variables studied were the effect of relevant (or "real world") samples on student learning and a verification-based lab design versus a discovery-based lab design. With the cellulose regeneration experiment, the effect of a discovery-based lab design vs. a verification-based lab design was the sole focus. Evaluation surveys consisting of six questions were used at three different times to assess student knowledge of experimental concepts. In the general chemistry laboratory portion of this study, four experimental variants were employed to investigate the effect of relevance and lab design on student learning. These variants consisted of a traditional (or verification) lab design, a traditional lab design using "real world" samples, a new lab design employing real world samples/situations using unknown samples, and the new lab design using real world samples/situations that were known to the student. Data used in this analysis were collected during the Fall 08, Winter 09, and Fall 09 terms. For the second part of this study a cellulose regeneration experiment was employed to investigate the effects of lab design. A demonstration creating regenerated cellulose "rayon" was modified and converted to an efficient and low-waste experiment. In the first variant students tested their products and verified a list of physical properties. In the second variant, students filled in a blank physical property chart with their own experimental results for the physical properties. Results from the conductivity experiment show significant student learning of the effects of concentration on conductivity and how to use conductivity to differentiate solution types with the use of real world samples. In the organic chemistry experiment, results suggest that the discovery-based design improved student retention of the chain length differentiation by physical properties relative to the verification-based design.
Undergraduate Political Communication in Action: Volunteer Experiences in a Situated Learning Course
ERIC Educational Resources Information Center
Brubaker, Jennifer
2011-01-01
In many college classes, students spend their time learning about the theories from the linear logic of a textbook. However, true learning occurs when these theories are integrated with hands-on authentic experiences. Situated learning courses are designed to bridge the gap between the theoretical and the authentic. Students apply classroom…
Students' Learning Outcomes and Learning Experiences through Playing a Serious Educational Game
ERIC Educational Resources Information Center
Cheng, Meng-Tzu; Annetta, Len
2012-01-01
This study attempted to examine students' learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting both quantitative and qualitative data. A total of 98 middle-school students ranging from sixth to eighth grades participated through paper-and-pencil…
ERIC Educational Resources Information Center
Anslow, Katharine
2014-01-01
This research aimed to illuminate the experiences of adults with learning disabilities of the reflecting team, in the context of their systemic family therapy. Five adults with learning disabilities were recruited from one community learning disability team. A qualitative design using interpretative phenomenological analysis (IPA) was appropriate…
Content-based VLE designs improve learning efficiency in constructivist statistics education.
Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward
2011-01-01
We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific-purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under investigation. The findings demonstrate that a content-based design outperforms the traditional VLE-based design.
Designing and evaluating a STEM teacher learning opportunity in the research university.
Hardré, Patricia L; Ling, Chen; Shehab, Randa L; Herron, Jason; Nanny, Mark A; Nollert, Matthias U; Refai, Hazem; Ramseyer, Christopher; Wollega, Ebisa D
2014-04-01
This study examines the design and evaluation strategies for a year-long teacher learning and development experience, including their effectiveness, efficiency and recommendations for strategic redesign. Design characteristics include programmatic features and outcomes: cognitive, affective and motivational processes; interpersonal and social development; and performance activities. Program participants were secondary math and science teachers, partnered with engineering faculty mentors, in a research university-based education and support program. Data from multiple sources demonstrated strengths and weaknesses in design of the program's learning environment, including: face-to-face and via digital tools; on-site and distance community interactions; and strategic evaluation tools and systems. Implications are considered for the strategic design and evaluation of similar grant-funded research experiences intended to support teacher learning, development and transfer. Copyright © 2013 Elsevier Ltd. All rights reserved.
Supporting Learners' Experiment Design
ERIC Educational Resources Information Center
van Riesen, Siswa; Gijlers, Hannie; Anjewierden, Anjo; de Jong, Ton
2018-01-01
Inquiry learning is an educational approach in which learners actively construct knowledge and in which performing investigations and conducting experiments is central. To support learners in designing informative experiments we created a scaffold, the Experiment Design Tool (EDT), that provided learners with a step-by-step structure to select…
Carnahan, Heather; Herold, Jodi
2015-01-01
ABSTRACT Purpose: To review the literature on simulation-based learning experiences and to examine their potential to have a positive impact on physiotherapy (PT) learners' knowledge, skills, and attitudes in entry-to-practice curricula. Method: A systematic literature search was conducted in the MEDLINE, CINAHL, Embase Classic+Embase, Scopus, and Web of Science databases, using keywords such as physical therapy, simulation, education, and students. Results: A total of 820 abstracts were screened, and 23 articles were included in the systematic review. While there were few randomized controlled trials with validated outcome measures, some discoveries about simulation can positively affect the design of the PT entry-to-practice curricula. Using simulators to provide specific output feedback can help students learn specific skills. Computer simulations can also augment students' learning experience. Human simulation experiences in managing the acute patient in the ICU are well received by students, positively influence their confidence, and decrease their anxiety. There is evidence that simulated learning environments can replace a portion of a full-time 4-week clinical rotation without impairing learning. Conclusions: Simulation-based learning activities are being effectively incorporated into PT curricula. More rigorously designed experimental studies that include a cost–benefit analysis are necessary to help curriculum developers make informed choices in curriculum design. PMID:25931672
Experiential Learning Theory as a Guide for Effective Teaching.
ERIC Educational Resources Information Center
Murrell, Patricia H.; Claxton, Charles S.
1987-01-01
David Kolb's experiential learning theory involves a framework useful in designing courses that meet needs of diverse learners. Course designs providing systematic activities in concrete experience, reflective observations, abstract conceptualization, and active experimentation will be sensitive to students' learning styles while challenging…
ERIC Educational Resources Information Center
Farley, Helen; Murphy, Angela; Bedford, Tasman
2014-01-01
This article reports on the preliminary findings, design criteria and lessons learned while developing and piloting an alternative to traditional print-based education delivery within a prison environment. PLEIADES (Portable Learning Environments for Incarcerated Distance Education Students), was designed to provide incarcerated students with…
Generic Service Integration in Adaptive Learning Experiences Using IMS Learning Design
ERIC Educational Resources Information Center
de-la-Fuente-Valentin, Luis; Pardo, Abelardo; Kloos, Carlos Delgado
2011-01-01
IMS Learning Design is a specification to capture the orchestration taking place in a learning scenario. This paper presents an extension called Generic Service Integration. This paradigm allows a bidirectional communication between the course engine in charge of the orchestration and conventional Web 2.0 tools. This communication allows the…
Equipping Novice Teachers with a Learning Map to Enhance Teaching Practice
ERIC Educational Resources Information Center
Xu, Zhe; Gu, Xiaoqing
2017-01-01
Using tools to support learning design has been proven feasible in improving the integration of technology into the curriculum. However, novice teachers are faced with two major issues, including their limited experience in learning design and limited ability in using new technologies. Learning map is explored and developed in e-Textbooks to…
ERIC Educational Resources Information Center
Bliuc, Ana-Maria; Casey, Grant; Bachfischer, Agnieszka; Goodyear, Peter; Ellis, Robert A.
2012-01-01
This paper presents research exploring teachers' experiences of using blended learning in vocational education. Teachers involved in designing and teaching using blended learning from a major Australian vocational education provider participated in the study. They received open-ended questionnaires asking to describe their conceptions of blended…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Anderson-Cook, Christine Michaela; Lu, Lu
There are many choices to make, when designing an experiment for a study, such as: what design factors to consider, which levels of the factors to use and which model to focus on. One aspect of design, however, is often left unquestioned: the size of the experiment. When learning about design of experiments, problems are often posed as "select a design for a particular objective with N runs." It’s tempting to consider the design size as a given constraint in the design-selection process. If you think of learning through designed experiments as a sequential process, however, strategically planning for themore » use of resources at different stages of data collection can be beneficial: Saving experimental runs for later is advantageous if you can efficiently learn with less in the early stages. Alternatively, if you’re too frugal in the early stages, you might not learn enough to proceed confidently with the next stages. Therefore, choosing the right-sized experiment is important—not too large or too small, but with a thoughtful balance to maximize the knowledge gained given the available resources. It can be a great advantage to think about the design size as flexible and include it as an aspect for comparisons. Sometimes you’re asked to provide a small design that is too ambitious for the goals of the study. Finally, if you can show quantitatively how the suggested design size might be inadequate or lead to problems during analysis—and also offer a formal comparison to some alternatives of different (likely larger) sizes—you may have a better chance to ask for additional resources to deliver statistically sound and satisfying results« less
The Practice of Eclectic Instructional Design
ERIC Educational Resources Information Center
Honebein, Peter C.; Sink, Darryl L.
2012-01-01
Eclectic instructional design is the process whereby a designer blends ideas from multiple learning theories to construct a learning experience that works better than a course designed from only one theoretical influence. Eclectic instructional designers are those who do not get hung up or rely consistently on any one theory for their designs.…
Comparison of Example-Based Learning and Problem-Based Learning in Engineering Domain
ERIC Educational Resources Information Center
Sern, Lai Chee; Salleh, Kahirol Mohd; Sulaiman, Nor lisa; Mohamad, Mimi Mohaffyza; Yunos, Jailani Md
2015-01-01
The research was conducted to compare the impacts of problem-based learning (PBL) and example-based learning (EBL) on the learning performance in an engineering domain. The research was implemented by means of experimental design. Specifically, a two-group experiment with a pre- and post-test design was used in this research. A total of 37…
NASA Astrophysics Data System (ADS)
Hsu, Ming-Chien
Engineers are expected to work with people with different disciplinary knowledge to solve real-world problems that are inherently complex, which is one of the reasons that interdisciplinary learning has become a common pedagogical practice in engineering education. However, empirical evidence on the impact of interdisciplinary learning on undergraduates is lacking. Regardless of the differences in the scope of methods used to assess interdisciplinary learning, frameworks of interdisciplinary learning are imperative for developing attainable outcomes as well as interpreting assessment data. Existing models of interdisciplinary learning have been either conceptual or based on research faculty members' experiences rather than empirical data. The study addressed the gap by exploring the different ways that undergraduate engineering students experience interdisciplinary learning. A phenomenographic methodological framework was used to guide the design, data collection, and data analysis of the study. Twenty-two undergraduate engineering students with various interdisciplinary learning experiences were interviewed using semi-structured protocols. They concretely described their experiences and reflected meaning associated with those experiences. Analysis of the data revealed eight qualitatively different ways that students experience interdisciplinary learning, which include: interdisciplinary learning as (A) no awareness of differences, (B) control and assertion, (C) coping with differences, (D) navigating creative differences, (E) learning from differences, (F) bridging differences, (G) expanding intellectual boundaries, and (H) commitment to holistic perspectives. Categories D through H represent a hierarchical structure of increasingly comprehensive way of experiencing interdisciplinary learning. Further analysis uncovered two themes that varied throughout the categories: (i) engagement with differences and (ii) purpose and integration. Students whose experiences lie outside of the hierarchical structure need to engage difference in a positive manner and also have a purpose in engaging differences in order to experience interdisciplinary learning in a more comprehensive way. The results offer insights into the design of curriculum and classroom interdisciplinary experiences in engineering education.
ERIC Educational Resources Information Center
Ellefson, Michelle R.; Brinker, Rebecca A.; Vernacchio, Vincent J.; Schunn, Christian D.
2008-01-01
Gene expression is a difficult topic for students to learn and comprehend, at least partially because it involves various biochemical structures and processes occurring at the microscopic level. Designer Bacteria, a design-based learning (DBL) unit for high-school students, applies principles of DBL to the teaching of gene expression. Throughout…
ERIC Educational Resources Information Center
Brand, Susan Trostle; Dalton, Elizabeth M.
2012-01-01
Addressing the unique needs of children of all ages and abilities, Universal Design for Learning (UDL) is gaining momentum in schools and preschools around the nation and the globe. This article explores Universal Design for Learning and its promising applications to a variety of reading and language arts experiences in the Early Childhood…
Creating meaningful learning experiences: Understanding students' perspectives of engineering design
NASA Astrophysics Data System (ADS)
Aleong, Richard James Chung Mun
There is a societal need for design education to prepare holistic engineers with the knowledge, skills, and attitudes to innovate and compete globally. Design skills are paramount to the espoused values of higher education, as institutions of higher learning strive to develop in students the cognitive abilities of critical thinking, problem solving, and creativity. To meet these interests from industry and academia, it is important to advance the teaching and learning of engineering design. This research aims to understand how engineering students learn and think about design, as a way for engineering educators to optimize instructional practice and curriculum development. Qualitative research methodology was used to investigate the meaning that engineering students' ascribe to engineering design. The recruitment of participants and corresponding collection of data occurred in two phases using two different data collection techniques. The first phase involved the distribution of a one-time online questionnaire to all first year, third year, and fourth year undergraduate engineering students at three Canadian Universities. After the questionnaire, students were asked if they would be willing to participate in the second phase of data collection consisting of a personal interview. A total of ten students participated in interviews. Qualitative data analysis procedures were conducted on students' responses from the questionnaire and interviews. The data analysis process consisted of two phases: a descriptive phase to code and categorize the data, followed by an interpretative phase to generate further meaning and relationships. The research findings present a conceptual understanding of students' descriptions about engineering design, structured within two educational orientations: a learning studies orientation and a curriculum studies orientation. The learning studies orientation captured three themes of students' understanding of engineering design: awareness, relevance, and transfer. With this framework of student learning, engineering educators can enhance learning experiences by engaging all three levels of students' understanding. The curriculum studies orientation applied the three holistic elements of curriculum---subject matter, society, and the individual---to conceptualize design considerations for engineering curriculum and teaching practice. This research supports the characterization of students' learning experiences to help educators and students optimize their teaching and learning of design education.
NASA Astrophysics Data System (ADS)
Sokoloff, David R.
2005-10-01
Widespread physics education research has shown that most introductory physics students have difficulty learning essential optics concepts - even in the best of traditional courses, and that well-designed active learning approaches can remedy this problem. This mini-workshop and the associated poster session will provide direct experience with methods for promoting students' active involvement in the learning process in lecture and laboratory. Participants will have hands-on experience with activities from RealTime Physics labs and Interactive Lecture Demonstrations - a learning strategy for large (and small) lectures, including specially designed Optics Magic Tricks. The poster will provide more details on these highly effective curricula.
Conducting Design Experiments to Support Teachers' Learning: A Reflection from the Field
ERIC Educational Resources Information Center
Cobb, Paul; Zhao, Qing; Dean, Chrystal
2009-01-01
This article focuses on 3 conceptual challenges that we sought to address while conducting a design experiment in which we supported the learning of a group of middle school mathematics teachers. These challenges involved (a) situating teachers' activity in the institutional setting of the schools and district in which they worked, (b) developing…
Developing an Embedded Peer Tutor Program in Design Studio to Support First Year Design Students
ERIC Educational Resources Information Center
Zamberlan, Lisa; Wilson, Stephanie
2015-01-01
An improved first year student experience is a strategic focus for higher education in an increasingly competitive marketplace. A successful peer tutoring program creates a visible community of practice, supports the student learning experience, elevates senior students as ambassadors of the program, and reinforces an emphasis on learning through…
ERIC Educational Resources Information Center
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego
2008-01-01
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
ERIC Educational Resources Information Center
Chiarello, Fabio; Castellano, Maria Gabriella
2016-01-01
In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…
Learning through Emotion: Moving the Affective in from the Margins
ERIC Educational Resources Information Center
Dunn, Julie; Stinson, Madonna
2012-01-01
In an educational environment where experiences offered to children are increasingly being shaped by testing regimes and rigid curriculum design, learning experiences can often border on the bland and the neutral, or at best, focus on positive emotions such as joy and happiness. The work which is described in this article was designed to stimulate…
Mobile App Design for Teaching and Learning: Educators' Experiences in an Online Graduate Course
ERIC Educational Resources Information Center
Hsu, Yu-Chang; Ching, Yu-Hui
2013-01-01
This research explored how educators with limited programming experiences learned to design mobile apps through peer support and instructor guidance. Educators were positive about the sense of community in this online course. They also considered App Inventor a great web-based visual programming tool for developing useful and fully functioning…
Inductive Learning: Does Interleaving Exemplars Affect Long-Term Retention?
ERIC Educational Resources Information Center
Zulkiply, Norehan; Burt, Jennifer S.
2013-01-01
Purpose: The present study investigated whether or not the benefits of interleaving of exemplars from several categories vary with retention interval in inductive learning. Methodology: Two experiments were conducted using paintings (Experiment 1) and textual materials (Experiment 2), and the experiments used a mixed factorial design. Forty…
ERIC Educational Resources Information Center
Kaczorowski, Tara; Raimondi, Sharon
2014-01-01
In this paper, we describe a small case study exploring how four elementary students with mathematics learning disabilities utilized mobile technology (the eWorkbook) during core math instruction in a general education setting. The lead author designed the eWorkbook intervention to provide a flexible learning experience optimized for diverse…
Sampling Memories: Using Hip-Hop Aesthetics to Learn from Urban Schooling Experiences
ERIC Educational Resources Information Center
Petchauer, Emery
2012-01-01
This article theorizes and charts the implementation of a learning activity designed from the hip-hop aesthetic of sampling. The purpose of this learning activity was to enable recent urban school graduates to reflect upon their previous schooling experiences as a platform for future learning in higher education. This article illustrates what…
Sharing a Room with Emile: Challenging the Role of the Educator in Experiential Learning Theory
ERIC Educational Resources Information Center
Ozar, Ryan
2015-01-01
Contemporary practitioners of experiential learning look to John Dewey and other progressives for the foundation on which to interpret, design, and facilitate learning through experience. Although Dewey's theory of learning through experience was greatly influenced by other educational theorists and practitioners of the 18th and 19th centuries, by…
ERIC Educational Resources Information Center
Mui, Amy B.; Nelson, Sarah; Huang, Bruce; He, Yuhong; Wilson, Kathi
2015-01-01
This paper describes a web-enabled learning platform providing remote access to geospatial software that extends the learning experience outside of the laboratory setting. The platform was piloted in two undergraduate courses, and includes a software server, a data server, and remote student users. The platform was designed to improve the quality…
ERIC Educational Resources Information Center
Arthur, Deborah Smith; Newton-Calvert, Zapoura
2015-01-01
Given the design of Portland State University's (PSU) undergraduate curriculum culminating in a capstone experience, the dramatic growth in online courses and online enrollments required a re-thinking of the capstone model to ensure all students could participate in this effective learning model and have a powerful learning experience. In recent…
Gaming across Cultures: Experimenting with Alternate Pedagogies
ERIC Educational Resources Information Center
Pillay, Soma; James, Reynold
2013-01-01
Purpose: Higher education is influenced, to an increasing extent, by changing student demographics. This requires educators to design and deliver learning systems which will enhance students' learning experience with innovative, real world and engaging resources. The authors predict that transformations in the learning systems will increase as…
1991-05-13
for the model classroom. Nevertheless, findings about the impact of interior design improvements 14 on student perceptions about the physical...from the impact of the model classroom interior design improvements on student perceptions about their physical learning environment. Delimitations of...their perceptions about places through personal experience. The intensity and quality of these personal experiences have a greater impact on people’s
NASA Astrophysics Data System (ADS)
López-Alonso, C.; Fernández-Pampillón, A.; de-Miguel, E.; Pita, G.
Learning is the basis for research and lifelong training. The implementation of virtual environments for developing this competency requires the use of effective learning models. In this study we present an experiment in positive learning from the virtual campus of the Complutense University of Madrid (UCM). In order to carry it out we have used E-Ling, an e-learning environment that has been developed with an innovative didactic design based on a socio-constructivist learning approach. E-Ling has been used since 2006 to train future teachers and researchers in “learning to research”. Some of the results of this experiment have been statistically analysed in order to compare them with other learning models. From the obtained results we have concluded that E-Ling is a more productive proposal for developing competences in learning to research.
ERIC Educational Resources Information Center
Chen, Der-Thanq; Wang, Yu-Mei; Hung, David
2009-01-01
Research on asynchronous online discussions has primarily focused on their efficacy in relation to learning outcomes. Rarely are there investigations on how the design of online learning activities or how discussions could be incorporated into student learning experience. We contend that successful online activities need careful and meticulous…
ERIC Educational Resources Information Center
Wilkinson-Riddle, G. J.; Patel, Ashok
1998-01-01
Discusses courseware development, including intelligent tutoring systems, under the Teaching and Learning Technology Programme and the Byzantium project that was designed to define computer-aided learning performance standards suitable for numerate business subjects; examine reasons to use computer-aided learning; and improve access to educational…
Learning How to Design a Technology Supported Inquiry-Based Learning Environment
ERIC Educational Resources Information Center
Hakverdi-Can, Meral; Sonmez, Duygu
2012-01-01
This paper describes a study focusing on pre-service teachers' experience of learning how to design a technology supported inquiry-based learning environment using the Internet. As part of their elective course, pre-service science teachers were asked to develop a WebQuest environment targeting middle school students. A WebQuest is an…
A DBR Framework for Designing Mobile Virtual Reality Learning Environments
ERIC Educational Resources Information Center
Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio
2017-01-01
This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…
An Integrated Strategy for an Apparel Design Curriculum
ERIC Educational Resources Information Center
Bye, Elizabeth; Labat, Karen L.
2005-01-01
The core of apparel design education is the studio experience. This article discusses an Integrated Apparel Design Curriculum model built on a foundation of creative and technical experimentation and learning which contributes to developing abstract thinking skills. Various learning styles are supported as students work through the design process…
Model-Driven Design: Systematically Building Integrated Blended Learning Experiences
ERIC Educational Resources Information Center
Laster, Stephen
2010-01-01
Developing and delivering curricula that are integrated and that use blended learning techniques requires a highly orchestrated design. While institutions have demonstrated the ability to design complex curricula on an ad-hoc basis, these projects are generally successful at a great human and capital cost. Model-driven design provides a…
Experiential Collaborative Learning and Preferential Thinking
NASA Astrophysics Data System (ADS)
Volpentesta, Antonio P.; Ammirato, Salvatore; Sofo, Francesco
The paper presents a Project-Based Learning (shortly, PBL) approach in a collaborative educational environment aimed to develop design ability and creativity of students coming from different engineering disciplines. Three collaborative learning experiences in product design were conducted in order to study their impact on preferred thinking styles of students. Using a thinking style inventory, pre- and post-survey data was collected and successively analyzed through ANOVA techniques. Statistically significant results showed students successfully developed empathy and an openness to multiple perspectives. Furthermore, data analysis confirms that the proposed collaborative learning experience positively contributes to increase awareness in students' thinking styles.
Instructional strategies for online introductory college physics based on learning styles
NASA Astrophysics Data System (ADS)
Ekwue, Eleazer U.
The practical nature of physics and its reliance on mathematical presentations and problem solving pose a challenge toward presentation of the course in an online environment for effective learning experience. Most first-time introductory college physics students fail to grasp the basic concepts of the course and the problem solving skills if the instructional strategy used to deliver the course is not compatible with the learners' preferred learning styles. This study investigates the effect of four instructional strategies based on four learning styles (listening, reading, iconic, and direct-experience) to improve learning for introductory college physics in an online environment. Learning styles of 146 participants were determined with Canfield Learning Style inventory. Of the 85 learners who completed the study, research results showed a statistically significant increase in learning performance following the online instruction in all four learning style groups. No statistically significant differences in learning were found among the four groups. However, greater significant academic improvement was found among learners with iconic and direct-experience modes of learning. Learners in all four groups expressed that the design of the unit presentation to match their individual learning styles contributed most to their learning experience. They were satisfied with learning a new physics concept online that, in their opinion, is either comparable or better than an instructor-led classroom experience. Findings from this study suggest that learners' performance and satisfaction in an online introductory physics course could be improved by using instructional designs that are tailored to learners' preferred ways of learning. It could contribute toward the challenge of providing viable online physics instruction in colleges and universities.
ERIC Educational Resources Information Center
Metcalf, Lynn E.
2010-01-01
This article outlines the development of a project-based capstone marketing course, specifically designed to provide marketing students with an international community service learning experience. It differs significantly from previous studies, which focus on integrating service learning into existing marketing courses and on helping local…
Experience API: Flexible, Decentralized and Activity-Centric Data Collection
ERIC Educational Resources Information Center
Kevan, Jonathan M.; Ryan, Paul R.
2016-01-01
This emerging technology report describes the Experience API (xAPI), a new e-learning specification designed to support the learning community in standardizing and collecting both formal and informal distributed learning activities. Informed by Activity Theory, a framework aligned with constructivism, data is collected in the form of activity…
Re-Visiting the Flipped Classroom in a Design Context
ERIC Educational Resources Information Center
Coyne, Richard David; Lee, John; Denitsa, Petrova
2017-01-01
After explaining our experience with a flipped classroom model of learning, we argue that the approach brings to light the dramaturgical and mediatized aspects of learning experiences that favour a closer connection between recorded content and "live" presentation by the lecturer. We adopted the flipped classroom approach to learning and…
Service Learning: Opportunities for Legal Studies in Business
ERIC Educational Resources Information Center
Burke, Debra D.
2007-01-01
Service learning is a form of experiential learning designed to engage students, faculty, and community partners in a mutually beneficial experience. Specifically, it "is a credit-bearing, educational experience in which students participate in an organized service activity that meets identified community needs and reflects on the service activity…
ERIC Educational Resources Information Center
Zhang, Zhe; Hansen, Claus Thorp; Andersen, Michael A. E.
2016-01-01
Power electronics is a fast-developing technology within the electrical engineering field. This paper presents the results and experiences gained from applying design-oriented project-based learning to switch-mode power supply design in a power electronics course at the Technical University of Denmark (DTU). Project-based learning (PBL) is known…
ERIC Educational Resources Information Center
DiGiacomo, Daniela Kruel; Gutiérrez, Kris D.
2017-01-01
Drawing upon four years of research within a social design experiment, we focus on how teacher learning can be supported in designed environments that are organized around robust views of learning, culture, and equity. We illustrate both the possibility and difficulty of helping teachers disrupt the default teaching scripts that privilege…
A Fingerprint Pattern of Supports for Teachers' Designing of Technology-Enhanced Learning
ERIC Educational Resources Information Center
Svihla, Vanessa; Reeve, Richard; Sagy, Ornit; Kali, Yael
2015-01-01
Teachers often find themselves in a position in which they need to adapt technology-enhanced materials to meet the needs of their students. As new technologies--especially those not specifically designed for learning--find their way into schools, teachers need to be able to design learning experiences that use these new technologies in their local…
ERIC Educational Resources Information Center
Sun, Susan Y. H.
2016-01-01
This study reports on a teacher's ongoing design activities in a fully online language course when the class was in progress. The aims were, firstly, to provide first-hand experience and insight into a teacher's design work in a real-life, technology-enhanced learning (TEL) classroom; and secondly, to facilitate reflective analysis of the emerging…
Mi, Misa
2016-01-01
An online information literacy curriculum was developed as an intervention to engage students in independent study and self-assessment of their learning needs and learning outcomes, develop proficiency in information skills, and foster lifelong learning. This column demonstrates how instructional design principles were applied to create the learning experiences integrated into various courses of the medical curriculum to promote active learning of information skills and maximize self-directed learning outcomes for lifelong learning.
Teaching and Learning Science for Transformative, Aesthetic Experience
NASA Astrophysics Data System (ADS)
Girod, Mark; Twyman, Todd; Wojcikiewicz, Steve
2010-11-01
Drawing from the Deweyan theory of experience (1934, 1938), the goal of teaching and learning for transformative, aesthetic experience is contrasted against teaching and learning from a cognitive, rational framework. A quasi-experimental design was used to investigate teaching and learning of fifth grade science from each perspective across an entire school year including three major units of instruction. Detailed comparisons of teaching are given and pre and post measures of interest in learning science, science identity affiliation, and efficacy beliefs are investigated. Tests of conceptual understanding before, after, and one month after instruction reveal teaching for transformative, aesthetic experience fosters more, and more enduring, learning of science concepts. Investigations of transfer also suggest students learning for transformative, aesthetic experiences learn to see the world differently and find more interest and excitement in the world outside of school.
ERIC Educational Resources Information Center
Kim, Yanghee; Lim, Jae Hoon
2013-01-01
This study examined whether or not embodied-agent-based learning would help middle-grade females have more positive mathematics learning experiences. The study used an explanatory mixed methods research design. First, a classroom-based experiment was conducted with one hundred twenty 9th graders learning introductory algebra (53% male and 47%…
A New Tool to Facilitate Learning Reading for Early Childhood
ERIC Educational Resources Information Center
Puspitasari, Cita; Subiyanto
2017-01-01
This paper proposes a new android application for early childhood learning reading. The description includes a design, development, and an evaluation experiment of an educational game for learning reading on android. Before developing the game, Unified Modeling Language (UML) diagrams, interfaces, animation, narrative or audio were designed.…
Value Co-Creation through Learning Styles Segmentation and Integrated Course Design
ERIC Educational Resources Information Center
Young, Mark; Collins, Marianne K.
2014-01-01
This paper describes an innovative Principles of Marketing course design and delivery which matches learning and teaching styles, while reducing multi-section variation. Value co-creation is encouraged by instructors and students collaborating in the creation of customized learning experiences which facilitates both teaching style and learning…
Adventure Learning and Learner-Engagement: Frameworks for Designers and Educators
ERIC Educational Resources Information Center
Henrickson, Jeni; Doering, Aaron
2013-01-01
There is a recognized need for theoretical frameworks that can guide designers and educators in the development of engagement-rich learning experiences that incorporate emerging technologies in pedagogically sound ways. This study investigated one such promising framework, adventure learning (AL). Data were gathered via surveys, interviews, direct…
Designing Assessment into a Study Abroad Course
ERIC Educational Resources Information Center
Santanello, Cathy; Wolff, Laura
2008-01-01
One faces several challenges when designing an education abroad program. These include engaging non-traditional majors in study abroad experiences; facilitating learning activities that directly align with the learning goals of the courses; assessing specific learning outcomes; and finding ways to close the circle after the study abroad programs…
Using Data Collection Apps and Single-Case Designs to Research Transformative Learning in Adults
ERIC Educational Resources Information Center
Roessger, Kevin M.; Greenleaf, Arie; Hoggan, Chad
2017-01-01
To overcome situational hurdles when researching transformative learning in adults, we outline a research approach using single-case research designs and smartphone data collection apps. This approach allows researchers to better understand learners' current lived experiences and determine the effects of transformative learning interventions on…
Capturing Teachers' Experience of Learning Design through Case Studies
ERIC Educational Resources Information Center
Masterman, Elizabeth; Jameson, Jill; Walker, Simon
2009-01-01
This article distinguishes three dimensions to learning design: a technological infrastructure, a conceptual framework for practice that focuses on the creation of structured sequences of learning activities, and a way to represent and share practice through the use of mediating artefacts. Focusing initially on the second of these dimensions, the…
ERIC Educational Resources Information Center
Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.
2018-01-01
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
ERIC Educational Resources Information Center
Bradley, Janice; Rorrer, Andrea; McKinney, Ashley; Groth, Cori
2017-01-01
What happens when a university-based education policy center uses the Standards for Professional Learning to design purposeful professional learning experiences for teachers, community members, principals, central office administrators, superintendents, and university faculty to re-engage in the meaning and creation of equitable and excellent…
Ambience in Social Learning: Student Engagement with New Designs for Learning Spaces
ERIC Educational Resources Information Center
Crook, Charles; Mitchell, Gemma
2012-01-01
An imperative to develop the social experience of learning has led to the design of informal learning spaces within libraries. Yet little is known about how these spaces are used by students or how students perceive them. Field work in one such space is reported. The general private study practice of undergraduates was captured through audio…
ERIC Educational Resources Information Center
Thompson, Terrie Lynn; MacDonald, Colla J.
2005-01-01
Given the extraordinary interest and growth in eLearning as a learning tool and as an industry, it is not surprising there is lively debate on quality. A research-based and tested eLearning model was used to design and evaluate an online M.Ed. course in order to study factors that influence the quality of an eLearning event. Several data…
Practice-based learning experience to develop residents as clinical faculty members.
Slazak, Erin M; Zurick, Gina M
2009-07-01
A practice-based learning experience designed to expose postgraduate year 1 (PGY1) and 2 (PGY2) residents to and prepare them for a career as clinical faculty is described. A practice-based learning experience was designed to give PGY1 and PGY2 residents exposure to the responsibilities of a clinical faculty member, integrating clinical practice, preceptor duties, and other academia-related responsibilities. The learning experience is a four-week, elective rotation for PGY1 and PGY2 residents. The rotation is designed to correspond to a four-week advanced pharmacy practice experience (APPE) rotation, allowing the resident to work continuously with the same one or two APPE students for the entire rotation. The resident is required to design and implement a rotation for the students and provide clinical services while integrating students into daily tasks, facilitating topic and patient discussions, evaluating assignments, providing constructive feedback, and assigning a final rotation grade. The resident also attends all academic and committee meetings and teaching obligations with his or her residency director, if applicable. The resident is mentored by the residency director throughout all phases of the rotation and is evaluated using goals and objectives tailored to this experience. The development of a formal, structured rotation to give postgraduate residents experience as a preceptor provided an opportunity for residents to further explore their interests in academia and allowed them to serve as a primary preceptor while being guided and evaluated by a mentor.
Characterizing learning-through-service students in engineering by gender and academic year
NASA Astrophysics Data System (ADS)
Carberry, Adam Robert
Service is increasingly being viewed as an integral part of education nationwide. Service-based courses and programs are growing in popularity as opportunities for students to learn and experience their discipline. Widespread adoption of learning-through-service (LTS) in engineering is stymied by a lack of a body of rigorous research supporting the effectiveness of these experiences. In this study, I examine learning-through-service through a nationwide survey of engineering undergraduate and graduate students participating in a variety of LTS experiences. Students (N = 322) participating in some form of service -- service-learning courses or extra-curricular service programs -- from eighty-seven different institutions across the United States completed a survey measuring demographic information (institution, gender, academic year, age, major, and grade point average), self-perceived sources of learning (service and traditional coursework), engineering epistemological beliefs, personality traits, and self-concepts (self-efficacy, motivation, expectancy, and anxiety) toward engineering design. Responses to the survey were used to characterize engineering LTS students and identify differences in these variables in terms of gender and academic year. The overall findings were that LTS students perceived their service experience to be a beneficial source for learning professional skills and, to a lesser degree, technical skills, held moderately sophisticated engineering epistemological beliefs, and were generally outgoing, compassionate, and adventurous. Self-perceived sources of learning, epistemological beliefs, and personality traits were shown to be poor predictors of student engineering achievement. Self-efficacy, motivation, and outcome expectancy toward engineering design were generally high for all LTS students; most possessed rather low anxiety levels toward engineering design. These trends were generally consistent between genders and across the five academic years (first-year, sophomores, juniors, seniors, and graduate students) surveyed. Females had significantly more sophisticated epistemological beliefs, greater perceptions of service as a source of learning professional and technical skills, and higher anxiety toward engineering design. They also were significantly more extroverted and agreeable. Males had higher confidence, motivation, and expectancy for success toward engineering design. Across academic year it was seen that students varied in their engineering design self-concepts, except for motivation.
Being in the Users' Shoes: Anticipating Experience while Designing Online Courses
ERIC Educational Resources Information Center
Rapanta, Chrysi; Cantoni, Lorenzo
2014-01-01
While user-centred design and user experience are given much attention in the e-learning design field, no research has been found on how users are actually represented in the discussions during the design of online courses. In this paper we identify how and when end-users' experience--be they students or tutors--emerges in designers'…
Measuring meaningful learning in the undergraduate chemistry laboratory
NASA Astrophysics Data System (ADS)
Galloway, Kelli R.
The undergraduate chemistry laboratory has been an essential component in chemistry education for over a century. The literature includes reports on investigations of singular aspects laboratory learning and attempts to measure the efficacy of reformed laboratory curriculum as well as faculty goals for laboratory learning which found common goals among instructors for students to learn laboratory skills, techniques, experimental design, and to develop critical thinking skills. These findings are important for improving teaching and learning in the undergraduate chemistry laboratory, but research is needed to connect the faculty goals to student perceptions. This study was designed to explore students' ideas about learning in the undergraduate chemistry laboratory. Novak's Theory of Meaningful Learning was used as a guide for the data collection and analysis choices for this research. Novak's theory states that in order for meaningful learning to occur the cognitive, affective, and psychomotor domains must be integrated. The psychomotor domain is inherent in the chemistry laboratory, but the extent to which the cognitive and affective domains are integrated is unknown. For meaningful learning to occur in the laboratory, students must actively integrate both the cognitive domain and the affective domains into the "doing" of their laboratory work. The Meaningful Learning in the Laboratory Instrument (MLLI) was designed to measure students' cognitive and affective expectations and experiences within the context of conducting experiments in the undergraduate chemistry laboratory. Evidence for the validity and reliability of the data generated by the MLLI were collected from multiple quantitative studies: a one semester study at one university, a one semester study at 15 colleges and universities across the United States, and a longitudinal study where the MLLI was administered 6 times during two years of general and organic chemistry laboratory courses. Results from these studies revealed students' narrow cognitive expectations for learning that go largely unmet by their experiences and diverse affective expectations and experiences. Concurrently, a qualitative study was carried out to describe and characterize students' cognitive and affective experiences in the undergraduate chemistry laboratory. Students were video recorded while performing one of their regular laboratory experiments and then interviewed about their experiences. The students' descriptions of their learning experiences were characterized by their overreliance on following the experimental procedure correctly rather than developing process-oriented problem solving skills. Future research could use the MLLI to intentionally compare different types of laboratory curricula or environments.
FINAL DESIGN REVIEW REPORT Subcritical Experiments Gen 2, 3-ft Confinement Vessel Weldment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Romero, Christopher
A Final Design Review (FDR) of the Subcritical Experiments (SCE) Gen 2, 3-ft. Confinement Vessel Weldment was held at Los Alamos National Laboratory (LANL) on September 14, 2017. The review was a focused review on changes only to the confinement vessel weldment (versus a system design review). The changes resulted from lessons-learned in fabricating and inspecting the current set of confinement vessels used for the SCE Program. The baseline 3-ft. confinement vessel weldment design has successfully been used (to date) for three (3) high explosive (HE) over-tests, two (2) fragment tests, and five (5) integral HE experiments. The design teammore » applied lessons learned from fabrication and inspection of these vessel weldments to enhance fit-up, weldability, inspection, and fitness for service evaluations. The review team consisted of five (5) independent subject matter experts with engineering design, analysis, testing, fabrication, and inspection experience. The« less
Content-Based VLE Designs Improve Learning Efficiency in Constructivist Statistics Education
Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward
2011-01-01
Background We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific–purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. Objectives The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Methods Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. Results The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under investigation. The findings demonstrate that a content–based design outperforms the traditional VLE–based design. PMID:21998652
Using innovative instructional technology to meet training needs in public health: a design process.
Millery, Mari; Hall, Michelle; Eisman, Joanna; Murrman, Marita
2014-03-01
Technology and distance learning can potentially enhance the efficient and effective delivery of continuing education to the public health workforce. Public Health Training Centers collaborate with instructional technology designers to develop innovative, competency-based online learning experiences that meet pressing training needs and promote best practices. We describe one Public Health Training Center's online learning module design process, which consists of five steps: (1) identify training needs and priority competencies; (2) define learning objectives and identify educational challenges; (3) pose hypotheses and explore innovative, technology-based solutions; (4) develop and deploy the educational experience; and (5) evaluate feedback and outcomes to inform continued cycles of revision and improvement. Examples illustrate the model's application. These steps are discussed within the context of design practices in the fields of education, engineering, and public health. They incorporate key strategies from across these fields, including principles of programmatic design familiar to public health professionals, such as backward design. The instructional technology design process we describe provides a structure for the creativity, collaboration, and systematic strategies needed to develop online learning products that address critical training needs for the public health workforce.
Didactic trajectory of research in mathematics education using research-based learning
NASA Astrophysics Data System (ADS)
Charitas Indra Prahmana, Rully; Kusumah, Yaya S.; Darhim
2017-10-01
This study aims to describe the role of research-based learning in design a learning trajectory of research in mathematics education to enhance research and academic writing skills for pre-service mathematics teachers. The method used is a design research with three stages, namely the preliminary design, teaching experiment, and retrospective analysis. The research subjects are pre-service mathematics teacher class of 2012 from one higher education institution in Tangerang - Indonesia. The use of research-based learning in designing learning trajectory of research in mathematics education plays a crucial role as a trigger to enhancing math department preservice teachers research and academic writing skills. Also, this study also describes the design principles and characteristics of the learning trajectory namely didactic trajectory generated by the role of research-based learning syntax.
ERIC Educational Resources Information Center
Hill, Franklin; Shiavi, Damaris
2012-01-01
Sensory experiences are the foundation of the learning process, regardless of cognitive ability. However, within the context of students with special needs, the sensory experience may focus on therapeutic and psychological relaxation without necessarily having clearly defined educational goals that directly improve learning. The frequently used…
ERIC Educational Resources Information Center
Megheirkouni, Majd; Roomi, Muhammad Azam
2017-01-01
Purpose: This study explores the positive and negative factors influencing transformational learning experiences of female leaders in women's leadership development programmes in sports and examines the differences in learning/change factors cited by those who successfully addressed them and those who failed. Design/methodology/approach: The study…
Community College Basic Skills Math Instructors' Experiences with Universal Design for Learning
ERIC Educational Resources Information Center
Greene, Sunny
2016-01-01
Multiple approaches have been used in U.S. community colleges to address the learning needs of postsecondary students who are underprepared in basic skills math. The purpose of this exploratory interview study was to gain a deeper understanding of community college basic skills math learning through instructors' lived experiences using the…
Learning Posts: A Pedagogical Experiment with Undergraduate Music Education Majors
ERIC Educational Resources Information Center
Countryman, June
2012-01-01
This article describes the effects of a year-long reflective writing assignment--weekly Learning Posts--designed for students in an undergraduate music education course. I created this assignment to cause students to regularly interrogate the teaching and learning they experience in their own daily lives. This study's research question emerged…
A Proposed Multimedia Cone of Abstraction: Updating a Classic Instructional Design Theory
ERIC Educational Resources Information Center
Baukal, Charles E.; Ausburn, Floyd B.; Ausburn, Lynna J.
2013-01-01
Advanced multimedia techniques offer significant learning potential for students. Dale (1946, 1954, 1969) developed a Cone of Experience (CoE) which is a hierarchy of learning experiences ranging from direct participation to abstract symbolic expression. This paper updates the CoE for today's technology and learning context, specifically focused…
Online Education and the Emotional Experience of the Teacher
ERIC Educational Resources Information Center
Cook, Judi Puritz
2018-01-01
This chapter examines the emotional experience of teachers who are designing courses for digital learning environments. Recommendations for gaining confidence and coping with the emotional stress of rethinking a course for online learning are addressed.
Lessons Learned in Engineering
NASA Technical Reports Server (NTRS)
Blair, J. C.; Ryan, R. S.; Schutzenhofer, L. A.
2011-01-01
This Contractor Report (CR) is a compilation of Lessons Learned in approximately 55 years of engineering experience by each James C. Blair, Robert S. Ryan, and Luke A. Schutzenhofer. The lessons are the basis of a course on Lessons Learned that has been taught at Marshall Space Flight Center. The lessons are drawn from NASA space projects and are characterized in terms of generic lessons learned from the project experience, which are further distilled into overarching principles that can be applied to future projects. Included are discussions of the overarching principles followed by a listing of the lessons associated with that principle. The lesson with sub-lessons are stated along with a listing of the project problems the lesson is drawn from, then each problem is illustrated and discussed, with conclusions drawn in terms of Lessons Learned. The purpose of this CR is to provide principles learned from past aerospace experience to help achieve greater success in future programs, and identify application of these principles to space systems design. The problems experienced provide insight into the engineering process and are examples of the subtleties one experiences performing engineering design, manufacturing, and operations.
Designing Online Assessment Tools for Disengaged Youth
ERIC Educational Resources Information Center
Brader, Andy; Luke, Allan; Klenowski, Val; Connolly, Stephen; Behzadpour, Adib
2014-01-01
This article reports on the development of online assessment tools for disengaged youth in flexible learning environments. Sociocultural theories of learning and assessment and Bourdieu's sociological concepts of capital and exchange were used to design a purpose-built content management system. This design experiment engaged participants in…
Inclusion, Disabilities, and Informal Science Learning. A CAISE Inquiry Group Report
ERIC Educational Resources Information Center
Reich, Christine; Price, Jeremy; Rubin, Ellen; Steiner, Mary Ann
2010-01-01
Informal science education (ISE) experiences can provide powerful opportunities for people with disabilities to experience and learn about science. When designed to be inclusive, such experiences can lead people with disabilities to feel competent and empowered as science learners, generate excitement and enthusiasm for science, and be equitable…
Dilemmas of Blended Language Learning: Learner and Teacher Experiences
ERIC Educational Resources Information Center
Gleason, Jesse
2013-01-01
Rapidly advancing technology continues to change the landscape of blended foreign language education. Pinpointing the differences between blended language (BL) learning environments and understanding how stakeholders experience such spaces is complex. However, learner experiences can provide a roadmap for the design and development of BL courses.…
Utilizing Problem-Based Learning in Qualitative Analysis Lab Experiments
ERIC Educational Resources Information Center
Hicks, Randall W.; Bevsek, Holly M.
2012-01-01
A series of qualitative analysis (QA) laboratory experiments utilizing a problem-based learning (PBL) module has been designed and implemented. The module guided students through the experiments under the guise of cleaning up a potentially contaminated water site as employees of an environmental chemistry laboratory. The main goal was the…
ERIC Educational Resources Information Center
Nigam, Linda; And Others
This manual, which is intended for use in conducting individualized inservice training sessions for certified nurse aides employed in nursing homes and boarding homes throughout Maine, contains three sections of learning experiences designed to help health care workers better understand and deal with "difficult" behavior on the part of…
ERIC Educational Resources Information Center
Carroll, Maureen P.
2014-01-01
This paper describes the journey of a group of university students as they worked with underserved middle school students as mentors in a STEM-based afterschool program. Design thinking provided a frame within which students learned how to be mentors, how to create user-centered learning experiences, and how to share their experiences as…
Navigating between Scylla and Charybdis: The Odyssean Leader in a Complex Environment
2008-10-21
of action capable of being shared across the organization). See also David A. Kolb , Experiential Learning : Experience as the Source of Learning ...Army GHQ Maneuvers of 1941. Washington D.C.: United States Army Center of Military History, 1991. Kolb , David A. Experiential Learning : Experience...ABSTRACT See Abstract 15. SUBJECT TERMS Leadership, organizational design, complexity, organizational theory , learning organization 16. SECURITY
Develop a Professional Learning Plan
ERIC Educational Resources Information Center
Journal of Staff Development, 2013
2013-01-01
A professional learning plan establishes short-and long-term plans for professional learning and implementation of the learning. Such plans guide individuals, schools, districts, and states in coordinating learning experiences designed to achieve outcomes for educators and students. Professional learning plans focus on the program of educator…
Improving the Success of Transfer Students: Responding to Risk Factors
ERIC Educational Resources Information Center
Coston, Charisse T. M.; Lord, Vivian B.; Monell, Jack S.
2013-01-01
How can learning communities be designed to reduce transfer student stress and enhance their learning? This study was designed to investigate the impact of the Criminal Justice Transfer Learning Community experience on its participants' level of identified stressors over time and their means of coping with those stressors. The Criminal Justice…
Designed for Learning: Applying "Learning-Informed Design" for Children's Gardens
ERIC Educational Resources Information Center
Wake, Susan J.
2007-01-01
During a fieldstudy of children's gardens in the United States in 2005, the author became aware that possibilities for providing learning experiences in children's gardens are bountiful and different styles are emerging. Anecdotally this appears to be a contested area with some within the discipline favoring a narrower definition of children's…
ERIC Educational Resources Information Center
Sözcü, Ömer Faruk; Ipek, Ismail; Kinay, Hüseyin
2016-01-01
The purpose of the study is to explore relationships between learners' cognitive styles of field dependence and learner variables in the preference of learner Interface design, attitudes in e-Learning instruction and experience with e-Learning in distance education. Cognitive style has historically referred to a psychological dimension…
Disruptive Design in Pre-Service Teacher Education: Uptake, Participation, and Resistance
ERIC Educational Resources Information Center
Anderson, Janice L.; Justice, Julie E.
2015-01-01
This paper begins the exploration of disruption as an analytical construct that allows for the investigation of how individual learning and changes in local practice mutually influence the other within a purposefully designed learning context. We seek to describe the types of learning experiences that emerged using disruptive pedagogies and tools…
Teaching for Deeper Political Learning: A Design Experiment
ERIC Educational Resources Information Center
Parker, Walter C.; Valencia, Sheila W.; Lo, Jane C.
2018-01-01
Is in-depth political learning possible in college-preparatory courses known for curricular breadth at an accelerated pace plus a high-stakes exam? A multidisciplinary research team conducted design-based implementation research (DBIR) for seven years across three school systems for the purpose of achieving deeper learning in an 'advanced' high…
ERIC Educational Resources Information Center
Zahn, Carmen; Barquero, Beatriz; Schwan, Stephan
2004-01-01
In this article, we discuss the results of an experiment in which we studied two apparently conflicting classes of design principles for instructional hypervideos: (1) those principles derived from work on multimedia learning that emphasize spatio-temporal contiguity and (2) those originating from work on hypermedia learning that favour…
Using Blended Learning Design to Enhance Learning Experience in Teacher Education
ERIC Educational Resources Information Center
Zhou, Mingming; Chua, Bee Leng
2016-01-01
This study examined students' views on a blended learning environment designed for 29 in-service teachers in Singapore enrolled in an educational research method course. Their self-report data highlighted that students' prior knowledge and the amount and difficulty of content covered in the course affected the effectiveness of blended learning…
ERIC Educational Resources Information Center
Fathurrohman, Maman; Porter, Anne; Worthy, Annette L.
2014-01-01
In this paper, the use of guided hyperlearning, unguided hyperlearning, and conventional learning methods in mathematics are compared. The design of the research involved a quasi-experiment with a modified single-factor multiple treatment design comparing the three learning methods, guided hyperlearning, unguided hyperlearning, and conventional…
Work Term Assignment Spring 2017
NASA Technical Reports Server (NTRS)
Sico, Mallory
2017-01-01
My tour in the Engineering Robotics directorate exceeded my expectations. I learned lessons about Creo, manufacturing and assembly, collaboration, and troubleshooting. During my first tour, last spring, I used Creo on a smaller project, but had limited experience with it before starting in the Dynamic Systems Test branch this spring. I gained valuable experience learning assembly design, sheet metal design and designing with intent for manufacturing and assembly. These skills came from working both on the hatch and the floor. I also learned to understand the intent of other designers on models I worked with. While redesigning the floor, I was modifying an existing part and worked to understand what the previous designer had done to make it fit with the new model. Through working with the machine shop and in the mock-up, I learned much more about manufacturing and assembly. I used a Dremel, rivet gun, belt sander, and countersink for the first time. Through taking multiple safety training for different machine shops, I learned new machine shop safety skills specific to each one. This semester also gave me new collaborative opportunities. I collaborated with engineers within my branch as well as with Human Factors and the building 10 machine shop. This experience helped me learn how to design for functionality and assembly, not only for what would be easiest in my designs. In addition to these experiences, I learned many lessons in troubleshooting. I was the first person in my office to use a Windows 10 computer. This caused unexpected issues with NASA services and programs, such as the Digital Data Management Server (DDMS). Because of this, I gained experience finding solutions to lockout and freeze issues as well as Creo specific settings. These will be useful skills to have in the future and will be implemented in future rotations. This co-op tour has motivated me more to finish my degree and pursue my academic goals. I intend to take a machining Career Gateway Elective in the Fall to improve my skills in building as well as designing with manufacturing intent. I am also inspired to take more mechatronics CGE courses before I graduate to learn more about the crossover between mechanical and electrical engineering. This semester, I worked on multiple projects and had the opportunity to learn from engineers of different disciplines. I became proficient in Creo 2.0, a program I had not used significantly before. I finished modifying the hatch for 3D print and made sizeable modifications to the nose floor support design. I also gained hands-on experience that will be useful in my engineering career in the future. I would consider all of these major achievements from this spring semester. Lastly, I learned to ask more questions and to search for the right people to find answers which I know will be a valuable skill in the future. This summer, I will be completing my last rotation in the Flight Operations Directorate at Ellington Air Field. After this last tour, I will be returning to school for the Fall, Spring and Summer. I will graduate in August of 2018. I am looking forward to learning more about the different jobs available to engineers. This division works directly with many different types of aircrafts and I am excited to learn more about this focus of engineering. The Aircraft Operations Division values team work greatly and I intend to improve my interpersonal skills by working with them this summer.
Service-Learning and Learning Communities: Tools for Integration and Assessment.
ERIC Educational Resources Information Center
Oates, Karen K.; Leavitt, Lynn H.
This publication attempts to provide fundamental theory about service-learning and learning communities, along with descriptions of best practices, lessons learned, and assessment strategies. The text is designed to provide resources to help readers offer service-learning experiences for their students. Learning communities are now commonly…
ERIC Educational Resources Information Center
Gutiérrez, Kris D.
2016-01-01
This article is about designing for educational possibilities--designs that in their inception, social organization, and implementation squarely address issues of cultural diversity, social inequality, and robust learning. I discuss an approach to design-based research, social design experiments, that privileges a social scientific inquiry…
Learning design in healthcare education.
Ellaway, Rachel; Dalziel, James; Dalziel, Bronwen
2008-01-01
Emerging from ongoing work into educational modelling languages, learning design principles and the IMS Learning Design framework provide formal ways to annotate and record educational activities. Once educational activities have been encoded they can be played, replayed, adopted, shared, and analysed, thereby reifying much that is otherwise lost in face-to-face teaching. The use of learning design tools, including the free and open source LAMS system (www.lamsfoundation.org), allow practitioners to experiment with learning design approaches in their own teaching, both in terms of creating and encoding their own designs and playing, adapting and analysing designs from other teachers either from within or outside a particular field or subject area. This paper reviews the key issues associated with designing for learning in the context of healthcare education, some of the themes and approaches already in development or use, and the implications of this approach on the practice and theory of healthcare education.
An Evaluation of the Impact of "Learning Design" on the Distance Learning and Teaching Experience
ERIC Educational Resources Information Center
Clifton, Grace
2017-01-01
This paper evaluates the implementation of Learning Design on the production of a core FHEQ level 6 (QAA, 2008) unit of study at a UK distance learning institution. By comparing student (n = 656) and tutor (n = 42) survey data with questionnaire responses (n = 9) from the unit of study's core production team, this paper assesses the impact of…
NASA Astrophysics Data System (ADS)
Umam, K.; Mardi, S. N. S.; Hariadi, M.
2017-01-01
The recent popularity of internet messenger based smartphone technologies has motivated some university lecturers to use them for educational activities. These technologies have enormous potential to enhance the teaching and ubiquitous learning experience for smart campus development. However, the design ubiquitous learning model using interactive internet messenger group (IIMG) and empirical evidence that would favor a broad application of mobile and ubiquitous learning in smart campus settings to improve engagement and behavior is still limited. In addition, the expectation that mobile learning could improve engagement and behavior on smart campus cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present ubiquitous learning model design and showing learners’ experiences in improved engagement and behavior using IIMG for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous learning and realize the impressions of learners and lecturers about engagement and behavior aspect, and its contribution to learning.
Developing Teachers' Competences for Designing Inclusive Learning Experiences
ERIC Educational Resources Information Center
Navarro, Silvia Baldiris; Zervas, Panagiotis; Gesa, Ramon Fabregat; Sampson, Demetrios G.
2016-01-01
Inclusive education, namely the process of providing all learners with equal educational opportunities, is a major challenge for many educational systems worldwide. In order to address this issue, a widely used framework has been developed, namely the Universal Design for Learning (UDL), which aims to provide specific educational design guidelines…
Designing a Children's Water Garden as an Outdoor Learning Lab for Environmental Education
ERIC Educational Resources Information Center
Byrd, Renee K.; Haque, Mary Taylor; Tai, Lolly; McLellan, Gina K.; Knight, Erin Jordan
2007-01-01
A Clemson University introductory landscape design class collaborated with South Carolina Botanical Gardens (SCBG) staff and coordinators of Sprouting Wings to design an exploratory Children's Garden within the SCBG. Service learning provides students with invaluable real-world experiences solving problems and interacting with clients while…
An Emerging Learning Design for Student-Generated "iVideos"
ERIC Educational Resources Information Center
Kearney, Matthew; Jones, Glynis; Roberts, Lynn
2012-01-01
This paper describes an emerging learning design for a popular genre of learner-generated video projects: "Ideas Videos" or "iVideos." These advocacy-style videos are short, two-minute, digital videos designed "to evoke powerful experiences about educative ideas" (Wong, Mishra, Koehler & Siebenthal, 2007, p1). We…
ERIC Educational Resources Information Center
Wozniak, Helen; Pizzica, Jenny; Mahony, Mary Jane
2012-01-01
Few institutions have reported research on students' "use" of orientation programs designed for mature students returning to study in contemporary learning environments now regularly amalgamating distance and online strategies. We report within a design-based research framework the student experience of "GetLearning," the third…
Formative Assessment Design for PDA Integrated Ecology Observation
ERIC Educational Resources Information Center
Hung, Pi-Hsia; Lin, Yu-Fen; Hwang, Gwo-Jen
2010-01-01
Ubiquitous computing and mobile technologies provide a new perspective for designing innovative outdoor learning experiences. The purpose of this study is to propose a formative assessment design for integrating PDAs into ecology observations. Three learning activities were conducted in this study. An action research approach was applied to…
Pedagogy and Space: Design Inspirations for Early Childhood Classrooms
ERIC Educational Resources Information Center
Zane, Linda M.
2015-01-01
The intersection of design and learning is a new and burgeoning area of interest in all levels of education. "Pedagogy and Space" combines architectural design information with early childhood theory to enhance children's learning and educators' experience within the space. Filled with colorful, inspiring photographs of intentionally…
Cooperative Education, Experiential Learning, and Personal Knowledge.
ERIC Educational Resources Information Center
Abrahamsson, Kenneth, Ed.
Cooperative education, experiential learning, and personal knowledge are addressed in nine conference papers. Kenneth Abrahamsson considers the nature of experiential learning, the recognition of prior learning, educational design and the assessment of quality, and policy and practice for integrating learning and experience. Harry Hienemann…
ERIC Educational Resources Information Center
Yilmaz, Turkan Karakus; Cagiltay, Kursat
2016-01-01
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Using historical perspective in designing discovery learning on Integral for undergraduate students
NASA Astrophysics Data System (ADS)
Abadi; Fiangga, S.
2018-01-01
In the course of Integral Calculus, to be able to calculate an integral of a given function is becoming the main idea in the teaching beside the ability in implementing the application of integral. The students tend to be unable to understand the conceptual idea of what is integration actually. One of the promising perspectives that can be used to invite students to discover the idea of integral is the History and Pedagogy Mathematics (HPM). The method of exhaustion and indivisible appear in the discussion on the early history of area measurement. This paper study will discuss the designed learning activities based on the method of exhaustion and indivisible in providing the undergraduate student’s discovery materials for integral using design research. The designed learning activities were conducted into design experiment that consists of three phases, i.e., preliminary, design experimental, and teaching experiment. The teaching experiment phase was conducted in two cycles for refinement purpose. The finding suggests that the implementation of the method of exhaustion and indivisible enable students to reinvent the idea of integral by using the concept of derivative.
ERIC Educational Resources Information Center
Bowman, L. H.; Shull, C. M.
1975-01-01
Describes an experiment designed to augment textual materials conducive to the inquiry approach to learning. The experiment is the culminating experience in a series designed to illustrate the fundamental nature of the atom: its quantized energy nature, its electrical nature, and its combining ability. (Author/GS)
ERIC Educational Resources Information Center
Quinn, Karen M.; And Others
Designed to provide pre- and inservice administrators with the skills necessary to select appropriate program development and implementation, and monitor and evaluate their success, this competency-based learning module consists of an introduction and four sequential learning experiences. Each learning experience contains an overview, required and…
ERIC Educational Resources Information Center
Gill, James G., Jr.
2011-01-01
This quasi-experiment utilized three groups of direct service staff to explore the effectiveness of three methods of training and an optional survey was offered after the study. The researcher used a counterbalance design. Three courses developed by an independent distance learning company were utilized to provide the learning experience. Each…
ERIC Educational Resources Information Center
Kolodny, Oren; Lotem, Arnon; Edelman, Shimon
2015-01-01
We introduce a set of biologically and computationally motivated design choices for modeling the learning of language, or of other types of sequential, hierarchically structured experience and behavior, and describe an implemented system that conforms to these choices and is capable of unsupervised learning from raw natural-language corpora. Given…
ERIC Educational Resources Information Center
Keen-Rocha, Linda
2005-01-01
Science instructors sometimes avoid inquiry-based activities due to limited classroom time. Inquiry takes time, as students choose problems, design experiments, obtain materials, conduct investigations, gather data, communicate results, and discuss their experiments. While there are no quick solutions to time concerns, the 5E learning cycle seeks…
ERIC Educational Resources Information Center
Van Cleave, Thomas Jacob
2013-01-01
Faculty-led short-term international service-learning (STISL) experiences are thought to have great potential in developing students' global citizenship through combining study abroad and community service pedagogies. However, thorough investigation of the pedagogical strategies employed in STISL courses to achieve such outcomes has yet to be…
ERIC Educational Resources Information Center
Carroll, Susanne E.
1995-01-01
Criticizes the computer modelling experiments conducted by Sokolik and Smith (1992), which involved the learning of French gender attribution using connectionist architecture. The article argues that the experiments greatly oversimplified the complexity of gender learning, in that they were designed in such a way that knowledge that must be…
ERIC Educational Resources Information Center
Lee, Chee Ha; Kalyuga, Slava
2011-01-01
This article reports the results of an experiment designed to investigate the effectiveness of pinyin (a phonic transcription system) in learning vocabulary of Chinese as a second language from the perspective of cognitive load theory. In the reported experiment, the learning effects of the vertical and horizontal layouts of characters, pinyin,…
ERIC Educational Resources Information Center
Pike, Jacqueline C.; Spangler, William; Williams, Valerie; Kollar, Robert
2017-01-01
To create a learning experience which replicates the process by which consultants, systems developers and business end users collaborate to design and implement a business application, a cross-functional student team project was developed and is described. The overall learning experience was distinguished by specific components and characteristics…
When Does Service-Learning Work? Contact Theory and Service-Learning Courses in Higher Education
ERIC Educational Resources Information Center
Conner, Jerusha; Erickson, Joseph
2017-01-01
Service-learning experiences have the potential to improve participants' attitudes and values toward those whom they serve, but if the experience is poorly designed or poorly implemented, it runs the risk of reinforcing stereotypes and deficit perspectives of the intended beneficiaries of service. This study examines the extent to which Contact…
ERIC Educational Resources Information Center
Evans, Hedeel Guy; Heyl, Deborah L.; Liggit, Peggy
2016-01-01
This biochemistry laboratory course was designed to provide significant learning experiences to expose students to different ways of succeeding as scientists in academia and foster development and improvement of their potential and competency as the next generation of investigators. To meet these goals, the laboratory course employs three…
A Learning Experience of the Gender Perspective in English Teaching Contexts
ERIC Educational Resources Information Center
Mojica, Claudia Patricia; Castañeda-Peña, Harold
2017-01-01
Eighteen Colombian English teachers participated in a course with an emphasis on gender and foreign language teaching in a Master's program in Bogotá. This text describes the design, implementation, and the learning in this educational experience. The analysis of the course was based on a view of learning as a process of participation rooted in…
Fifty Years of Observing Hardware and Human Behavior
NASA Technical Reports Server (NTRS)
McMann, Joe
2011-01-01
During this half-day workshop, Joe McMann presented the lessons learned during his 50 years of experience in both industry and government, which included all U.S. manned space programs, from Mercury to the ISS. He shared his thoughts about hardware and people and what he has learned from first-hand experience. Included were such topics as design, testing, design changes, development, failures, crew expectations, hardware, requirements, and meetings.
ERIC Educational Resources Information Center
Center for Advancement of Informal Science Education, 2010
2010-01-01
Informal science education (ISE) experiences can provide powerful opportunities for people with disabilities to experience and learn about science. When designed to be inclusive, such experiences can lead people with disabilities to feel competent and empowered as science learners, generate excitement and enthusiasm for science, and be equitable…
Photovoice as an Evaluation Tool for Student Learning on a Field Trip
ERIC Educational Resources Information Center
Behrendt, Marc; Machtmes, Krisanna
2016-01-01
Background: Photovoice is one method that enables an educator to view an experience from a student's perspective. This study examined how teachers might use photovoice during an informal learning experience to understand the students' experiences and experiential gain. Design and methods: Participants in this study consisted of six students, three…
ERIC Educational Resources Information Center
Fluri, Jennifer L.; Trauger, Amy
2011-01-01
In response to recent articles and ideas for experiential learning activities in human geography, this paper outlines a particular approach to learning about the body, difference, mobility and geographic space through experience. The Corporeal Marker Project designed and implemented by the authors provides a spatial experience of difference for…
ERIC Educational Resources Information Center
Paulsen, Christine Andrews; Andrews, Jessica Rueter
2014-01-01
This article describes a transmedia learning experience for early school-aged children. The experience represented an effort to transition a primarily television-based series to a primarily web-based series. Children watched new animation, completed online activities designed to promote STEM (science, technology, engineering, and math)…
How we launched a developmental student-as-teacher (SAT) program for all medical students.
Blanco, Maria A; Maderer, Ann; Oriel, Amanda; Epstein, Scott K
2014-05-01
Teaching is a necessary skill for medical trainees and physicians. We designed and launched a developmental Student-as-Teacher program for all students, beginning with the class of 2016. A task force of faculty and students designed the program. The goal is to enable all students to acquire basic principles of teaching and learning at different stages in their four-year medical school career. Upon completion, students will achieve twenty-eight learning objectives grouped within four competency domains: (1) Adult and Practice-Based Learning; (2) Learning Environment; (3) Instructional Design and Performance; and, (4) Learner's Assessment and Evaluation. The program combines online learning modules and a field teaching experience. The entire class of 2016 (N = 200) completed the first online module. Students found the module effective, and 70% reported an increase in their level of knowledge. Although most students are expected to complete their field teaching experience in fourth year, twelve students completed their field experience in first year. Reported strengths of these experiences include reinforcement of their medical knowledge and improvement of their adult teaching skills. The program was successfully launched, and students are already experiencing the benefits of training in basic teaching skills in the first year of the program.
Jamin, Gaston; Luyten, Tom; Delsing, Rob; Braun, Susy
2017-10-17
Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. Implications for rehabilitation Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
Gore, Teresa
2017-06-15
The purpose of this study was to explore the relationship of baccalaureate nursing students' (BSN) perceived learning effectiveness using the Clinical Learning Environments Comparison Survey of different levels of fidelity simulation and traditional clinical experiences. A convenience sample of 103 first semester BSN enrolled in a fundamental/assessment clinical course and 155 fifth semester BSN enrolled in a leadership clinical course participated in this study. A descriptive correlational design was used for this cross-sectional study to evaluate students' perceptions after a simulation experience and the completion of the traditional clinical experiences. The subscales measured were communication, nursing leadership, and teaching-learning dyad. No statistical differences were noted based on the learning objectives. The communication subscale showed a tendency toward preference for traditional clinical experiences in meeting students perceived learning for communication. For student perceived learning effectiveness, faculty should determine the appropriate level of fidelity in simulation based on the learning objectives.
Practicing Learner-Centered Teaching: Pedagogical Design and Assessment of a Second Life Project
ERIC Educational Resources Information Center
Schiller, Shu Z.
2009-01-01
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?
ERIC Educational Resources Information Center
Pill, Shane
2014-01-01
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…
Facilitating Participation: From the EML Web Site to the Learning Network for Learning Design
ERIC Educational Resources Information Center
Hummel, Hans G. K.; Tattersall, Colin; Burgos, Daniel; Brouns, Francis; Kurvers, Hub; Koper, Rob
2005-01-01
This article investigates conditions for increasing active participation in on-line communities. As a case study, we use three generations of facilities designed to promote learning in the area of Educational Modelling Languages. Following a description of early experience with a conventional web site and with a community site offering facilities…
"A Dance with the Butterflies:" A Metamorphosis of Teaching and Learning through Technology
ERIC Educational Resources Information Center
McPherson, Sarah
2009-01-01
This paper describes a web-based collaborative project called "A Dance with the Butterflies" that applied the brain-based research of the Center for Applied Special Technologies (CAST) and principles of Universal Design for Learning (UDL) to Pre-K-4 science curriculum. Learning experiences were designed for students to invoke the Recognition,…
ERIC Educational Resources Information Center
Matthew, Anne; Butler, Des
2017-01-01
In Australian law schools didactic pedagogies such as lectures devoted to the transmission of theory and knowledge to a largely passive audience still predominate. However, curriculum design embedding authentic learning pedagogies has been shown to be supportive of student learning. The challenge in adopting such curriculum design is how to offer…
Alternative Education, Not Alternative Location
ERIC Educational Resources Information Center
Mills, Anna-Marie; O'Dwyer, Kevin
2007-01-01
The Adventure Based Learning Experience (ABLE) program is designed for students who require a non-traditional approach to learning with varied program delivery options or need a flexible learning landscape. This unique experiential learning program provides students from Mississauga and Brampton the opportunity to "learn from doing" in…
Efficient Testing Combining Design of Experiment and Learn-to-Fly Strategies
NASA Technical Reports Server (NTRS)
Murphy, Patrick C.; Brandon, Jay M.
2017-01-01
Rapid modeling and efficient testing methods are important in a number of aerospace applications. In this study efficient testing strategies were evaluated in a wind tunnel test environment and combined to suggest a promising approach for both ground-based and flight-based experiments. Benefits of using Design of Experiment techniques, well established in scientific, military, and manufacturing applications are evaluated in combination with newly developing methods for global nonlinear modeling. The nonlinear modeling methods, referred to as Learn-to-Fly methods, utilize fuzzy logic and multivariate orthogonal function techniques that have been successfully demonstrated in flight test. The blended approach presented has a focus on experiment design and identifies a sequential testing process with clearly defined completion metrics that produce increased testing efficiency.
Designing Serious Game Interventions for Individuals with Autism.
Whyte, Elisabeth M; Smyth, Joshua M; Scherf, K Suzanne
2015-12-01
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism. Participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to novel, everyday social communicative interactions. This lack of generalized learning may result, in part, from the limited use of fundamental elements of serious game design that are known to maximize learning. We suggest that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.
Mathematical Making in Teacher Preparation: What Knowledge Is Brought to Bear?
ERIC Educational Resources Information Center
Greenstein, Steven; Seventko, Justin
2017-01-01
In this paper, we describe an experience within mathematics teacher preparation that engages preservice teachers (PSTs) in Making and design practices that we hypothesized would inform their conceptual and pedagogical thinking. With a focus on the design of new tools to support mathematics teaching and learning, this Learning by Design experience…
ERIC Educational Resources Information Center
Butler, Susan McAleenan
This qualitative study, investigating the claims, concerns, and issues arising within the design stages of problem-based learning (PBL) curriculum units, was conducted during two masters-level classes during the summer of 1999. A hermeneutic dialectic discourse among veteran teachers (who were novice PBL curriculum designers) was facilitated by…
ERIC Educational Resources Information Center
Mathews, James M.
2013-01-01
Place-based education has been forwarded as a pedagogical approach that has the potential to contextualize learning, increase student engagement, and strengthen the relationship between schools and the broader community. Despite this promise, however, many teachers struggle to develop learning experiences that incorporate the key components of…
On Designing a Pervasive Mobile Learning Platform
ERIC Educational Resources Information Center
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike
2010-01-01
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
The Effect of CRT Screen Design on Learning.
ERIC Educational Resources Information Center
Grabinger, R. Scott; Albers, Starleen
Two computer assisted instruction programs tested the effects of plain and enhanced screen designs with or without information about those designs and task-type on time and learning. Subjects were 140 fourth grade students in Lincoln, Nebraska who had extensive prior experience with computers. The enhanced versions used headings, directive cues,…
RoboResource Technology Learning Activities.
ERIC Educational Resources Information Center
Keck, Tom, Comp.; Frye, Ellen, Ed.
Preparing students to be successful in a rapidly changing world means showing them how to use the tools of technology and how to integrate those tools into all areas of learning. This booklet is divided into three sections: Design Activities, Experiments, and Resources. The design activities ask students to collaborate on design projects. In these…
Project-Based Learning and Design-Focused Projects to Motivate Secondary Mathematics Students
ERIC Educational Resources Information Center
Remijan, Kelly W.
2017-01-01
This article illustrates how mathematics teachers can develop design-focused projects, related to project-based learning, to motivate secondary mathematics students. With first-hand experience as a secondary mathematics teacher, I provide a series of steps related to the engineering design process, which are helpful to teachers in developing…
Carroll, Christopher; Booth, Andrew; Papaioannou, Diana; Sutton, Anthea; Wong, Ruth
2009-01-01
Continuing professional development and education is vital to the provision of better health services and outcomes. The aim of this study is to contribute to the evidence base by performing a systematic review of qualitative data from studies reporting health professionals' experience of e-learning. No such previous review has been published. A systematic review of qualitative data reporting UK health professionals' experiences of the ways in which on-line learning is delivered by higher education and other relevant institutions. Evidence synthesis was performed with the use of thematic analysis grounded in the data. Literature searches identified 19 relevant studies. The subjects of the studies were nurses, midwives, and allied professions (8 studies), general practitioners and hospital doctors (6 studies), and a range of different health practitioners (5 studies). The majority of courses were stand-alone continuing professional development modules. Five key themes emerged from the data: peer communication, flexibility, support, knowledge validation, and course presentation and design. The effectiveness of on-line learning is mediated by the learning experience. If they are to enhance health professionals' experience of e-learning, courses need to address presentation and course design; they must be flexible, offer mechanisms for both support and rapid assessment, and develop effective and efficient means of communication, especially among the students themselves.
"Fab 13": The Learning Factory.
ERIC Educational Resources Information Center
Crooks, Steven M.; Eucker, Tom R.
2001-01-01
Describes how situated learning theory was employed in the design of Fab 13, a four-day simulation-based learning experience for manufacturing professionals at Intel Corporation. Presents a conceptual framework for understanding situated learning and discusses context, content, anchored instruction, facilitation, scaffolding, collaborating,…
Qualitative assessment of a blended learning intervention in an undergraduate nursing course.
Hsu, Li-Ling
2012-12-01
Nurses are experiencing new ethical issues because of global developments and changes in the healthcare environment. Blended learning is one of the various methods used to deliver meaningful learning experiences. Well-designed, properly administered nursing ethics education is essential for nursing students to visualize the role of professional nurses. However, a literature review shows that only a few existing studies have touched on the subject of nursing student experiences with blended learning in a nursing ethics course. This study examines how undergraduate nursing students respond to a blended learning approach in a nursing ethics course and how blended learning affects the learning process. We used a qualitative research design with in-depth interviews. Participants included 28 female undergraduate nursing students who had completed the nursing ethics course. Each interview lasted 50-100 minutes. The researcher conducted all interviews in 2009. The researcher identified six major themes and 13 subthemes from the data. The six themes included (a) enhancing thinking ability, (b) improving problem-solving skills, (c) reflecting in and on practice, (d) perceiving added workload, (e) encouraging active learning, and (f) identifying the value of nursing. Participants felt that the blended learning experience was a generally positive experience. Most participants appreciated the opportunity to take a more active role in the learning process, think about issues profoundly and critically, and exercise metacognitive powers in the thinking and decision-making process. Study findings may suggest productive ideas for fine-tuning blended learning models.
Action and Organizational Learning in an Elevator Company
ERIC Educational Resources Information Center
De Loo, Ivo
2006-01-01
Purpose: To highlight the relevance of management control in action learning programs that aim to foster organizational learning. Design/methodology/approach: Literature review plus case study. The latter consists of archival analysis and multiple interviews. Findings: When action learning programs are built around singular learning experiences,…
Investigating Users' Requirements
Walker, Deborah S.; Lee, Wen-Yu; Skov, Neil M.; Berger, Carl F.; Athley, Brian D.
2002-01-01
Objective: User data and information about anatomy education were used to guide development of a learning environment that is efficient and effective. The research question focused on how to design instructional software suitable for the educational goals of different groups of users of the Visible Human data set. The ultimate goal of the study was to provide options for students and teachers to use different anatomy learning modules corresponding to key topics, for course work and professional training. Design: The research used both qualitative and quantitative methods. It was driven by the belief that good instructional design must address learning context information and pedagogic content information. The data collection emphasized measurement of users' perspectives, experience, and demands in anatomy learning. Measurement: Users' requirements elicited from 12 focus groups were combined and rated by 11 researchers. Collective data were sorted and analyzed by use of multidimensional scaling and cluster analysis. Results: A set of functions and features in high demand across all groups of users was suggested by the results. However, several subgroups of users shared distinct demands. The design of the learning modules will encompass both unified core components and user-specific applications. The design templates will allow sufficient flexibility for dynamic insertion of different learning applications for different users. Conclusion: This study describes how users' requirements, associated with users' learning experiences, were systematically collected and analyzed and then transformed into guidelines informing the iterative design of multiple learning modules. Information about learning challenges and processes was gathered to define essential anatomy teaching strategies. A prototype instrument to design and polish the Visible Human user interface system is currently being developed using ideas and feedback from users. PMID:12087112
ERIC Educational Resources Information Center
Shepley, Collin; Lane, Justin D.; Gast, David L.
2016-01-01
A multiple probe design across behaviors was used to evaluate the effectiveness of a SMART Board used in conjunction with teacher delivered constant time delay (CTD) to teach environmental text to three young students with disabilities and minimal group learning experience during small group direct instruction. Observational learning, instructive…
Simulation Games as Advance Organizers in the Learning of Social Science Materials. Experiments 1-3.
ERIC Educational Resources Information Center
Livingston, Samuel A.
Three classroom experiments were conducted using a simulation game, Trade and Develop, designed for classroom use with students in grade six through twelve economic geography classes. The hypotheses tested were: a simulation game will motivate students to learn subject matter related to the game, and, the game will facilitate learning by acting as…
ERIC Educational Resources Information Center
Lee, Yu-Hao
2013-01-01
Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…
ERIC Educational Resources Information Center
Afolabi, Folashade
2017-01-01
This study investigated the first year University undergraduates' experiences in the use of open educational resources (OER) in online learning and their in-course achievement. The design selected for the study was survey and quasi-experimental. A total number of 106 University undergraduates participated in the study after a preliminary study was…
ERIC Educational Resources Information Center
Drljevic, Neven; Wong, Lung Hsiang; Boticki, Ivica
2017-01-01
The paper provides a high-level review of the current state of techno-pedagogical design in Augmented Reality Learning Experiences (ARLEs). The review is based on a rubric constructed from the Meaningful Learning with ICT framework and the Orchestration Load reduction framework, providing, respectively, a view of primarily student- and primarily…
ERIC Educational Resources Information Center
Smith, Mandi
2007-01-01
This Action Research Project was designed to increase student awareness and involvement of socio-economic differences and how the children can make a difference in their community. Service learning projects were non-existent at the Academy causing the young children to miss out on learning experiences that would teach them how to make a difference…
Remote Systems Design & Deployment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bailey, Sharon A.; Baker, Carl P.; Valdez, Patrick LJ
2009-08-28
The Pacific Northwest National Laboratory (PNNL) was tasked by Washington River Protection Solutions, LLC (WRPS) to provide information and lessons learned relating to the design, development and deployment of remote systems, particularly remote arm/manipulator systems. This report reflects PNNL’s experience with remote systems and lays out the most important activities that need to be completed to successfully design, build, deploy and operate remote systems in radioactive and chemically contaminated environments. It also contains lessons learned from PNNL’s work experiences, and the work of others in the national laboratory complex.
Lessons Learned in Engineering. Supplement
NASA Technical Reports Server (NTRS)
Blair, James C.; Ryan, Robert S.; Schultzenhofer, Luke A.
2011-01-01
This Contractor Report (CR) is a compilation of Lessons Learned in approximately 55 years of engineering experience by each James C. Blair, Robert S. Ryan, and Luke A. Schutzenhofer. The lessons are the basis of a course on Lessons Learned that has been taught at Marshall Space Flight Center. The lessons are drawn from NASA space projects and are characterized in terms of generic lessons learned from the project experience, which are further distilled into overarching principles that can be applied to future projects. Included are discussions of the overarching principles followed by a listing of the lessons associated with that principle. The lesson with sub-lessons are stated along with a listing of the project problems the lesson is drawn from, then each problem is illustrated and discussed, with conclusions drawn in terms of Lessons Learned. The purpose of this CR is to provide principles learned from past aerospace experience to help achieve greater success in future programs, and identify application of these principles to space systems design. The problems experienced provide insight into the engineering process and are examples of the subtleties one experiences performing engineering design, manufacturing, and operations. The supplemental CD contains accompanying PowerPoint presentations.
Integration of Andragogy into Preceptorship
ERIC Educational Resources Information Center
Leigh, Katherine; Whitted, Kelli; Hamilton, Bernita
2015-01-01
Return of registered nurses to school dictates that mobility programs integrate principles and design elements of adult learning theory. The Decisional Matrix for Preceptorship Experiences (DMPE) was designed to support mutual needs assessment and identification of individualized clinical learning activities. Using the Andragogy in Practice…
Design-Oriented Enhanced Robotics Curriculum
ERIC Educational Resources Information Center
Yilmaz, M.; Ozcelik, S.; Yilmazer, N.; Nekovei, R.
2013-01-01
This paper presents an innovative two-course, laboratory-based, and design-oriented robotics educational model. The robotics curriculum exposed senior-level undergraduate students to major robotics concepts, and enhanced the student learning experience in hybrid learning environments by incorporating the IEEE Region-5 annual robotics competition…
Designing the Group Use Videodisc: Socializing Communication Technology.
ERIC Educational Resources Information Center
Acker, Stephen R.; Gordon, Joan M.
1987-01-01
Indicates that students were favorably impressed with their videodisc learning experience, though the process of reaching consensus seemed to require the re-ordering of individual rankings. Discusses the relationships between design strategy, student interaction in the learning process, and funding educational technology. (JD)
Intentionally Designed Thinking and Experience Spaces: What We Learned at Summer Camp
ERIC Educational Resources Information Center
Dahl, Tove I.; Sethre-Hofstad, Lisa; Salomon, Gavriel
2013-01-01
How do young people experience camp, and how might that experience help us expand our understanding of what is possible in non-formal learning environments? In-depth interviews consisting of forced-choice and open-ended questions were conducted with 59 Concordia Language Villages residential camp participants who partake in a linguistically and…
Thai Undergraduate Chemistry Practical Learning Experiences Using the Jigsaw IV Method
ERIC Educational Resources Information Center
Jansoon, Ninna; Somsook, Ekasith; Coll, Richard K.
2008-01-01
The research reported in this study consisted of an investigation of student learning experiences in Thai chemistry laboratories using the Jigsaw IV method. A hands-on experiment based on the Jigsaw IV method using a real life example based on green tea beverage was designed to improve student affective variables for studying topics related to…
Network congestion control algorithm based on Actor-Critic reinforcement learning model
NASA Astrophysics Data System (ADS)
Xu, Tao; Gong, Lina; Zhang, Wei; Li, Xuhong; Wang, Xia; Pan, Wenwen
2018-04-01
Aiming at the network congestion control problem, a congestion control algorithm based on Actor-Critic reinforcement learning model is designed. Through the genetic algorithm in the congestion control strategy, the network congestion problems can be better found and prevented. According to Actor-Critic reinforcement learning, the simulation experiment of network congestion control algorithm is designed. The simulation experiments verify that the AQM controller can predict the dynamic characteristics of the network system. Moreover, the learning strategy is adopted to optimize the network performance, and the dropping probability of packets is adaptively adjusted so as to improve the network performance and avoid congestion. Based on the above finding, it is concluded that the network congestion control algorithm based on Actor-Critic reinforcement learning model can effectively avoid the occurrence of TCP network congestion.
ERIC Educational Resources Information Center
Babcock, Barbara, Ed.
Service-learning projects combine community service with student learning in a practical way that enhances academic knowledge and improves community environments and fellowship. This compilation is designed to show the service-learning process in action. The collection presents outstanding examples of successful service-learning projects as…
Designing and Evaluating Students' Transformative Learning
ERIC Educational Resources Information Center
Namaste, Nina B.
2017-01-01
Transformative learning hinges on navigating cognitive dissonance; thus, intercultural competency assignments and experiences need to be integrated into study abroad/away courses to help students process and make sense of the cognitive dissonance such an experience provides. Assignments, therefore, need to consciously and intentionally triangulate…
Smith, Sarah Josephine; Wei, Max; Sohn, Michael D.
2016-09-17
Experience curves are useful for understanding technology development and can aid in the design and analysis of market transformation programs. Here, we employ a novel approach to create experience curves, to examine both global and North American compact fluorescent lamp (CFL) data for the years 1990–2007. We move away from the prevailing method of fitting a single, constant, exponential curve to data and instead search for break points where changes in the learning rate may have occurred. Our analysis suggests a learning rate of approximately 21% for the period of 1990–1997, and 51% and 79% in global and North Americanmore » datasets, respectively, after 1998. We use price data for this analysis; therefore our learning rates encompass developments beyond typical “learning by doing”, including supply chain impacts such as market competition. We examine correlations between North American learning rates and the initiation of new programs, abrupt technological advances, and economic and political events, and find an increased learning rate associated with design advancements and federal standards programs. Our findings support the use of segmented experience curves for retrospective and prospective technology analysis, and may imply that investments in technology programs have contributed to an increase of the CFL learning rate.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Smith, Sarah Josephine; Wei, Max; Sohn, Michael D.
Experience curves are useful for understanding technology development and can aid in the design and analysis of market transformation programs. Here, we employ a novel approach to create experience curves, to examine both global and North American compact fluorescent lamp (CFL) data for the years 1990–2007. We move away from the prevailing method of fitting a single, constant, exponential curve to data and instead search for break points where changes in the learning rate may have occurred. Our analysis suggests a learning rate of approximately 21% for the period of 1990–1997, and 51% and 79% in global and North Americanmore » datasets, respectively, after 1998. We use price data for this analysis; therefore our learning rates encompass developments beyond typical “learning by doing”, including supply chain impacts such as market competition. We examine correlations between North American learning rates and the initiation of new programs, abrupt technological advances, and economic and political events, and find an increased learning rate associated with design advancements and federal standards programs. Our findings support the use of segmented experience curves for retrospective and prospective technology analysis, and may imply that investments in technology programs have contributed to an increase of the CFL learning rate.« less
Design and Development of an E-Learning Environment for the Course of Electrical Circuit Analysis
ERIC Educational Resources Information Center
Deperlioglu, Omer; Kose, Utku; Yildirim, Ramazan
2012-01-01
E-learning is an educational approach that combines different types of multimedia technologies to ensure better education experiences for students and teachers. Today, it is a popular approach among especially teachers and educators. In this sense, this paper describes a web based e-learning system that was designed and developed to be used in the…
ERIC Educational Resources Information Center
Chou, Huey-Wen; Wang, Yu-Fang
1999-01-01
Compares the effects of two training methods on computer attitude and performance in a World Wide Web page design program in a field experiment with high school students in Taiwan. Discusses individual differences, Kolb's Experiential Learning Theory and Learning Style Inventory, Computer Attitude Scale, and results of statistical analyses.…
ERIC Educational Resources Information Center
Lee, Tsang-Hsiung; Shen, Pei-Di; Tsai, Chia-Wen
2008-01-01
This article describes the design and delivery of a compulsory course in packaged software at vocational schools in Taiwan. A course website was devised and deployed to supplement learning activities in the traditional classroom. A series of quasi-experiments was conducted with innovative instructional designs, that is, web-enabled problem-based…
ERIC Educational Resources Information Center
Altintas, Tugba; Gunes, Ali; Sayan, Hamiyet
2016-01-01
Peer learning or, as commonly expressed, peer-assisted learning (PAL) involves school students who actively assist others to learn and in turn benefit from an effective learning environment. This research was designed to support students in becoming more autonomous in their learning, help them enhance their confidence level in tackling computer…
NASA Astrophysics Data System (ADS)
Desjardins, Elia Nelson
2011-12-01
This dissertation examines the ways children use language to construct scientific knowledge in designed informal learning environments such as museums, aquariums, and zoos, with particular attention to autobiographical storytelling. This study takes as its foundation cultural-historical activity theory, defining learning as increased participation in meaningful, knowledge-based activity. It aims to improve experience design in informal learning environments by facilitating and building upon language interactions that are already in use by learners in these contexts. Fieldwork consists of audio recordings of individual children aged 4--12 as they explored a museum of science and technology with their families. Recordings were transcribed and coded according to the activity (task) and context (artifact/exhibit) in which the child was participating during each sequence of utterances. Additional evidence is provided by supplemental interviews with museum educators. Analysis suggests that short autobiographical stories can provide opportunities for learners to access metacognitive knowledge, for educators to assess learners' prior experience and knowledge, and for designers to engage affective pathways in order to increase participation that is both active and contemplative. Design implications are discussed and a design proposal for a distributed informal learning environment is presented.
Developing Interactive E-Learning Activities
ERIC Educational Resources Information Center
Watkins, Ryan
2005-01-01
Although e-learning can offer interactive and engaging learning experiences, the creative ideas that are necessary to create such environments are not always easy to come up with when designing, developing, or teaching e-learning courses. E-learning activities use online technologies such as chat rooms, discussion boards, or email to facilitate…
Using Learning Analytics to Characterize Student Experimentation Strategies in Engineering Design
ERIC Educational Resources Information Center
Vieira, Camilo; Goldstein, Molly Hathaway; Purzer, Senay; Magana, Alejandra J.
2016-01-01
Engineering design is a complex process both for students to participate in and for instructors to assess. Informed designers use the key strategy of conducting experiments as they test ideas to inform next steps. Conversely, beginning designers experiment less, often with confounding variables. These behaviours are not easy to assess in…
Mapping the Journey: Visualising Collaborative Experiences for Sustainable Design Education
ERIC Educational Resources Information Center
McMahon, Muireann; Bhamra, Tracy
2017-01-01
The paradigm of design is changing. Designers now need to be equipped with the skills and knowledge that will enable them to participate in the global move towards a sustainable future. The challenges arise as Design for Sustainability deals with very complex and often contradictory issues. Collaborative learning experiences recognise that these…
A District-Wide High School Formative Experiment Designed to Improve Student Achievement
ERIC Educational Resources Information Center
Frey, Nancy; Fisher, Douglas
2013-01-01
This study focuses on district leadership designed to improve student achievement. We employed a formative experiment design methodology, a type of design study, to investigate the leadership efforts to improve student and teacher learning. The findings suggest that leadership through professional development and an instructional framework led to…
ERIC Educational Resources Information Center
Scanlon, Eileen; McAndrew, Patrick; O'Shea, Tim
2015-01-01
The area of learning has a justifiable claim to be a special case in how it can be enhanced or supported by technology. In areas such as commerce and web design the aim is usually to ensure efficiency and support specific actions such as purchasing or accessing information as quickly and easily as possible. Working with technology for the purpose…
Redesigning the Urban Design Studio: Two Learning Experiments
ERIC Educational Resources Information Center
Pak, Burak; Verbeke, Johan
2013-01-01
The main aim of this paper is to discuss how the combination of Web 2.0, social media and geographic technologies can provide opportunities for learning and new forms of participation in an urban design studio. This discussion is mainly based on our recent findings from two experimental urban design studio setups as well as former research and…
Cooper, Katelyn M.; Ashley, Michael; Brownell, Sara E.
2017-01-01
National calls to improve student academic success in college have sparked the development of bridge programs designed to help students transition from high school to college. We designed a 2-week Summer Bridge program that taught introductory biology content in an active-learning way. Through a set of exploratory interviews, we unexpectedly identified that Bridge students had developed sophisticated views of active learning, even though this was not an explicit goal of the program. We conducted an additional set of semistructured interviews that focused on active learning and compared the interviews of Bridge students with those from non-Bridge students who had been eligible for but did not participate in the program. We used the constant comparative method to identify themes from the interviews. We found that Bridge students perceived that, because they knew how to approach active learning and viewed it as important, they benefited more from active learning in introductory biology than non-Bridge students. Specifically, Bridge students seemed to be more aware of their own learning gains from participating in active learning. Compared with the majority of non-Bridge students, the majority of Bridge students described using a greater variety of strategies to maximize their experiences in active learning. Finally, in contrast to non-Bridge students, Bridge students indicated that they take an equitable approach to group work. These findings suggest that we may be able to prime students to maximize their own and other’s experiences in active learning. PMID:28232588
Tangible User Interfaces and Contrasting Cases as a Preparation for Future Learning
NASA Astrophysics Data System (ADS)
Schneider, Bertrand; Blikstein, Paulo
2018-04-01
In this paper, we describe an experiment that compared the use of a Tangible User Interface (physical objects augmented with digital information) and a set of Contrasting Cases as a preparation for future learning. We carried out an experiment (N = 40) with a 2 × 2 design: the first factor compared traditional instruction ("Tell & Practice") with a constructivist activity designed using the Preparation for Future Learning framework (PFL). The second factor contrasted state-of-the-art PFL learning activity (i.e., students studying Contrasting Cases) with an interactive tabletop featuring digitally enhanced manipulatives. In agreement with prior work, we found that dyads of students who followed the PFL activity achieved significantly higher learning gains compared to their peers who followed a traditional "Tell & Practice" instruction (large effect size). A similar effect was found in favor of the interactive tabletop compared to the Contrasting Cases (small-to-moderate effect size). We discuss implications for designing socio-constructivist activities using new computer interfaces.
In Conversation: Transforming Experience Into Learning.
ERIC Educational Resources Information Center
Baker, Ann C.; And Others
1997-01-01
Simulations and games are designed to provide participants with an experiential context for reflection and learning in classrooms, corporate training centers, and community-based organizations. A conversational approach to debriefing sessions is one way to more deeply involve participants in exploring the meaning of their experience from multiple…
Observation Skills - Tuning Up the Five Senses.
ERIC Educational Resources Information Center
Mason, Fred J.
Lesson plans designed to increase the observation skills for intermediate elementary students and provide them with a variety of sensory experiences in learning situations are presented in this document. Lesson plans include objectives, outlines for both indoor and outdoor learning experiences, materials and equipment needed, and evaluation…
ERIC Educational Resources Information Center
Massey, Dixie D.; Lewis, Jan
2011-01-01
As teacher educators, we continue to focus on tutoring experiences as ways to help tutors connect coursework to practice. This study presents a preservice tutoring program designed to provide a field-based experience where the tutors would be able to (a) learn about literacy instruction, (b) use a multitude of assessment data rather than…
ERIC Educational Resources Information Center
Sumarno; Setyosari, Punaji; Haryono
2017-01-01
This study aims to examine the effect of feedback strategies on understanding and applying the concept of National ideology to students who have different achievement motivation, on learning Citizenship Education in vocational high schools. This research uses quasi experiment research design (Quasi Experiment). The subjects of this study were 133…
NASA Astrophysics Data System (ADS)
Wiana, W.
2018-02-01
This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Non-equivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.
Experiences of Design-and-Make Interventions with Indian Middle School Students
ERIC Educational Resources Information Center
Khunyakari, Ritesh P.
2015-01-01
Enabling learning through meaningful classroom experiences has always been a challenge for teachers. Bringing about a balance of the "conceptual" and the "hands-on", along with contextual embeddedness in problem-solving situations, broadly characterises the experience of development and trials of three Design and Technology…
Learning from Experience. A Handbook for Adult Women Students.
ERIC Educational Resources Information Center
Branch, Audrey; And Others
This handbook is a guide to making the most of a work experience educational program for adult women. It is appropriate for independent study or use in a structured program. Part 1 on preparing oneself for a work experience educational program is designed to guide a woman in learning more about herself. Each of the seven sections contains some…
Educational Videogames: Concept, Design And Evaluation
NASA Astrophysics Data System (ADS)
Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.
2013-12-01
Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide range of backgrounds. Overall we find that designing educational games is a constant balancing act to ensure the player is engaged and has fun while at the same time learning important concepts.
Designing for expansive science learning and identification across settings
NASA Astrophysics Data System (ADS)
Stromholt, Shelley; Bell, Philip
2017-10-01
In this study, we present a case for designing expansive science learning environments in relation to neoliberal instantiations of standards-based implementation projects in education. Using ethnographic and design-based research methods, we examine how the design of coordinated learning across settings can engage youth from non-dominant communities in scientific and engineering practices, resulting in learning experiences that are more relevant to youth and their communities. Analyses highlight: (a) transformative moments of identification for one fifth-grade student across school and non-school settings; (b) the disruption of societal, racial stereotypes on the capabilities of and expectations for marginalized youth; and (c) how youth recognized themselves as members of their community and agents of social change by engaging in personally consequential science investigations and learning.
Learning Communities: An Untapped Sustainable Competitive Advantage for Higher Education
ERIC Educational Resources Information Center
Dawson, Shane; Burnett, Bruce; O' Donohue, Mark
2006-01-01
Purpose: This paper demonstrates the need for the higher education sector to develop and implement scaleable, quantitative measures that evaluate community and establish organisational benchmarks in order to guide the development of future practices designed to enhance the student learning experience. Design/methodology/approach: Literature…
Designing Instructional Texts: Interaction between Text and Learner.
ERIC Educational Resources Information Center
Beukhof, Gijsbertus
A prescriptive theory for learning which delivers prescriptions for designing prototypes of instructional materials with different knowledge structures, the Elaboration Theory of Instruction (ETI) is based on important principles and theories of learning and instruction. This paper reports three experiments which tested ETI. The first experiment…
ERIC Educational Resources Information Center
Okada, Masaya; Tada, Masahiro
2014-01-01
Real-world learning is important because it encourages learners to obtain knowledge through various experiences. To design effective real-world learning, it is necessary to analyze the diverse learning activities that occur in real-world learning and to develop effective strategies for learning support. By inventing the technologies of multimodal…
Community-based, Experiential Learning for Second Year Neuroscience Undergraduates
Yu, Heather J.; Ramos-Goyette, Sharon; McCoy, John G.; Tirrell, Michael E.
2013-01-01
Service learning is becoming a keystone of the undergraduate learning experience. At Stonehill College, we implemented a service learning course, called a Learning Community, in Neuroscience. This course was created to complement the basic research available to Stonehill Neuroscience majors with experience in a more applied and “clinical” setting. The Neuroscience Learning Community is designed to promote a deep understanding of Neuroscience by combining traditional classroom instruction with clinical perspectives and real-life experiences. This Neuroscience Learning Community helps students translate abstract concepts within the context of neurodevelopment by providing students with contextual experience in a real-life, unscripted setting. The experiential learning outside of the classroom enabled students to participate in informed discussions in the classroom, especially with regard to neurodevelopmental disorders. We believe that all students taking this course gain an understanding of the importance of basic and applied Neuroscience as it relates to the individual and the community. Students also have used this concrete, learning-by-doing experience to make informed decisions about career paths and choice of major. PMID:24319392
NASA Astrophysics Data System (ADS)
Fuadiah, N. F.; Suryadi, D.; Turmudi
2018-05-01
This study focuses on the design of a didactical situation in addition and subtraction involving negative integers at the pilot experiment phase. As we know, negative numbers become an obstacle for students in solving problems related to them. This study aims to create a didactical design that can assist students in understanding the addition and subtraction. Another expected result in this way is that students are introduced to the characteristics of addition and subtraction of integers. The design was implemented on 32 seventh grade students in one of the classes in a junior secondary school as the pilot experiment. Learning activities were observed thoroughly including the students’ responses that emerged during the learning activities. The written documentation of the students was also used to support the analysis in the learning activities. The results of the analysis showed that this method could help the students perform a large number of integer operations that could not be done with a number line. The teacher’s support as a didactical potential contract was still needed to encourage institutionalization processes. The results of the design analysis used as the basis of the revision are expected to be implemented by the teacher in the teaching experiment.
ERIC Educational Resources Information Center
Leveritt, Michael; Ball, Lauren; Desbrow, Jane
2013-01-01
The aim of this study was to describe student learning after completing an experiential learning task that was designed to develop students' knowledge of food and food preparation methods. The task required students to follow a special diet and then complete a daily online journal entry about the experience for other students to read and review.…
ERIC Educational Resources Information Center
Diawati, Chansyanah; Liliasari; Setiabudi, Agus; Buchari
2018-01-01
Students learned the principles and practice of photometry through project-based learning. They addressed the challenge of measuring the unknown concentration of a colored substance using a photometer they were required to design, build, and test. Then, they used that instrument to carry out the experiment and fulfill the challenge. A photometer…
Are pictures good for learning new vocabulary in a foreign language? Only if you think they are not.
Carpenter, Shana K; Olson, Kellie M
2012-01-01
The current study explored whether new words in a foreign language are learned better from pictures than from native language translations. In both between-subjects and within-subject designs, Swahili words were not learned better from pictures than from English translations (Experiments 1-3). Judgments of learning revealed that participants exhibited greater overconfidence in their ability to recall a Swahili word from a picture than from a translation (Experiments 2-3), and Swahili words were also considered easier to process when paired with pictures rather than translations (Experiment 4). When this overconfidence bias was eliminated through retrieval practice (Experiment 2) and instructions warning participants to not be overconfident (Experiment 3), Swahili words were learned better from pictures than from translations. It appears, therefore, that pictures can facilitate learning of foreign language vocabulary--as long as participants are not too overconfident in the power of a picture to help them learn a new word.
Selection as a learning experience: an exploratory study.
de Visser, Marieke; Laan, Roland F; Engbers, Rik; Cohen-Schotanus, Janke; Fluit, Cornelia
2018-01-01
Research on selection for medical school does not explore selection as a learning experience, despite growing attention for the learning effects of assessment in general. Insight in the learning effects allows us to take advantage of selection as an inclusive part of medical students' learning process to become competent professionals. The aims of this study at Radboud University Medical Center, the Netherlands, were 1) to determine whether students have learning experiences in the selection process, and, if so, what experiences; and 2) to understand what students need in order to utilize the learning effects of the selection process at the start of the formal curriculum. We used focus groups to interview 30 students admitted in 2016 about their learning experiences in the selection process. Thematic analysis was used to explore the outcomes of the interviews and to define relevant themes. In the selection process, students learned about the curriculum, themselves, their relation to others, and the profession they had been selected to enter, although this was not explicitly perceived as learning. Students needed a connection between selection and the curriculum as well as feedback to be able to really use their learning experiences for their further development. Medical school selection qualifies as a learning experience, and students as well as medical schools can take advantage of this. We recommend a careful design of the selection procedure, integrating relevant selection learning experiences into the formal curriculum, providing feedback and explicitly approaching the selection and the formal curriculum as interconnected contributors to students' development.
Giving Literacy, Learning Literacy: Service-Learning and School Book Drives
ERIC Educational Resources Information Center
Walker, Anne B.
2015-01-01
Service-learning can provide a range of literacy learning experiences for children as they work to solve real world problems and engage in inquiry, collaboration and reflection. Rather than being an extracurricular activity, service-learning projects are designed to meet standards and align with existing curriculum. This article explores how…
Assessing E-Learning 2.0 System Success
ERIC Educational Resources Information Center
Wang, Hei Chia; Chiu, Yi Fang
2011-01-01
Traditional e-learning systems support "one-way" communication. Teachers provide knowledge for learners, but they are unable to use a student's learning experiences to benefit the class as a whole. To address these problems, this study explores e-learning success factors via the design and evaluation of an e-learning 2.0 system. This study…
Digital Media Production to Support Literacy for Secondary Students with Diverse Learning Abilities
ERIC Educational Resources Information Center
Leach, April Marie
2017-01-01
Producing digital media is a hands-on, inquiry-based mindful process that naturally embeds Universal Design for Learning (UDL) principles into literacy instruction, providing options for learning and assessment for a wide array of students with diverse learning abilities. Video production learning experiences acknowledge the cognitive talents of…
E-Learning Personalization Based on Hybrid Recommendation Strategy and Learning Style Identification
ERIC Educational Resources Information Center
Klasnja-Milicevic, Aleksandra; Vesin, Boban; Ivanovic, Mirjana; Budimac, Zoran
2011-01-01
Personalized learning occurs when e-learning systems make deliberate efforts to design educational experiences that fit the needs, goals, talents, and interests of their learners. Researchers had recently begun to investigate various techniques to help teachers improve e-learning systems. In this paper, we describe a recommendation module of a…
Design Principles Guide Educators in Choosing and Using Curriculum Materials. Research Review
ERIC Educational Resources Information Center
Foster, Elizabeth
2018-01-01
Engaging with materials can shape the teaching experience, teachers' practices and mindsets, and, ultimately, students' learning experiences. This issue of "Learning Professional" looks at an area of emerging interest: curriculum materials and the role they play in the daily work of educators and leaders. Educators, researchers, and…
Using VITA Service Learning Experiences to Teach Hypothesis Testing and P-Value Analysis
ERIC Educational Resources Information Center
Drougas, Anne; Harrington, Steve
2011-01-01
This paper describes a hypothesis testing project designed to capture student interest and stimulate classroom interaction and communication. Using an online survey instrument, the authors collected student demographic information and data regarding university service learning experiences. Introductory statistics students performed a series of…
Satisfaction Analysis of Experiential Learning-Based Popular Science Education
ERIC Educational Resources Information Center
Dzan, Wei-Yuan; Tsai, Huei-Yin; Lou, Shi-Jer; Shih, Ru-Chu
2015-01-01
This study employed Kolb's experiential learning model-specific experiences, observations of reflections, abstract conceptualization, and experiment-action in activities to serve as the theoretical basis for popular science education planning. It designed the six activity themes of "Knowledge of the Ocean, Easy to Know, See the Large from the…
Designing Rich Information Experiences to Shape Learning Outcomes
ERIC Educational Resources Information Center
Maybee, Clarence; Bruce, Christine Susan; Lupton, Mandy; Rebmann, Kristen
2017-01-01
Students in higher education typically learn to use information as part of their course of study, which is intended to support ongoing academic, personal and professional growth. Informing the development of effective information literacy education, this research uses a phenomenographic approach to investigate the experiences of a teacher and…
Dolls, Blocks, and Puzzles: Playing with Mathematical Understandings
ERIC Educational Resources Information Center
Eisenhauer, Mary Jane; Feikes, David
2009-01-01
This article describes a learning experience designed for teachers of children in primary classrooms (K-3) who are taking graduate courses. The learning experience offers new insights into the different ways young children encounter math in their natural, playful environment. Through a hands-on workshop approach, the students engaged in firsthand…
Developing International Managers: The Contribution of Cultural Experience to Learning
ERIC Educational Resources Information Center
Townsend, Peter; Regan, Padraic; Li, Liang Liang
2015-01-01
Purpose: The purpose of this paper is to evaluate cultural experience as a learning strategy for developing international managers. Design/methodology/approach: Using an integrated framework, two quantitative studies, based on empirical methodology, are conducted. Study 1, with an undergraduate sample situated in the Asia Pacific, aimed to examine…
Designing Informal Learning Experiences for Early Career Academics Using a Knowledge Ecosystem Model
ERIC Educational Resources Information Center
Miller, Faye; Partridge, Helen; Bruce, Christine; Hemmings, Brian
2017-01-01
This article presents a "knowledge ecosystem" model of how early career academics experience using information to learn while building their social networks for developmental purposes. Developed using grounded theory methodology, the model offers a way of conceptualising how to empower early career academics through (1) agency…
ERIC Educational Resources Information Center
Caniglia, Guido; John, Beatrice; Kohler, Martin; Bellina, Leonie; Wiek, Arnim; Rojas, Christopher; Laubichler, Manfred D.; Lang, Daniel
2016-01-01
Purpose: This paper aims to present an experience-based learning framework that provides a bottom-up, student-centered entrance point for the development of systems thinking, normative and collaborative competencies in sustainability. Design/methodology/approach: The framework combines mental mapping with exploratory walking. It interweaves…
The Impact of Peer Mentoring on Marketing Content Mastery
ERIC Educational Resources Information Center
Metcalf, Lynn E.; Neill, Stern; Simon, Lisa R.; Dobson, Sharon; Davis, Brennan
2016-01-01
This article describes and assesses a course design that uses peer mentors to facilitate a collaborative, hands-on learning experience in an introductory marketing course. Results demonstrate that peer mentoring increased content mastery and had a positive effect on students' perceptions of the learning experience. Peer marketing mentors, along…
Learners with Dyslexia: Exploring Their Experiences with Different Online Reading Affordances
ERIC Educational Resources Information Center
Chen, Chwen Jen; Keong, Melissa Wei Yin; Teh, Chee Siong; Chuah, Kee Man
2015-01-01
To date, empirically derived guidelines for designing accessible online learning environments for learners with dyslexia are still scarce. This study aims to explore the learning experience of learners with dyslexia when reading passages using different online reading affordances to derive some guidelines for dyslexia-friendly online text. The…
Encouraging Example Generation: A Teaching Experiment in First-Semester Calculus
ERIC Educational Resources Information Center
Wagner, Elaine Rumsey; Orme, Susan Marla; Turner, Heidi Jean; Yopp, David
2017-01-01
Mathematicians use example generation to test and verify mathematical ideas; however, the processes through which undergraduates learn to productively generate examples are not well understood. We engaged calculus students in a teaching experiment designed to develop skills in productively generating examples to learn novel concepts. This article…
Medical Terminology: Prefixes. Health Occupations Education Module.
ERIC Educational Resources Information Center
Temple Univ., Philadelphia, PA. Div. of Vocational Education.
This module on medical terminology (prefixes) is one of 17 modules designed for individualized instruction in health occupations education programs at both the secondary and postsecondary levels. This module consists of an introduction to prefixes, a list of resources needed, and three learning experiences. Each learning experience contains an…
Training to Enhance Design Team Performance: A Cure for Tunnel Vision
NASA Technical Reports Server (NTRS)
Parker, James W.; Parker, Nelson C. (Technical Monitor)
2001-01-01
Design Team performance is a function of the quality and degree of academic training and the cumulative, learned experience of the individual members of the team. Teamwork, leadership, and communications certainly are factors that affect the measure of the performance of the team, but they are not addressed here. This paper focuses on accelerating the learned experience of team members and describes an organizational approach that can significantly increase the effective experience level for any engineering design team. The performance measure of the whole team can be increased by increasing the engineering disciplines' cross awareness of each other and by familiarizing them with their affect at the system level. Discipline engineers know their own discipline well, but typically are not intimately familiar with their technical interaction with and dependencies on all the other disciplines of engineering. These dependencies are design integration functions and are worked out well by the discipline engineers as long as they are involved in the design of types of systems that they have experience with.
Facilitating Service Learning in the Online Technical Communication Classroom
ERIC Educational Resources Information Center
Nielsen, Danielle
2016-01-01
Drawing from the author's experience teaching online technical communication courses with an embedded service-learning component, this essay opens the discussion to the potential problems involved in designing online service-learning courses and provides practical approaches to integrating service learning into online coursework. The essay…
NASA Astrophysics Data System (ADS)
Hằng, Ngô Vũ Thu; Meijer, Marijn Roland; Bulte, Astrid M. W.; Pilot, Albert
2017-09-01
The implementation of social constructivist approaches to learning science in primary education in Vietnamese culture as an example of Confucian heritage culture remains challenging and problematic. This theoretical paper focuses on the initial phase of a design-based research approach; that is, the description of the design of a formal, written curriculum for primary science education in which features of social constructivist approaches to learning are synthesized with essential aspects of Vietnamese culture. The written design comprises learning aims, a framework that is the synthesis of learning functions, learning settings and educational expectations for learning phases, and exemplary curriculum units. Learning aims are formulated to comprehensively develop scientific knowledge, skills, and attitudes toward science for primary students. Derived from these learning aims, the designed framework consists of four learning phases respectively labeled as Engagement, Experience, Exchange, and Follow-up. The designed framework refers to knowledge of the "nature of science" education and characteristics of Vietnamese culture as an example of Confucian heritage culture. The curriculum design aims to serve as an educational product that addresses previously analyzed problems of primary science education in the Vietnamese culture in a globalizing world.
Together We Can Live and Learn. Living-Learning Communities as Integrated Curricular Experiences
ERIC Educational Resources Information Center
Dunn, Merrily S.; Dean, Laura A.
2013-01-01
This article briefly outlines the history of living-learning communities (LLC) in colleges and universities. It details conceptualization, design, implementation and assessment of such programs. Model recreation and leisure LLC are highlighted and discussed.
An Advanced Professional Pharmacy Experience in a Community Setting Using an Experiential Manual
Lee, Karen W.; Machado, Matthew R.; Wenzel, Marie M.; Gagnon, James M.; Calomo, Joseph M.
2006-01-01
Objectives To determine the usefulness of a teaching and learning tool used to create structure for advanced pharmacy practice experiences (APPEs) in community pharmacy settings, and to identify differences between respondents' perspectives on the relevance and practicality of implementing specific community pharmacy-related topics during the experience. Design Community practice faculty members designed a manual that outlined a week-by-week schedule of student activities, consistent with the Center for the Advancement of Pharmaceutical Education (CAPE) outcome-based goals, and included associated teaching, documentation, and assessment tools. The manual was distributed to site preceptors and students. Assessment Eighty-six PharmD students responded to a questionnaire upon completion of their community APPE. Student feedback concerning the impact of the manual relative to interactions with site preceptors and their overall learning experience was relatively positive. Conclusion The manual was an effective teaching and learning tool for students completing a community APPE. PMID:17149421
ERIC Educational Resources Information Center
Schrand, Tom; Eliason, John
2012-01-01
To examine the differences between feedback practices in liberal arts courses and in design courses, we surveyed 373 students with experiences of both. Our study found that students perceived the feedback they received in design courses as more effective in advancing their learning, and that the emotional effects of feedback presented verbally and…
ERIC Educational Resources Information Center
Shin, Shin-Shing
2015-01-01
Students in object-oriented analysis and design (OOAD) courses typically encounter difficulties transitioning from object-oriented analysis (OOA) to logical design (OOLD). This study conducted an empirical experiment to examine these learning difficulties by evaluating differences between OOA-to-OOLD and OOLD-to-object-oriented-physical-design…
Distributed Revisiting: An Analytic for Retention of Coherent Science Learning
ERIC Educational Resources Information Center
Svihla, Vanessa; Wester, Michael J.; Linn, Marcia C.
2015-01-01
Designing learning experiences that support the development of coherent understanding of complex scientific phenomena is challenging. We sought to identify analytics that can also guide such designs to support retention of coherent understanding. Based on prior research that distributing study of material over time supports retention, we explored…
Developing Visualization Support System for Teaching/Learning Database Normalization
ERIC Educational Resources Information Center
Folorunso, Olusegun; Akinwale, AdioTaofeek
2010-01-01
Purpose: In tertiary institution, some students find it hard to learn database design theory, in particular, database normalization. The purpose of this paper is to develop a visualization tool to give students an interactive hands-on experience in database normalization process. Design/methodology/approach: The model-view-controller architecture…
Redesigning Vocational Education: The Possibilities of Design-Based Research
ERIC Educational Resources Information Center
Leeman, Yvonne; Wardekker, Willem
2011-01-01
This article describes and reflects our experiences as researchers in a design-based research project on a curriculum innovation focused on meaningful, co-operative learning in vocational education in the Netherlands. The project was successful in gaining insights in possible practices for workplace learning but did only partly realize the…
Designing Digital Problem Based Learning Tasks that Motivate Students
ERIC Educational Resources Information Center
van Loon, Anne-Marieke; Ros, Anje; Martens, Rob
2013-01-01
This study examines whether teachers are able to apply the principles of autonomy support and structure support in designing digital problem based learning (PBL) tasks. We examine whether these tasks are more autonomy- and structure-supportive and whether primary and secondary school students experience greater autonomy, competence, and motivation…
Design Considerations for Enhancing Confidence and Participation in Web Based Courses.
ERIC Educational Resources Information Center
Winfield, William; Mealy, Martha; Scheibel, Pamela
The University of Wisconsin Learning Innovations Center's instructional design model for World Wide Web delivered courses incorporates a range of collaborative discussions and interactive experiences for the learner. In addition, these courses capitalize on the multimedia learning environment that the web offers to accommodate many kinds of…
Designing for Learning Engagement in Remote Communities: Narratives from North of Sixty
ERIC Educational Resources Information Center
Doering, Aaron; Henrickson, Jeni
2014-01-01
There are multiple challenges to designing learning experiences for schools in remote communities, including technology and infrastructure limitations, high teacher and administrator turnover, and conflicting interests between local culture and school curricula. In this paper, we offer a brief history of educational initiatives in remote Arctic…
Teacher Thoughts on Infographics as Alternative Assessment: A Post-Secondary Educational Exploration
ERIC Educational Resources Information Center
Gover, Glen Bruce
2017-01-01
This qualitative phenomenological case study is designed to investigate the learning outcomes, lived experiences, and perceptions of eight post-secondary teachers participating in a sketch-based infographic development training program. This research is designed to assess the viability of infographics as a learning and assessment strategy,…
Evaluating the Design and Development of an Adaptive E-Tutorial Module: A Rasch-Measurement Approach
ERIC Educational Resources Information Center
Barefah, Allaa; McKay, Elspeth
2016-01-01
Courseware designers aim to innovate information communications technology (ICT) tools to increase learning experiences, spending many hours developing eLearning programmes. This effort gives rise to a dynamic technological pedagogical environment. However, it is difficult to recognise whether these online programmes reflect an instructional…
ERIC Educational Resources Information Center
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce
2014-01-01
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
Extracting Dynamic Evidence Networks
2004-12-01
on the performance of the three models as a function of training set size, and on experiments showing the viability of using active learning techniques...potential relation instances, which include 28K actual relations. 2.3.2 Active Learning We also ran a set of experiments designed to explore the...viability of using active learning techniques to maximize the usefulness of the training data annotated for use by the system. The idea is to
Ferrante, Jeanne M; Friedman, Asia; Shaw, Eric K; Howard, Jenna; Cohen, Deborah J; Shahidi, Laleh
2015-10-18
While an increasing number of researchers are using online discussion forums for qualitative research, few authors have documented their experiences and lessons learned to demonstrate this method's viability and validity in health services research. We comprehensively describe our experiences, from start to finish, of designing and using an asynchronous online discussion forum for collecting and analyzing information elicited from care coordinators in Patient-Centered Medical Homes across the United States. Our lessons learned from each phase, including planning, designing, implementing, using, and ending this private online discussion forum, provide some recommendations for other health services researchers considering this method. An asynchronous online discussion forum is a feasible, efficient, and effective method to conduct a qualitative study, particularly when subjects are health professionals. © The Author(s) 2015.
Lessons Learned Designing and Using an Online Discussion Forum for Care Coordinators in Primary Care
Ferrante, Jeanne M.; Friedman, Asia; Shaw, Eric K.; Howard, Jenna; Cohen, Deborah J.; Shahidi, Laleh
2016-01-01
While an increasing number of researchers are using online discussion forums for qualitative research, few authors have documented their experiences and lessons learned to demonstrate this method’s viability and validity in health services research. We comprehensively describe our experiences, from start to finish, of designing and using an asynchronous online discussion forum for collecting and analyzing information elicited from care coordinators in Patient-Centered Medical Homes across the United States. Our lessons learned from each phase, including planning, designing, implementing, using, and ending this private online discussion forum, provide some recommendations for other health services researchers considering this method. An asynchronous online discussion forum is a feasible, efficient, and effective method to conduct a qualitative study, particularly when subjects are health professionals. PMID:26481942
NASA Astrophysics Data System (ADS)
Jensen, Matilde Bisballe; Utriainen, Tuuli Maria; Steinert, Martin
2018-01-01
This paper presents the experienced difficulties of students participating in the multidisciplinary, remote collaborating engineering design course challenge-based innovation at CERN. This is with the aim to identify learning barriers and improve future learning experiences. We statistically analyse the rated differences between distinct design activities, educational background and remote vs. co-located collaboration. The analysis is based on a quantitative and qualitative questionnaire (N = 37). Our analysis found significant ranking differences between remote and co-located activities. This questions whether the remote factor might be a barrier for the originally intended learning goals. Further a correlation between analytical and converging design phases was identified. Hence, future facilitators are suggested to help students in the transition from one design phase to the next rather than only teaching methods in the individual design phases. Finally, we discuss how educators address the identified learning barriers when designing future courses including multidisciplinary or remote collaboration.
Learned helplessness in the rat: effect of response topography in a within-subject design.
dos Santos, Cristiano Valerio; Gehm, Tauane; Hunziker, Maria Helena Leite
2011-02-01
Three experiments investigated learned helplessness in rats manipulating response topography within-subject and different intervals between treatment and tests among groups. In Experiment 1, rats previously exposed to inescapable shocks were tested under an escape contingency where either jumping or nose poking was required to terminate shocks; tests were run either 1, 14 or 28 days after treatment. Most rats failed to jump, as expected, but learned to nose poke, regardless of the interval between treatment and tests and order of testing. The same results were observed in male and female rats from a different laboratory (Experiment 2) and despite increased exposure to the escape contingencies using a within-subject design (Experiment 3). Furthermore, no evidence of helplessness reversal was observed, since animals failed to jump even after having learned to nose-poke in a previous test session. These results are not consistent with a learned helplessness hypothesis, which claims that shock (un)controllability is the key variable responsible for the effect. They are nonetheless consistent with the view that inescapable shocks enhance control by irrelevant features of the relationship between the environment and behavior. Copyright © 2010 Elsevier B.V. All rights reserved.
Learning from a Wiki Way of Learning
ERIC Educational Resources Information Center
Page, Kelly L.; Reynolds, Nina
2015-01-01
There is a growing need to design learning experiences in higher education that develop collaborative and mediated social writing practices. A wiki way of learning addresses these needs. This paper reports findings from a case study involving 58 postgraduate students who in small groups participated over eight weeks in a mediated collaborative…
ERIC Educational Resources Information Center
Canhoto, Ana Isabel; Murphy, Jamie
2016-01-01
Simulations offer engaging learning experiences, via the provision of feedback or the opportunities for experimentation. However, they lack important attributes valued by marketing educators and employers. This article proposes a "back to basics" look at what constitutes an effective experiential learning initiative. Drawing on the…
Improving the Design of Workplace E-Learning Research
ERIC Educational Resources Information Center
Dubois, Cathy; Long, Lori
2012-01-01
E-learning researchers face considerable challenges in creating meaningful and generalizable studies due to the complex nature of this dynamic training medium. Our experience in conducting workplace e-learning research led us to create this guide for planning research on e-learning. We share the unanticipated complications we encountered in our…
Learning Outcomes Afforded by Self-Assessed, Segmented Video-Print Combinations
ERIC Educational Resources Information Center
Koumi, Jack
2015-01-01
Learning affordances of video and print are examined in order to assess the learning outcomes afforded by hybrid video-print learning packages. The affordances discussed for print are: navigability, surveyability and legibility. Those discussed for video are: design for constructive reflection, provision of realistic experiences, presentational…
Multiplatform E-Learning Systems and Technologies: Mobile Devices for Ubiquitous ICT-Based Education
ERIC Educational Resources Information Center
Goh, Tiong Thye, Ed.
2010-01-01
Multiplatform e-learning systems are emerging technologies that provide integrated learning content to various accessing devices. This book addresses technical challenges, design frameworks, and development experiences of the future that integrate multiple mobile devices into a single multiplatform e-learning system. With expert international…
Latina Student Perceptions of Learning Communities
ERIC Educational Resources Information Center
Yaqub, Samia
2010-01-01
The purpose of this study is to examine the learning that occurs in Latina students who enroll in learning communities designed for underprepared community college students. The research question guiding this study is: What are the experiences of Latina students enrolled in developmental learning community courses which have the greatest impact on…
Promoting Critical Thinking through Service Learning: A Home-Visiting Case Study
ERIC Educational Resources Information Center
Campbell, Cynthia G.; Oswald, Brianna R.
2018-01-01
As stated in APA Learning Outcomes 2 and 3, two central goals of higher education instruction are promoting students' critical thinking skills and connecting student learning to real-life applications. To meet these goals, a community-based service-learning experience was designed using task value, interpersonal accountability, cognitive…
NASA Astrophysics Data System (ADS)
Raia, F.
2010-12-01
Service-learning (S-L) has evolved as valuable pedagogic concept during the last two decades, based on the hypothesis that learning can best be accomplished when placed in the context of real-life social settings, e.g. schools, production, research, healthcare etc. What students learn in the academic course/context must be elaborated in the context of the S-L experience. In return for the authentic learning experience, the learner provides the service-provider with a "free" service. This reciprocality makes service-learning an appealing concept. Because of its attractive "win-win" design, the field of service-learning is continuously expanding. At a major public university CCNY with a very diverse student population, we were interested in developing and participating in S-L experience in the field of Earth System Science. We designed an upper level undergraduate course - Environmental Soil Science for Urban Sustainability - specifically targeted to students of Earth Science, Engineering, Economics and, Political Sciences to support environmental entrepreneurship. Specifically, we integrated S-L activities in the exploration of soil studies and urban agriculture. Students worked together in small groups both in class and for their S-L experience (30 hours) with urban garden and agriculture organizations. Students were required to apply the content learned in the academic course providing soil testing and soil evaluation to the partners, generate reports through a series of homework assignments and journal entries connecting three major components: Community Service, Personal Experience and Course Content. Our experience with this course shows the following results: S-L must be considered a complex system characterized by the continually changing interactions among the above mentioned three major components and three social and academic diverse groups of people involved: Students, Service-Providers and Academic Instructors. Because experience alone does not produce learning, this system requires participants to elaborate and connect the three major components and continually update, modify and build on the learning experience and personal growth. Critical reflection activities are considered to be a powerful tool to bridge community service activities and the educational content. Reflection activities gauge students’ expectations, thoughts and understanding and, by making these evident to the students, can reveal less obvious aspects of the experience and support different interpretations of an event. However, in the form of critical reflection, they tend to exclude the role emotion may play throughout the learning process specifically for one of the three components -Personal Growth. Moreover, in the last decade neuroscience and psychology research shows that emotion is indispensable for conceiving rational thoughts, understanding and memory development and that a purely cognitive view on learning is not working. In our course we strove to design reflections that involve emotion and cognition and their interdependence in connecting the three components of S-L. A complex system approach is fundamental when challenges of integrating emotion and cognition in Service Learning need to be addressed.
NASA Astrophysics Data System (ADS)
Vauderwange, Oliver; Wozniak, Peter; Javahiraly, Nicolas; Curticapean, Dan
2016-09-01
The Paper presents the design and development of a blended learning concept for an engineering course in the field of color representation and display technologies. A suitable learning environment is crucial for the success of the teaching scenario. A mixture of theoretical lectures and hands-on activities with practical applications and experiments, combined with the advantages of modern digital media is the main topic of the paper. Blended learning describes the didactical change of attendance periods and online periods. The e-learning environment for the online period is designed toward an easy access and interaction. Present digital media extends the established teaching scenarios and enables the presentation of videos, animations and augmented reality (AR). Visualizations are effective tools to impart learning contents with lasting effect. The preparation and evaluation of the theoretical lectures and the hands-on activities are stimulated and affects positively the attendance periods. The tasks and experiments require the students to work independently and to develop individual solution strategies. This engages and motivates the students, deepens the knowledge. The authors will present their experience with the implemented blended learning scenario in this field of optics and photonics. All aspects of the learning environment will be introduced.
Educational Support System for Experiments Involving Construction of Sound Processing Circuits
ERIC Educational Resources Information Center
Takemura, Atsushi
2012-01-01
This paper proposes a novel educational support system for technical experiments involving the production of practical electronic circuits for sound processing. To support circuit design and production, each student uses a computer during the experiments, and can learn circuit design, virtual circuit making, and real circuit making. In the…
Adventure Learning: Theory and Implementation of Hybrid Learning
NASA Astrophysics Data System (ADS)
Doering, A.
2008-12-01
Adventure Learning (AL), a hybrid distance education approach, provides students and teachers with the opportunity to learn about authentic curricular content areas while interacting with adventurers, students, and content experts at various locations throughout the world within an online learning environment (Doering, 2006). An AL curriculum and online environment provides collaborative community spaces where traditional hierarchical classroom roles are blurred and learning is transformed. AL has most recently become popular in K-12 classrooms nationally and internationally with millions of students participating online. However, in the literature, the term "adventure learning" many times gets confused with phrases such as "virtual fieldtrip" and activities where someone "exploring" is posting photos and text. This type of "adventure learning" is not "Adventure Learning" (AL), but merely a slideshow of their activities. The learning environment may not have any curricular and/or social goals, and if it does, the environment design many times does not support these objectives. AL, on the other hand, is designed so that both teachers and students understand that their online and curriculum activities are in synch and supportive of the curricular goals. In AL environments, there are no disparate activities as the design considers the educational, social, and technological affordances (Kirschner, Strijbos, Kreijns, & Beers, 2004); in other words, the artifacts of the learning environment encourage and support the instructional goals, social interactions, collaborative efforts, and ultimately learning. AL is grounded in two major theoretical approaches to learning - experiential and inquiry-based learning. As Kolb (1984) noted, in experiential learning, a learner creates meaning from direct experiences and reflections. Such is the goal of AL within the classroom. Additionally, AL affords learners a real-time authentic online learning experience concurrently as they study the AL curriculum. AL is also grounded in an inquiry- based approach to learning where learners are pursuing answers to questions they have posed rather than focusing on memorizing and regurgitating isolated, irrelevant facts. Both the curriculum and the online classroom are developed to foster students' abilities to inquire via "identifying and posing questions, designing and conducting investigations, analyzing data and evidence, using models and explanations, and communicating findings" (Keys and Bryan, 2001, p 121). The union of experiential and inquiry-based learning is the foundation of AL, guiding and supporting authentic learning endeavors. Based on these theoretical foundations, the design of the adventure learning experiences follows seven interdependent principles that further operationalize AL: researched curriculum grounded in inquiry; collaboration and interaction opportunities between students, experts, peers, and content; utilization of the Internet for curriculum and learning environment delivery; enhancement of curriculum with media and text from the field delivered in a timely manner; synched learning opportunities with the AL curriculum; pedagogical guidelines of the curriculum and the online learning environment; and adventure-based education. (Doering, 2006).
Bines, Julie E; Jamieson, Peter
2013-09-01
Hospitals are complex places that provide a rich learning environment for students, staff, patients and their families, professional groups and the community. The "new" Royal Children's Hospital opened in late 2011. Its mission is focused on improving health and well-being of children and adolescents through leadership in healthcare, research and education. Addressing the need to create "responsive learning environments" aligned with the shift to student-centred pedagogy, two distinct learning environments were developed within the new Royal Children's Hospital; (i) a dedicated education precinct providing a suite of physical environments to promote a more active, collaborative and social learning experience for education and training programs conducted on the Royal Children's Hospital campus and (ii) a suite of learning spaces embedded within clinical areas so that learning becomes an integral part of the daily activities of this busy Hospital environment. The aim of this article is to present the overarching educational principles that lead the design of these learning spaces and describe the opportunities and obstacles encountered in the development of collaborative learning spaces within a large hospital development.
ERIC Educational Resources Information Center
Tsai, Chia-Wen; Hsu, Pi-Fang; Tseng, Hsueh-Ju
2013-01-01
This research focuses on exploring the effects of game-based learning (GBL) and self-regulated learning (SRL) on promoting students' learning and the interactions between teachers, students and peers. The experiment designed for this study was conducted in the course of "Media Marketing Management". The effects of GBL, SRL, and their…
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Shadiev, Rustam; Tseng, Chi-Wei; Huang, Yueh-Min
2015-01-01
This study designed a learning system to facilitate elementary school students' fraction learning. An experiment was carried out to investigate how the system, which runs on multi-touch tabletop versus tablet PC, affects fraction learning. Two groups, a control and experimental, were assigned. Control students have learned fraction by using tablet…
Construction of Virtual-Experiment Systems for Information Science Education
NASA Astrophysics Data System (ADS)
She, Jin-Hua; Amano, Naoki
Practice is very important in education because it not only can stimulate the motivation of learning, but also can deepen the understanding of theory. However, due to the limitations on the time and experiment resources, experiments cannot be simply introduced in every lesson. To make the best use of multimedia technology, this paper designs five virtual experiment systems, which are based on the knowledge of physics at the high-school lever, to improve the effectiveness of teaching data processing. The systems are designed by employing the cognitive theory of multimedia learning and the inner game principle to ensure the easy use and to reduce the cognitive load. The learning process is divided into two stages: the first stage teaches the basic concepts of data processing; and the second stage practices the techniques taught in the first stage and uses them to build a linear model and to carry out estimation. The virtual experiment systems have been tested in an university's data processing course, and have demonstrated their validity.
Laks, Jordana; Wilson, Lindsay A; Khandelwal, Christine; Footman, Eleni; Jamison, Margaret; Roberts, Ellen
2016-01-01
Medical students have limited exposure to Geriatrics in their traditional training. Service-learning offers students the opportunity to engage with older adult communities and become more comfortable interacting with this population. A preclinical elective course was developed to expand medical students' experiences in Geriatrics through service-learning. In this course, students conducted needs assessments in diverse older adult communities, created health education projects to address community-identified needs, and reflected on their experiences through written assignments and presentations. The course instructor presented lectures on special topics in Geriatrics, including ageism and health literacy. The curriculum aimed to familiarize students with older adults' needs in a variety of settings. Over 3 years, 74 students participated in the service-learning course. Students were assigned to older adult community sites, where they conducted needs assessments and designed and implemented original educational projects targeting community concerns. Program evaluation methods included a validated survey assessing students' attitudes toward older adults, course evaluations, review of student assignments and projects, and feedback from older adult participants and site coordinators. Students gained hands-on experience working with older adults and designing appropriate health education projects. Analysis of attitude surveys demonstrated students' increased interest in Geriatrics as a career. Both students and older adult participants described enjoyable, valuable experiences gained from service-learning activities. Students appreciated the combination of community and classroom learning about Geriatrics. Service-learning was most constructive at sites with responsive coordinators, engaged older adults, and a need for health education resources. The course challenged students to assess health needs in communities that included cognitively impaired elders and to design educational projects tailored to older adults.
Renner, Bettina; Prilla, Michael; Cress, Ulrike; Kimmerle, Joachim
2016-01-01
Reflective learning is an important type of learning both in formal and informal situations-in school, higher education, at the workplace, and in everyday life. People may benefit from technical support for reflective learning, in particular when supporting each other by reflecting not only upon their own but also upon other people's problems. We refer to this collective approach where people come together to think about experiences and find solutions to problems as "collaborative reflection." We present three empirical studies about the effects of prompting in reflective learning tools in such situations where people reflect on others' issues. In Study 1 we applied a three-stage within-group design in a field experiment, where 39 participants from two organizations received different types of prompts while they used a reflection app. We found that prompts that invited employees to write down possible solutions led to more comprehensive comments on their colleagues' experiences. In Study 2 we used a three-stage between-group design in a laboratory experiment, where 78 university students were invited to take part in an experiment about the discussion of problems at work or academic studies in online forums. Here we found that short, abstract prompts showed no superiority to a situation without any prompts with respect to quantity or quality of contributions. Finally, Study 3 featured a two-stage between-group design in an online experiment, where 60 participants received either general reflection instructions or detailed instructions about how to reflect on other people's problems. We could show that detailed reflection instructions supported people in producing more comprehensive comments that included more general advice. The results demonstrate that to increase activity and to improve quality of comments with prompting tools require detailed instructions and specific wording of the prompts.
Design Approaches to Support Preservice Teachers in Scientific Modeling
NASA Astrophysics Data System (ADS)
Kenyon, Lisa; Davis, Elizabeth A.; Hug, Barbara
2011-02-01
Engaging children in scientific practices is hard for beginning teachers. One such scientific practice with which beginning teachers may have limited experience is scientific modeling. We have iteratively designed preservice teacher learning experiences and materials intended to help teachers achieve learning goals associated with scientific modeling. Our work has taken place across multiple years at three university sites, with preservice teachers focused on early childhood, elementary, and middle school teaching. Based on results from our empirical studies supporting these design decisions, we discuss design features of our modeling instruction in each iteration. Our results suggest some successes in supporting preservice teachers in engaging students in modeling practice. We propose design principles that can guide science teacher educators in incorporating modeling in teacher education.
Thinking about "Design Thinking": A Study of Teacher Experiences
ERIC Educational Resources Information Center
Retna, Kala S.
2016-01-01
Schools are continuously looking for new ways of enhancing student learning to equip students with skills that would enable them to cope with twenty-first century demands. One promising approach focuses on design thinking. This study examines teacher's perceptions, experiences and challenges faced in adopting design thinking. There is a lack of…
Takase, Miyuki; Imai, Takiko; Uemura, Chizuru
2016-06-01
This paper examines the psychometric properties of the Learning Experience Scale. A survey method was used to collect data from a total of 502 nurses. Data were analyzed by factor analysis and the known-groups technique to examine the construct validity of the scale. In addition, internal consistency was evaluated by Cronbach's alpha, and stability was examined by test-retest correlation. Factor analysis showed that the Learning Experience Scale consisted of five factors: learning from practice, others, training, feedback, and reflection. The scale also had the power to discriminate between nurses with high and low levels of nursing competence. The internal consistency and the stability of the scale were also acceptable. The Learning Experience Scale is a valid and reliable instrument, and helps organizations to effectively design learning interventions for nurses. © 2015 Wiley Publishing Asia Pty Ltd.
Lifelong Learning Organisers: Requirements for Tools for Supporting Episodic and Semantic Learning
ERIC Educational Resources Information Center
Vavoula, Giasemi; Sharples, Mike
2009-01-01
We propose Lifelong Learning Organisers (LLOs) as tools to support the capturing, organisation and retrieval of personal learning experiences, resources and notes, over a range of learning topics, at different times and places. The paper discusses general requirements for the design of LLOs based on findings from a diary-based study of everyday…
SME Innovation and Learning: The Role of Networks and Crisis Events
ERIC Educational Resources Information Center
Saunders, Mark N. K.; Gray, David E; Goregaokar, Harshita
2014-01-01
Purpose: The purpose of this paper is to contribute to the literature on innovation and entrepreneurial learning by exploring how SMEs learn and innovate, how they use both formal and informal learning and in particular the role of networks and crisis events within their learning experience. Design/methodology/approach: Mixed method study,…
So you want to share your science…. Connecting to the world of informal science learning.
Alpert, Carol Lynn
2018-04-25
Scientists can reap personal rewards through collaborations with science and natural history museums, zoos, botanical gardens, aquaria, parks, and nature preserves, and, while doing so, help to advance science literacy and broaden participation in the natural sciences. Beyond volunteer opportunities, which allow scientists to contribute their knowledge and passion within the context of existing programs and activities, there are also opportunities for scientists to bring their knowledge and resources to the design and implementation of new learning experiences for visitors to these informal science learning organizations (ISLOs). Well-designed education outreach plans that leverage the expertise and broad audiences of ISLOs can also enhance the prospects of research grant proposals made to agencies such as National Science Foundation, which encourage researchers to pay careful attention to the broader impacts of their research as well as its intellectual merit. Few scientists, however, have had the opportunity to become familiar with the pedagogy and design of informal or 'free-choice' science learning, and fewer still know how to go about the process of collaborating with ISLO's in developing and implementing effective programs, exhibits, and other learning experiences. This article, written by an experienced science museum professional, provides guidance for individual scientists and research groups interested in pursuing effective education outreach collaborations with science museums and other ISLOs. When prospective partners begin discussions early in the proposal development process, they increase the likelihood of successful outcomes in funding, implementation, and impact. A strategic planning worksheet is provided, along with a carefully-selected set of further resources to guide the design and planning of informal science learning experiences.
The Impact of Learning Assistance Experience on Teaching Pedagogy
ERIC Educational Resources Information Center
Trammell, Jack; Kourtidis, Joanna
2018-01-01
Many administrators in Learning Assistance Programs (LAPs) have teaching duties, or take on teaching duties at some point in their careers. This study was designed to examine the impact of LAP experience on classroom pedagogy. A pilot study was utilized first through listservs and email chains to ask that question of LAP professionals. After…
Social Software: Participants' Experience Using Social Networking for Learning
ERIC Educational Resources Information Center
Batchelder, Cecil W.
2010-01-01
Social networking tools used in learning provides instructional design with tools for transformative change in education. This study focused on defining the meanings and essences of social networking through the lived common experiences of 7 college students. The problem of the study was a lack of learner voice in understanding the value of social…
The Changing Role of Instructors in Distance Education: Impact on Tool Support.
ERIC Educational Resources Information Center
Biedebach, Anke; Bomsdorf, Birgit; Schlageter, Gunter
At the university of Hagen a lot of experience exists in performing Web-based teaching and in implementing tools supporting e-learning. To share this knowledge, (inexperienced) instructors more and more ask for tool-based assistance in designing and administrating e-learning courses. Considering experience from other universities, it becomes…
ERIC Educational Resources Information Center
Rambo, Anna Lynn
2011-01-01
This dissertation explores the lived experiences of educators who teach in flex model blended learning settings using online, vendor-provided courseware. The tradition of hermeneutic phenomenology grounds this inquiry (Heidegger, 1927/2008). Phenomenological research activities designed by van Manen (1990, 2002) provide the methodological…
ERIC Educational Resources Information Center
Marx, Helen A.; Moss, David M.
2015-01-01
International experiences through structured study abroad programs are proposed as a powerful way to impact pre-service teachers' intercultural understandings and competence. In recent years attention has been placed on the nature of such study abroad programs, seeking to illuminate design elements that might enhance intercultural learning prior…
Freshmen Marketing: A First-Year Experience with Experiential Learning
ERIC Educational Resources Information Center
Greene, Henry
2011-01-01
This paper describes an experiential learning activity designed for a New England university freshmen course, BUS101-Marketing First-Year Experience (FYE). The purpose of the activity is to teach basic principles of marketing, develop a general perspective of business, and provide FYE activities that facilitate the college transition. The specific…
Authenticity in Learning--Nursing Students' Experiences at a Clinical Education Ward
ERIC Educational Resources Information Center
Manninen, Katri; Henriksson, Elisabet Welin; Scheja, Max; Silen, Charlotte
2013-01-01
Purpose: This study aims to explore and understand first year nursing students' experiences of learning at a clinical education ward. Design/methodology/approach: The setting is a clinical education ward for nursing students at a department of infectious diseases. A qualitative study was carried out exploring students' encounters with patients,…
ERIC Educational Resources Information Center
Lau, Newman M. L.; Chu, Veni H. T.
2015-01-01
This research aimed at investigating the method of using kinetic typography and interactive approach to conduct a design experiment for children to learn vocabularies. Typography is the unique art and technique of arranging type in order to make language visible. By adding animated movement to characters, kinetic typography expresses language…
Campus-Based Student Experiences of Learning Technologies in a First-Year Science Course
ERIC Educational Resources Information Center
Ellis, Robert; Weyers, Mark; Hughes, Jane
2013-01-01
This study reports on an investigation into the campus-based experience of university students studying mammalian physiology that was significantly supported with learning technologies. The design of the course enabled the students to interrogate the key ideas that they came across in their lectures and laboratories through online activities which…
Environmental Learning Experiences for Kindergarten Through Second Grade.
ERIC Educational Resources Information Center
Willoughby-Eastlake School District, Willoughby, OH.
This collection of teaching units is one of three volumes designed to assist teachers in bringing relevant, interdisciplinary, environmental learning experiences to elementary students. This first volume is aimed at the K-2 level and deals with the immediate environment of the student. Titles of the nine units presented are: Preparing for Seasonal…
The Microscope: I--Structure. Health Occupations Education Module.
ERIC Educational Resources Information Center
Temple Univ., Philadelphia, PA. Div. of Vocational Education.
This module on the structure of the microscope is one of 17 modules designed for individualized instruction in health occupations education programs at both the secondary and postsecondary levels. This module consists of an introduction to the module topic, a list of resources needed, and two learning experiences. Each learning experience contains…
ERIC Educational Resources Information Center
Wu, Yun; Sankar, Chetan S.
2013-01-01
Although students in Introductory Information Systems courses are taught new technology concepts, the complexity and constantly changing nature of these technologies makes it challenging to deliver the concepts effectively. Aiming to improve students' learning experiences, this research utilized the five phases of design science methodology to…
Specificity, Transfer, and the Development of Expertise
ERIC Educational Resources Information Center
Brookes, David T.; Ross, Brian H.; Mestre, Jose P.
2011-01-01
In this paper we present the results of two experiments designed to understand how physics students' learning of the concept of refraction is influenced by the cognitive phenomenon of "specificity." In both experiments participants learned why light bends as it travels from one optical medium to another with an analogy made to a car…
Blended Learning Environments: Using Social Networking Sites to Enhance the First Year Experience
ERIC Educational Resources Information Center
McCarthy, Joshua
2010-01-01
This study explores blending virtual and physical learning environments to enhance the experience of first year by immersing students into university culture through social and academic interaction between peers. It reports on the progress made from 2008 to 2009 using an existing academic platform, the first year design elective course…
Gharib, Mitra; Zolfaghari, Mitra; Mojtahedzadeh, Rita; Mohammadi, Aeen; Gharib, Atoosa
2016-01-01
Background With the increasing popularity of e-learning programs, educational stakeholders are attempting to promote critical thinking in the virtual education system. This study aimed to explore the experiences of both the instructors and the students about critical thinking promotion within the virtual education system. Methods This qualitative study recruited the instructors and students from four academic disciplines provided by the Virtual School of Tehran University of Medical Sciences (Tehran, Iran). All programs were master’s degree programs and utilized a blended (combination of e-learning and face to face) training. Semistructured interviews with the participants were used to collect data. Results The participants had a variety of experiences about how to promote critical thinking. These experiences were conceptualized in four main themes, namely, instructional design, educational leadership and management, local evidence, and belief systems. Conclusion The present study clarified the factors affecting critical thinking promotion in e-learning. Not only the instructors but also the educational designers and leaders can benefit from our findings to improve the quality of virtual education programs and promote critical thinking. PMID:27217807
Gharib, Mitra; Zolfaghari, Mitra; Mojtahedzadeh, Rita; Mohammadi, Aeen; Gharib, Atoosa
2016-01-01
With the increasing popularity of e-learning programs, educational stakeholders are attempting to promote critical thinking in the virtual education system. This study aimed to explore the experiences of both the instructors and the students about critical thinking promotion within the virtual education system. This qualitative study recruited the instructors and students from four academic disciplines provided by the Virtual School of Tehran University of Medical Sciences (Tehran, Iran). All programs were master's degree programs and utilized a blended (combination of e-learning and face to face) training. Semistructured interviews with the participants were used to collect data. The participants had a variety of experiences about how to promote critical thinking. These experiences were conceptualized in four main themes, namely, instructional design, educational leadership and management, local evidence, and belief systems. The present study clarified the factors affecting critical thinking promotion in e-learning. Not only the instructors but also the educational designers and leaders can benefit from our findings to improve the quality of virtual education programs and promote critical thinking.
Involving a young person in the development of a digital resource in nurse education.
Fenton, Gaynor
2014-01-01
Health policies across western societies have embedded the need for service user and carer perspectives in service design and delivery of educational programmes. There is a growing recognition of the need to include the perspectives of children and young people as service users in the design and delivery of child focused educational programmes. Digital storytelling provides a strategy for student nurses to gain insight into the lived experiences of children and young people. Engaging with these stories enables students to develop an understanding of a young persons' experience of healthcare. This paper outlines a project that developed a digital learning object based upon a young person's experience of cancer and student evaluations of the digital learning object as a teaching and learning strategy. Over 80% of students rated the digital learning object as interesting and were motivated to explore its content. In addition, the evaluation highlighted that listening to the young person's experiences of her treatment regimes was informative and assisted understanding of a patients' perspective of care delivery. Copyright © 2013 Elsevier Ltd. All rights reserved.
Selection as a learning experience: an exploratory study
de Visser, Marieke; Laan, Roland F; Engbers, Rik; Cohen-Schotanus, Janke; Fluit, Cornelia
2018-01-01
Introduction Research on selection for medical school does not explore selection as a learning experience, despite growing attention for the learning effects of assessment in general. Insight in the learning effects allows us to take advantage of selection as an inclusive part of medical students’ learning process to become competent professionals. The aims of this study at Radboud University Medical Center, the Netherlands, were 1) to determine whether students have learning experiences in the selection process, and, if so, what experiences; and 2) to understand what students need in order to utilize the learning effects of the selection process at the start of the formal curriculum. Materials and methods We used focus groups to interview 30 students admitted in 2016 about their learning experiences in the selection process. Thematic analysis was used to explore the outcomes of the interviews and to define relevant themes. Results In the selection process, students learned about the curriculum, themselves, their relation to others, and the profession they had been selected to enter, although this was not explicitly perceived as learning. Students needed a connection between selection and the curriculum as well as feedback to be able to really use their learning experiences for their further development. Discussion Medical school selection qualifies as a learning experience, and students as well as medical schools can take advantage of this. We recommend a careful design of the selection procedure, integrating relevant selection learning experiences into the formal curriculum, providing feedback and explicitly approaching the selection and the formal curriculum as interconnected contributors to students’ development. PMID:29785147
ERIC Educational Resources Information Center
Keskin, Nilgun Ozdamar; Kuzu, Abdullah
2015-01-01
In the present study, a mobile learning system for the professional development of academics was developed by design based action research, and the perceptions and experiences of the academics using this system were examined. In the first phase of this design-based action research, the research question was defined. In the second phase, a…
ERIC Educational Resources Information Center
O'Leary, Timothy P.; Brown, Richard E.
2013-01-01
We have previously shown that apparatus design can affect visual-spatial cue use and memory performance of mice on the Barnes maze. The present experiment extends these findings by determining the optimal behavioral measures and test procedure for analyzing visuo-spatial learning and memory in three different Barnes maze designs. Male and female…
Using the Wiimote to Learn MEMS in a Physics Degree Program
ERIC Educational Resources Information Center
Sánchez-Azqueta, Carlos; Gimeno, Cecilia; Celma, Santiago; Aldea, Concepción
2016-01-01
This paper describes a learning experience designed to introduce students in a Micro- and Nanosystems course in a Physics Bachelor's degree program to the use of professional tools for the design and characterization of micro-electromechanical systems (MEMS) through a specific commercial case: the MEMS used by the well-known gaming platform…
Theories and Applications of Massive Online Open Courses (MOOCs): The Case for Hybrid Design
ERIC Educational Resources Information Center
Anders, Abram
2015-01-01
Initial studies of learning in massive open online courses (MOOCs) primarily focused on participation patterns and participant experiences. More recently, research has addressed learning theories and offered case studies of different pedagogical designs for MOOCs. Based on a meta-analysis and synthesis of the research literature, this study…
Declarative Knowledge Acquisition in Immersive Virtual Learning Environments
ERIC Educational Resources Information Center
Webster, Rustin
2016-01-01
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
Designing Websites for Learning and Enjoyment: A Study of Museum Experiences
ERIC Educational Resources Information Center
Lin, Aleck C. H.; Gregor, Shirley
2006-01-01
This study reports on an exploratory research study that examined the design of websites that encourage both learning and enjoyment. This study examines museum websites that offer educational materials. As part of their mission, most museums provide the general public with educational materials for study and enjoyment. Many museums use the…
Racing with the Sun: Students Learn Physics while Designing a Solar-Powered Vehicle
ERIC Educational Resources Information Center
Marshall, Jeff
2004-01-01
In this article, the author describes his experience conducting an inquiry investigation in his classroom in which high school physics students design, create, and race a solar-powered vehicle. Students learn invaluable science, technology, mathematics, communication, and critical thinking skills. Fueled by their knowledge, creativity, and the…
Introducing Science Experiments to Rote-Learning Classes in Pakistani Middle Schools
ERIC Educational Resources Information Center
Pell, Anthony William; Iqbal, Hafiz Muhammad; Sohail, Shahida
2010-01-01
A mixed-methods sequential research design has been used to test the effect of introducing teacher science demonstrations to a traditional book-learning sample of 384 Grade 7 boys and girls from five schools in Lahore, Pakistan. In the quasi-experimental quantitative study, the eight classes of comparable ability were designated either…
Why Evaluations Fail: To Achieve Meaningful Results, Address These Common Challenges
ERIC Educational Resources Information Center
Killion, Joellen
2017-01-01
Evaluation of professional learning illuminates the interactions that occur in the implementation of planned learning experiences and the necessary supports designed to improve professional practice and its effects on students. It investigates how a set of actions designed to achieve defined short- and long-term outcomes occur over time and how…
ERIC Educational Resources Information Center
Steury, Michael D.; Poteracki, James M.; Kelly, Kevin L.; Rennhack, Jonathan; Wehrwein, Erica A.
2016-01-01
Physiology instructors often are faced with the challenge of providing informative and educationally stimulating laboratories while trying to design them in such a way that encourages students to be actively involved in their own learning. With many laboratory experiments designed with simplicity and efficiency as the primary focus, it is…
ERIC Educational Resources Information Center
Milne, Louise; Eames, Chris
2011-01-01
This paper describes teacher responses to a framework designed to support teacher planning for technology. It includes a learning experience outside the classroom [LEOTC] and is designed specifically for five-year-old students. The planning framework draws together characteristics of technology education, junior primary classrooms and LEOTC to…
Learner-Controlled Scaffolding Linked to Open-Ended Problems in a Digital Learning Environment
ERIC Educational Resources Information Center
Edson, Alden Jack
2017-01-01
This exploratory study reports on how students activated learner-controlled scaffolding and navigated through sequences of connected problems in a digital learning environment. A design experiment was completed to (re)design, iteratively develop, test, and evaluate a digital version of an instructional unit focusing on binomial distributions and…
ERIC Educational Resources Information Center
Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle
2018-01-01
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Student-Produced Videos Can Enhance Engagement and Learning in the Online Environment
ERIC Educational Resources Information Center
Stanley, Denise; Zhang, Yi
2018-01-01
Student engagement in online learning remains a challenge for the design of effective coursework. Additionally, few analyses have focused on student-produced activities in the online mode or upon how such class activity affects student subgroups differently. We conducted a randomized design experiment with student video production at a large…
Learning Opportunities for Nurses Working within Home Care
ERIC Educational Resources Information Center
Lundgren, Solveig
2011-01-01
Purpose: The purpose of this study is to explore home care nurses' experience of learning in a multicultural environment. Design/methodology/approach: The study was based on qualitative research design. Data were collected through repeated interviews with registered home care nurses working in a multicultural area. The data were analyzed through a…
An Approach to Participatory Instructional Design in Secondary Education: An Exploratory Study
ERIC Educational Resources Information Center
Konings, Karen D.; Brand-Gruwel, Saskia; van Merrienboer, Jeroen J. G.
2010-01-01
Background: Teachers have limited insight in students' perspectives on education, although these perspectives influence quality of learning. As students' and teachers' perspectives differ considerably, there is a need for teachers to learn more about students' experiences and ideas about education. Participatory design might be a good strategy for…
Inclusive Assessment at Point-of-Design
ERIC Educational Resources Information Center
Keating, Neil; Zybutz, Tanya; Rouse, Karl
2012-01-01
Recognising assessment as a driver for learning and a key part of the student learning experience, this case study considers the impact of opening the assessment process to active student engagement as well as placing inclusivity at the heart of the assessment task at point-of-design. This case study presents an approach to assessment that both…
Probabilistic machine learning and artificial intelligence.
Ghahramani, Zoubin
2015-05-28
How can a machine learn from experience? Probabilistic modelling provides a framework for understanding what learning is, and has therefore emerged as one of the principal theoretical and practical approaches for designing machines that learn from data acquired through experience. The probabilistic framework, which describes how to represent and manipulate uncertainty about models and predictions, has a central role in scientific data analysis, machine learning, robotics, cognitive science and artificial intelligence. This Review provides an introduction to this framework, and discusses some of the state-of-the-art advances in the field, namely, probabilistic programming, Bayesian optimization, data compression and automatic model discovery.
Probabilistic machine learning and artificial intelligence
NASA Astrophysics Data System (ADS)
Ghahramani, Zoubin
2015-05-01
How can a machine learn from experience? Probabilistic modelling provides a framework for understanding what learning is, and has therefore emerged as one of the principal theoretical and practical approaches for designing machines that learn from data acquired through experience. The probabilistic framework, which describes how to represent and manipulate uncertainty about models and predictions, has a central role in scientific data analysis, machine learning, robotics, cognitive science and artificial intelligence. This Review provides an introduction to this framework, and discusses some of the state-of-the-art advances in the field, namely, probabilistic programming, Bayesian optimization, data compression and automatic model discovery.
Assessment and Classification of Service Learning: A Case Study of CS/EE Students
Wang, Yu-Tseng; Lai, Pao-Lien; Chen, Jen-Yeu
2014-01-01
This study investigates the undergraduate students in computer science/electric engineering (CS/EE) in Taiwan to measure their perceived benefits from the experiences in service learning coursework. In addition, the confidence of their professional disciplines and its correlation with service learning experiences are examined. The results show that students take positive attitudes toward service learning and their perceived benefits from service learning are correlated with their confidence in professional disciplines. Furthermore, this study designs the knowledge model by Bayesian network (BN) classifiers and term frequency-inverse document frequency (TFIDF) for counseling students on the optimal choice of service learning. PMID:25295294
Bevilacqua, Frédéric; Boyer, Eric O; Françoise, Jules; Houix, Olivier; Susini, Patrick; Roby-Brami, Agnès; Hanneton, Sylvain
2016-01-01
This article reports on an interdisciplinary research project on movement sonification for sensori-motor learning. First, we describe different research fields which have contributed to movement sonification, from music technology including gesture-controlled sound synthesis, sonic interaction design, to research on sensori-motor learning with auditory-feedback. In particular, we propose to distinguish between sound-oriented tasks and movement-oriented tasks in experiments involving interactive sound feedback. We describe several research questions and recently published results on movement control, learning and perception. In particular, we studied the effect of the auditory feedback on movements considering several cases: from experiments on pointing and visuo-motor tracking to more complex tasks where interactive sound feedback can guide movements, or cases of sensory substitution where the auditory feedback can inform on object shapes. We also developed specific methodologies and technologies for designing the sonic feedback and movement sonification. We conclude with a discussion on key future research challenges in sensori-motor learning with movement sonification. We also point out toward promising applications such as rehabilitation, sport training or product design.
Students' experiences of learning manual clinical skills through simulation.
Johannesson, Eva; Silén, Charlotte; Kvist, Joanna; Hult, Håkan
2013-03-01
Learning manual skills is a fundamental part of health care education, and motor, sensory and cognitive learning processes are essential aspects of professional development. Simulator training has been shown to enhance factors that facilitate motor and cognitive learning. The present study aimed to investigate the students' experiences and thoughts about their learning through simulation skills training. The study was designed for an educational setting at a clinical skills centre. Ten third-year undergraduate nursing students performed urethral catheterisation, using the virtual reality simulator UrecathVision™, which has haptic properties. The students practised in pairs. Each session was videotaped and the video was used to stimulate recall in subsequent interviews. The interviews were analysed using qualitative content analysis. The analysis from interviews resulted in three themes: what the students learn, how the students learn, and the simulator's contribution to the students' learning. Students learned manual skills, how to perform the procedure, and professional behaviour. They learned by preparing, watching, practising and reflecting. The simulator contributed by providing opportunities for students to prepare for the skills training, to see anatomical structures, to feel resistance, and to become aware of their own performance ability. The findings show that the students related the task to previous experiences, used sensory information, tested themselves and practised techniques in a hands-on fashion, and reflected in and on action. The simulator was seen as a facilitator to learning the manual skills. The study design, with students working in pairs combined with video recording, was found to enhance opportunities for reflection.
Training future health providers to care for the underserved: a pilot interprofessional experience.
Hasnain, Memoona; Koronkowski, Michael J; Kondratowicz, Diane M; Goliak, Kristen L
2012-01-01
Interprofessional teamwork is essential for effective delivery of health care to all patients, particularly the vulnerable and underserved. This brief communication describes a pilot interprofessional learning experience designed to introduce medicine and pharmacy students to critical health issues affecting at-risk, vulnerable patients and helping students learn the value of functioning effectively in interprofessional teams. With reflective practice as an overarching principle, readings, writing assignments, a community-based immersion experience, discussion seminars, and presentations were organized to cultivate students' insights into key issues impacting the health and well-being of vulnerable patients. A written program evaluation form was used to gather students' feedback about this learning experience. Participating students evaluated this learning experience positively. Both quantitative and qualitative input indicated the usefulness of this learning experience in stimulating learners' thinking and helping them learn to work collaboratively with peers from another discipline to understand and address health issues for at-risk, vulnerable patients within their community. This pilot educational activity helped medicine and pharmacy students learn the value of functioning effectively in interprofessional teams. Given the importance of interprofessional teamwork and the increasing need to respond to the health needs of underserved populations, integrating interprofessional learning experiences in health professions training is highly relevant, feasible, and critically needed.
Stimulus Competition in Pre/Post and Online Ratings in an Evaluative Learning Design
ERIC Educational Resources Information Center
Purkis, Helena M.; Lipp, Ottmar V.
2010-01-01
Evaluative learning is said to differ from Pavlovian associative learning in that it reflects stimulus contiguity, not contingency. Thus, evaluative learning should not be subject to stimulus competition, a proposal tested in the current experiments. Participants were presented in elemental and compound training phases with pictures of shapes as…
Equity by Design: Using Peer-Mediated Learning to Advance Equity for All Students
ERIC Educational Resources Information Center
Tan, Paulo; Macey, Erin M.; Thorius, Kathleen A. K.; Simon, Marsha
2013-01-01
The use of peer-mediated learning has emerged as a promising practice to transform the classroom experiences of both students with disabilities and their non-disabled peers. This brief summarizes the best practices for implementing peer-mediated learning and advocates situating peer-mediated learning in inclusive, interdependent learning…
Promoting Effective E-Learning Practices through the Constructivist Pedagogy
ERIC Educational Resources Information Center
Keengwe, Jared; Onchwari, Grace; Agamba, Joachim
2014-01-01
Although rapid advances in technology has allowed for the growth of collaborative e-learning experiences unconstrained by time and space, technology has not been heavily infused in the activities of teaching and learning. This article examines the theory of constructivism as well as the design of e-learning activities using constructivist…
Personal Learning Journal--Course Design for Using Weblogs in Higher Education
ERIC Educational Resources Information Center
Hain, Stefanie; Back, Andrea
2008-01-01
This paper examines the impact of weblogs on individual learning processes in a university environment. It outlines experiences with weblogs as an instrument of learning reflection or a learning journal. This paper presents an innovative didactical concept based on the Web 2.0 paradigm and evolving technologies. Weblogs have emerged with the…
Reflecting on Quality Learning in a Student Writing Experience Supported by Technology.
ERIC Educational Resources Information Center
Ellis, Robert
With rapid developments in information technology in society being mirrored in the use of new learning technologies in universities, research into the quality of technologically-supported learning is essential. To date, research into new learning technologies has provided us with valuable knowledge that includes the theories behind their design,…
ERIC Educational Resources Information Center
Scott, Karen M.
2014-01-01
As universities invest in the development of e-learning resources, e-learning sustainability has come under consideration. This has largely focused on the challenges and facilitators of organisational and technological sustainability and scalability, and professional development. Little research has examined the experience of a teacher dealing…
Online Independent Vocabulary Learning Experience of Hong Kong University Students
ERIC Educational Resources Information Center
Tang, Eunice; Chung, Edsoulla; Li, Eddy; Yeung, Steven
2016-01-01
In response to the limited vocabulary size of its undergraduates, an independent vocabulary learning platform, VLearn was designed and launched in a university in Hong Kong. As an e-learning environment that supports self-directed vocabulary learning of Chinese learners, the primary aim of VLearn is to equip users with appropriate knowledge and…
Reflections on Designing a MPA Service-Learning Component: Lessons Learned
ERIC Educational Resources Information Center
Roman, Alexandru V.
2015-01-01
This article provides the "lessons learned" from the experience of redesigning two sections (face-to-face and online) of a core master of public administration class as a service-learning course. The suggestions made here can be traced to the entire process of the project, from the "seed idea" through its conceptualization and…
Environmental Impact: Reinforce a Culture of Continuous Learning with These Key Elements
ERIC Educational Resources Information Center
Edwards, Brian; Gammell, Jessica
2017-01-01
Fostering a robust professional learning culture in schools is vital for attracting and retaining high-caliber talent. Education leaders are looking for guidance on how to establish and sustain an environment that fosters continuous learning. Based on their experience in helping educators design and implement professional learning systems, the…
An Investigation of Coopetitive Pedagogic Design for Knowledge Creation in Web-Based Learning
ERIC Educational Resources Information Center
Fu, Fong-Ling; Wu, Ya-Ling; Ho, Hsi-Chuan
2009-01-01
Information and communication technologies (ICTs) have created a supportive environment for collaborative learning at the expense of student motivation and engagement. This study attempts to explore the development of a productive learning atmosphere in the context of Web-based learning. An experiment is conducted with university-level students…
ERIC Educational Resources Information Center
Deed, Craig; Alterator, Scott
2017-01-01
Evaluating informal learning spaces in higher education institutions needs to respond to the complex conceptual orientation underpinning their intention and design. This article outlines a model of participatory analysis that accounts for the conceptual complexity, lived experience and broad intentions of informal learning space. Further, the…
Reflections on Service-Learning: Student Experiences in a Sport-Based Youth Development Course
ERIC Educational Resources Information Center
Whitley, Meredith A.; Farrell, Kelly; Maisonet, Cindy; Hoffer, Andrew
2017-01-01
Service-learning courses provide students with practical opportunities to enhance their learning and development in the field, along with getting students engaged in different communities and settings. However, there are still many challenges to designing and offering effective service-learning courses, such as requiring all students to…
A Qualitative Research on Active Learning Practices in Pre-School Education
ERIC Educational Resources Information Center
Pekdogan, Serpil; Kanak, Mehmet
2016-01-01
In educational environments prepared based on the active learning method, children learn with interest and pleasure, doing and experiencing, and directly through their own experiences. Considering the contributions of the active learning method and the educational environments designed based on it to children's development, it can be said that…
Meaning Making with Motion Is Messy: Developing a STEM Learning Community
ERIC Educational Resources Information Center
LópezLeiva, Carlos; Roberts-Harris, Deborah; von Toll, Elizabeth
2016-01-01
Through a collaborative effort between a sixth-grade teacher and two university faculty, we designed an integrated unit to learn about motion and we learned that an integrated teaching and learning experience about motion is MESSY (i.e., it includes movement, engagement, social interactions, spontaneity, yikes, and yippees!). We engaged in a…
Providing Author-Defined State Data Storage to Learning Objects
ERIC Educational Resources Information Center
Kassahun, Ayalew; Beulens, Adrie; Hartog, Rob
2006-01-01
Two major trends in eLearning are the shift from presentational towards activating learning objects and the shift from proprietary towards SCORM conformant delivery systems. In a large program on the design, development and use of digital learning material for food and biotechnology in higher education, a large amount of experience has been gained…
STEM-Focused Academies in Urban Schools: Tensions and Possibilities
ERIC Educational Resources Information Center
Nasir, Na'ilah Suad; Vakil, Sepehr
2017-01-01
Drawing on data from a study of learning, race, and equity in an urban high school organized around specialized learning academies, we examine the ways in which the design, framing, construction, and organization of learning spaces deeply influences the types of access to rigorous learning that students experience. We draw on the notion of…
Personal Adult Learning Lab (Pall). Implications for Practice.
ERIC Educational Resources Information Center
Klippel, Judith A.; And Others
The Personal Adult Learning Lab was establsiehd at the Georgia Center for Continuing Education (GCCE) at the University of Georgia to serve self-directed adult learners and conduct research on self-directed learning. The lab allows adult learners to design, conduct, and evaluate their personal learning experiences while proceeding at their own…
ICT Support for Collaborative Learning--A Tale of Two Cities
ERIC Educational Resources Information Center
Consiglio, Teresa; van der Veer, Gerrit C.
2013-01-01
Based on experiences in teaching service design in a blended learning context, we developed an electronic learning environment (ELE) including features that turned out to be suitable for learners from different cultures. We used this ELE in Italy and in China. Students were guided through collaborative learning and mutual teaching. Students were…
Applications of Cognitive Load Theory to Multimedia-Based Foreign Language Learning: An Overview
ERIC Educational Resources Information Center
Chen, I-Jung; Chang, Chi-Cheng; Lee, Yen-Chang
2009-01-01
This article reviews the multimedia instructional design literature based on cognitive load theory (CLT) in the context of foreign language learning. Multimedia are of particular importance in language learning materials because they incorporate text, image, and sound, thus offering an integrated learning experience of the four language skills…
NASA Astrophysics Data System (ADS)
Wilson, Rachel E.; Bradbury, Leslie U.; McGlasson, Martha A.
2015-04-01
The purpose of this article is to explore how preservice elementary teachers (PSETs) interpreted their service-learning experiences within a pre-methods environmentally focused course and how their interpretations shaped their science teaching identities. Along a continuum of service-learning experiences were events that emphasized science learning, that focused on science teaching, and that were transitional, with elements of both science learning and science teaching. These various service-learning experiences were designed to be "boundary experiences" for professional identity development (Geijsel & Meijers in Educational Studies, 3(4), 419-430, 2005), providing opportunities for PSETs to reflect on meanings in cultural contexts and how they are related to their own personal meanings. We analyzed written reflections and end-of-course oral reflection interviews from 42 PSETs on their various service-learning experiences. PSETs discussed themes related to the meanings they made of the service-learning experiences: (a) experiencing science in relation to their lives as humans and future teachers, (b) interacting with elementary students and other PSETs, and (c) making an impact in the physical environment and in the community. The connections that PSETs were making between the discursive spaces (service-learning contexts) and their own meaning-making of these experiences (as connected to their own interests in relation to their future professions and daily lives) shows evidence of the potential that various types of science service-learning experiences have for PSETs in developing inbound science teaching identity trajectories (Wenger in Communities of practice: Learning, meaning, and identity. Cambridge: Cambridge University Press, 1998). The findings of this study point to positive outcomes for PSETs when they participate in structured service-learning experiences along a learning to teaching continuum (246).
ERIC Educational Resources Information Center
Ly, Samie Li Shang; Saadé, Raafat; Morin, Danielle
2017-01-01
Aim/Purpose: Teaching and learning is no longer the same and the paradigm shift has not settled yet. Information technology (IT) and its worldwide use impacts student learning methods and associated pedagogical models. Background: In this study we frame immersive learning as a method that we believe can be designed by pedagogical models such as…
NASA Astrophysics Data System (ADS)
Bakri, F.; Muliyati, D.
2018-05-01
This research aims to design e-learning resources with multiple representations based on a contextual approach for the Basic Physics Course. The research uses the research and development methods accordance Dick & Carey strategy. The development carried out in the digital laboratory of Physics Education Department, Mathematics and Science Faculty, Universitas Negeri Jakarta. The result of the process of product development with Dick & Carey strategy, have produced e-learning design of the Basic Physics Course is presented in multiple representations in contextual learning syntax. The appropriate of representation used in the design of learning basic physics include: concept map, video, figures, data tables of experiment results, charts of data tables, the verbal explanations, mathematical equations, problem and solutions example, and exercise. Multiple representations are presented in the form of contextual learning by stages: relating, experiencing, applying, transferring, and cooperating.
Grealish, Laurie; Henderson, Amanda
2016-10-01
Concerns around organisational learning culture limit nursing student placements in aged care settings to first year experiences. Determine the impact of an extended staff capacity building program on students' experiences of the organisational learning culture in the aged care setting. Pre and post-test design. A convenience sample of first, second and third year Bachelor of Nursing students attending placements at three residential aged care facilities completed the Clinical Learning Organisational Culture Survey. Responses between the group that attended placement before the program (n = 17/44; RR 38%) and the group that attended following the program (n = 33/72; RR 45%) were compared. Improvements were noted in the areas of recognition, accomplishment, and influence, with decreases in dissatisfaction. Organisational investment in building staff capacity can produce a positive learning culture. The aged care sector offers a rich learning experience for students when staff capacity to support learning is developed.
ERIC Educational Resources Information Center
Rieben, James C., Jr.
2010-01-01
This study focuses on the effects of relevance and lab design on student learning within the chemistry laboratory environment. A general chemistry conductivity of solutions experiment and an upper level organic chemistry cellulose regeneration experiment were employed. In the conductivity experiment, the two main variables studied were the effect…
The ZAP Project: Designing Interactive Computer Tools for Learning Psychology
ERIC Educational Resources Information Center
Hulshof, Casper; Eysink, Tessa; de Jong, Ton
2006-01-01
In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…
ERIC Educational Resources Information Center
Barker, Kelsey; Holden, Paige
2017-01-01
While beneficial to student engagement and learning outcomes, student-created research questions require a shift in thinking for the teaching team, which is made up of the school librarian, classroom teacher(s), and other specialists designing the inquiry learning experience. For librarians leading inquiry learning, this shift can seem difficult…
ERIC Educational Resources Information Center
Jafari, Mina; Welden, Alicia Rae; Williams, Kyle L.; Winograd, Blair; Mulvihill, Ellen; Hendrickson, Heidi P.; Lenard, Michael; Gottfried, Amy; Geva, Eitan
2017-01-01
In this paper, we report on the implementation of a novel compute-to-learn pedagogy, which is based upon the theories of situated cognition and meaningful learning. The "compute-to-learn" pedagogy is designed to simulate an authentic research experience as part of the undergraduate curriculum, including project development, teamwork,…
ERIC Educational Resources Information Center
Whiteside, Aimee L.; Garrett Dikkers, Amy; Lewis, Somer
2016-01-01
This article examined a blended learning initiative in a large suburban high school in the Midwestern region of the United States. It employed a single-case exploratory design approach to learn about the experience of administrators, teachers, students, and parents. Using Zimmerman's Self-Regulated Learning (SRL) Theory as a guiding framework,…
ERIC Educational Resources Information Center
Lu, Minhui
2012-01-01
This study explored how the learners-as-ethnographers (LAE) approach facilitated intercultural learning among American students learning Chinese as a foreign language. Two research questions addressed the effectiveness of the LAE approach and students' learning experiences in a non-immersion context. I designed six ethnographic tasks for the…
ERIC Educational Resources Information Center
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin
2017-01-01
Students of Southeast Asian Heritage Learning Chinese (SSAHLC) in Taiwan have frequently demonstrated difficulty with traditional Chinese (a graphical character) radical recognition due to their limited exposure to the written language form since childhood. In this study, we designed a Chinese radical learning game (CRLG), which adopted a drill…
The Critical Importance of Retrieval--and Spacing--for Learning.
Soderstrom, Nicholas C; Kerr, Tyson K; Bjork, Robert A
2016-02-01
We examined the impact of repeated testing and repeated studying on long-term learning. In Experiment 1, we replicated Karpicke and Roediger's (2008) influential results showing that once information can be recalled, repeated testing on that information enhances learning, whereas restudying that information does not. We then examined whether the apparent ineffectiveness of restudying might be attributable to the spacing differences between items that were inherent in the between-subjects design employed by Karpicke and Roediger. When we controlled for these spacing differences by manipulating the various learning conditions within subjects in Experiment 2, we found that both repeated testing and restudying improved learning, and that learners' awareness of the relative mnemonic benefits of these strategies was enhanced. These findings contribute to understanding how two important factors in learning-test-induced retrieval processes and spacing-can interact, and they illustrate that such interactions can play out differently in between-subjects and within-subjects experimental designs. © The Author(s) 2015.
Kolodny, Oren; Lotem, Arnon; Edelman, Shimon
2015-03-01
We introduce a set of biologically and computationally motivated design choices for modeling the learning of language, or of other types of sequential, hierarchically structured experience and behavior, and describe an implemented system that conforms to these choices and is capable of unsupervised learning from raw natural-language corpora. Given a stream of linguistic input, our model incrementally learns a grammar that captures its statistical patterns, which can then be used to parse or generate new data. The grammar constructed in this manner takes the form of a directed weighted graph, whose nodes are recursively (hierarchically) defined patterns over the elements of the input stream. We evaluated the model in seventeen experiments, grouped into five studies, which examined, respectively, (a) the generative ability of grammar learned from a corpus of natural language, (b) the characteristics of the learned representation, (c) sequence segmentation and chunking, (d) artificial grammar learning, and (e) certain types of structure dependence. The model's performance largely vindicates our design choices, suggesting that progress in modeling language acquisition can be made on a broad front-ranging from issues of generativity to the replication of human experimental findings-by bringing biological and computational considerations, as well as lessons from prior efforts, to bear on the modeling approach. Copyright © 2014 Cognitive Science Society, Inc.
Optimally designing games for behavioural research
Rafferty, Anna N.; Zaharia, Matei; Griffiths, Thomas L.
2014-01-01
Computer games can be motivating and engaging experiences that facilitate learning, leading to their increasing use in education and behavioural experiments. For these applications, it is often important to make inferences about the knowledge and cognitive processes of players based on their behaviour. However, designing games that provide useful behavioural data are a difficult task that typically requires significant trial and error. We address this issue by creating a new formal framework that extends optimal experiment design, used in statistics, to apply to game design. In this framework, we use Markov decision processes to model players' actions within a game, and then make inferences about the parameters of a cognitive model from these actions. Using a variety of concept learning games, we show that in practice, this method can predict which games will result in better estimates of the parameters of interest. The best games require only half as many players to attain the same level of precision. PMID:25002821
NASA Astrophysics Data System (ADS)
Davis, Brian L.
Professional development for educators has been defined as the process or processes by which teachers achieve higher levels of professional competence and expand their understanding of self, role, context and career (Duke and Stiggins, 1990). Currently, there is limited research literature that examines the effect a professional development course, which uses David Kolb's experiential learning model, has on the professional growth and teaching practice of middle school science teachers. The purpose of this interpretive case study is to investigate how three science teachers who participated in the Rivers to Reef professional development course interpreted the learning experience and integrated the experience into their teaching practice. The questions guiding this research are (1) What is the relationship between a professional development course that uses an experiential learning model and science teaching practice? (2) How do the Rivers to Reef participants reflect on and describe the course as a professional growth experience? The creation of the professional development course and the framework for the study were established using David Kolb's (1975) experiential learning theory and the reflection process model designed by David Boud (1985). The participants in the study are three middle school science teachers from schools representing varied settings and socioeconomic levels in the southeastern United States. Data collected used the three-interview series interview format designed by Dolbere and Schuman (Seidman, 1998). Data was analyzed for the identification of common categories related to impact on science teaching practice and professional growth. The major finding of this study indicates the years of teaching experience of middle school science teachers significantly influences how they approach professional development, what and how they learn from the experience, and the ways in which the experience influences their teaching practices.
ERIC Educational Resources Information Center
Guasch, Teresa; Alvarez, Ibis; Espasa, Anna
2010-01-01
This paper attempts to shed light on the competencies a university teacher must have in order to teach in virtual learning environments. A teacher training experience was designed by taking into account the methodological criteria established in line with previous theoretical principles. The main objective of our analysis was to identify the…
Engineering a Dynamic Science Learning Environment for K-12 Teachers
ERIC Educational Resources Information Center
Hardre, Patricia L.; Nanny, Mark; Refai, Hazen; Ling, Chen; Slater, Janis
2010-01-01
The present study follows a cohort of 17 K-12 teachers through a six-week resident learning experience in science and engineering, and on into the planning and implementation of applications for their classrooms. This Research Experiences for Teachers (RET) program was examined using the strategic approach of design-based research, with its fluid,…
Enhancing Learning Power through First-Year Experiences for Students Majoring in STEM Disciplines
ERIC Educational Resources Information Center
Koch, Robert; Kucsera, John; Angus, Kathryn Bartle; Norman, Kimberly; Bowers, Erica; Nair, Pradeep; Moon, Hye Sun; Karimi, Afshin; Barua, Susamma
2018-01-01
Academic programs targeted for first-time students can help their persistence in STEM majors. Our project, ASCEND STEM, included three first-year experiences (FYEs) designed to offer students the skills that would help them successfully traverse potential barriers to academic success. In the FYEs, we sought to strengthen the learning power,…
Introducing Educational Technologies to Teachers: Experience Report
ERIC Educational Resources Information Center
Thota, Neena; Negreiros, Joao G. M.
2015-01-01
The dramatic rise in use of digital media has changed the way learning is taking place and has led to new ways to teach with digital technologies. In this article, we describe the experiences of teaching a course that introduces educational technologies to teachers in Macau. The course design is based on connectivism, a learning theory for the…
ERIC Educational Resources Information Center
Lin, Kuen-Yi; Williams, P. John
2017-01-01
This paper discusses the implementation of a two-stage hands-on technology learning activity, based on Dewey's learning experience theory that is designed to enhance preservice teachers' primary and secondary experiences in developing their competency to solve hands-on problems that apply science and mathematics concepts. The major conclusions…
Enhancing Learning from Different Visualizations by Self-Explanation Prompts
ERIC Educational Resources Information Center
Lin, Lijia; Atkinson, Robert K.
2013-01-01
The purpose of the two experiments was to investigate the potential effects of different types of visualizations and self-explanation prompts on learning human cardiovascular system in a multimedia environment. In Experiments 1 and 2, 70 and 44 college students were randomly assigned to one of the four conditions in a 2 × 2 factorial design with…
An Exploration of Transformational Learning in Adults as a Result of Adventure Travel Experiences
ERIC Educational Resources Information Center
Bennett, Michael
2013-01-01
The purpose of this exploratory qualitative research study was to identify the elements of adventure travel experiences that contribute to the process of transformational learning in adults. A qualitative research design was employed for this study. The sources of data were twelve pre-existing and de-identified interview transcriptions. A textual…
ERIC Educational Resources Information Center
Levy, Philippa
2006-01-01
This paper focuses on learners' experiences of text-based computer-mediated communication (CMC) as a means of self-expression, dialogue and debate. A detailed case study narrative and a reflective commentary are presented, drawn from a personal, practice-based inquiry into the design and facilitation of a professional development course for which…
ERIC Educational Resources Information Center
Mokoena, Sello
2017-01-01
This small-scale study focused on the experiences of student teachers towards teaching practice in an open and distance learning (ODL) institution in South Africa. The sample consisted of 65 fourth year students enrolled for Bachelor of Education, specializing in secondary school teaching. The mixed-method research design consisting of…
The Effects of Creating Rich Learning Environments for Children to Measure Mass
ERIC Educational Resources Information Center
Cheeseman, Jill; McDonough, Andrea; Ferguson, Sarah
2012-01-01
This paper reports on a design experiment regarding young children's concepts of mass measurement. 119 year one and two children were interviewed using a clinical interview both before and after the teaching period comprising five lessons that offered rich learning experiences regarding concepts of mass. The results of the interviews were that the…
Designing Experiments to Discriminate Families of Logic Models.
Videla, Santiago; Konokotina, Irina; Alexopoulos, Leonidas G; Saez-Rodriguez, Julio; Schaub, Torsten; Siegel, Anne; Guziolowski, Carito
2015-01-01
Logic models of signaling pathways are a promising way of building effective in silico functional models of a cell, in particular of signaling pathways. The automated learning of Boolean logic models describing signaling pathways can be achieved by training to phosphoproteomics data, which is particularly useful if it is measured upon different combinations of perturbations in a high-throughput fashion. However, in practice, the number and type of allowed perturbations are not exhaustive. Moreover, experimental data are unavoidably subjected to noise. As a result, the learning process results in a family of feasible logical networks rather than in a single model. This family is composed of logic models implementing different internal wirings for the system and therefore the predictions of experiments from this family may present a significant level of variability, and hence uncertainty. In this paper, we introduce a method based on Answer Set Programming to propose an optimal experimental design that aims to narrow down the variability (in terms of input-output behaviors) within families of logical models learned from experimental data. We study how the fitness with respect to the data can be improved after an optimal selection of signaling perturbations and how we learn optimal logic models with minimal number of experiments. The methods are applied on signaling pathways in human liver cells and phosphoproteomics experimental data. Using 25% of the experiments, we obtained logical models with fitness scores (mean square error) 15% close to the ones obtained using all experiments, illustrating the impact that our approach can have on the design of experiments for efficient model calibration.
Exploring the story, science, and adventure of small worlds
NASA Astrophysics Data System (ADS)
Swann, J. L.; Elkins-Tanton, L. T.; Anbar, A. D.; Klug Boonstra, S.; Tamer, A. J.; Mead, C.; Hunsley, D.
2017-12-01
Small worlds are a strategic focus at NASA, reflected by missions such as Osiris Rex and Psyche among others. The Infiniscope project, with funding from NASA SMD, is building on this scientific and public interest to teach formal and informal learners about asteroids and other small worlds. The digital learning experience, "Where are the small worlds?", and future Infiniscope experiences, incorporate a design theory that we describe as "education through exploration" (ETX) which is provided through an adaptive e-learning platform. This design ensures that learners actively engage in exploration and discovery, while receiving targeted feedback to push through challenges. To ensure that this and future experiences reach and meet the needs of as many educators as possible, Infiniscope includes a digital teaching network to host the experiences and support the reuse and adaptation of digital resources in new lessons. "Where are the small worlds?" puts learners in an interactive simulation of the solar system and provides a mission structure in which they hunt for "astrocaches" on near earth objects, main belt asteroids, and Kuiper-belt objects. These activities allow the learner to discover the locations of the small worlds in the solar system and develop an intuitive understanding for the relative motion of objects at various distances from the Sun. The experience is NGSS-aligned and accompanied by a lesson plan for integration into the classroom. In testing with more than 500 middle-school students, 83% of participants said they wanted to do more experiences like "Where are the small worlds?" They also found the experience both "fun" and "interesting" while being moderately difficult. "Where are the small worlds?" is one of many visualizations and lessons that is available within the Infiniscope teaching network. The network already has hundreds of members and is expected to grow in both numbers and engagement over time. Currently, educators can search and use pre-existing experiences, but as the visualization library expands and educators learn more about exploration-learning design, they may modify existing experiences and even build entirely new experiences to meet specific needs. In parallel, we are also developing a professional development program that builds understanding of the principles of ETX design.
Framing Care for Planners of Education Programs
ERIC Educational Resources Information Center
Glowacki-Dudka, Michelle; Mullett, Cathy; Griswold, Wendy; Baize-Ward, Amy; Vetor-Suits, Crissy; Londt, Susan Cole
2018-01-01
Using a framework of care to design experiences in formal or informal learning does two things. It acknowledges intentions of reflective learning through open communication and meets expectations of scholars seeking knowledge within a learning community. This proposed framework was developed from programs involving popular education, community…
Constructivist Learning: Understanding and Experience in IT Tertiary Education
ERIC Educational Resources Information Center
Gao, Shang; Coldwell-Neilson, Jo; Goscinski, Andrzej
2013-01-01
This paper firstly introduces the concept of constructivist learning which advocates that students actively construct knowledge themselves with teachers' assistance. Based on the six important elements of constructivist learning and teaching planning approach, detailed examples of designing the six constructivist elements of situation, groupings,…
Learning to Learn Through Music Sampler.
ERIC Educational Resources Information Center
Dallas Independent School District, TX.
This program consists of three components. The Learning Through Piano component is an innovative program of group piano instruction for elementary children. Music for Little People is designed to assist the self-contained classroom teacher in planning and implementing comprehensive music experiences for primary children. The Success Through…
Learning at Transition for New and Experienced Staff
ERIC Educational Resources Information Center
Milligan, Colin; Margaryan, Anoush; Littlejohn, Allison
2013-01-01
Purpose: This study aims to improve the understanding of the learning and development that occurs during initial and subsequent role transitions within knowledge intensive workplaces. Design/methodology/approach: Semi-structured interviews were conducted with 19 knowledge workers in a multinational company and the learning experiences of new…
Using Inquiry to Learn about Soil: A Fourth Grade Experience
ERIC Educational Resources Information Center
Magee, Paula A.; Wingate, Elisha
2014-01-01
In this article, we describe a fourth-grade inquiry unit on soil. The unit was designed and taught by preservice elementary teachers as part of a university science methods course. Using a student-driven inquiry approach to designing curriculum, the unit engaged fourth graders in learning about the physical properties soil, erosion, worms, and…
Storyboarding: A Method for Bootstrapping the Design of Computer-Based Educational Tasks
ERIC Educational Resources Information Center
Jones, Ian
2008-01-01
There has been a recent call for the use of more systematic thought experiments when investigating learning. This paper presents a storyboarding method for capturing and sharing initial ideas and their evolution in the design of a mathematics learning task. The storyboards produced can be considered as "virtual data" created by thought experiments…
An Observational Study of Peer Learning for High School Students at a Cybersecurity Camp
ERIC Educational Resources Information Center
Pittman, Jason M.; Pike, Ronald E.
2016-01-01
This paper reports on the design and implementation of a cybersecurity camp offered as a cybersecurity learning experience to a group of female and male high school students. Students ranged in grade level from freshmen to senior. Student demographics, including any existing pre-requisite knowledge, were unknown to camp designers prior to the…
Experiences in Digital Circuit Design Courses: A Self-Study Platform for Learning Support
ERIC Educational Resources Information Center
Bañeres, David; Clarisó, Robert; Jorba, Josep; Serra, Montse
2014-01-01
The synthesis of digital circuits is a basic skill in all the bachelor programmes around the ICT area of knowledge, such as Computer Science, Telecommunication Engineering or Electrical Engineering. An important hindrance in the learning process of this skill is that the existing educational tools for the design of circuits do not allow the…
ERIC Educational Resources Information Center
Rucker, Ryan; Edwards, Karen; Frass, Lydia R.
2015-01-01
To ensure that online courses match traditional classes' quality, some institutions are implementing internal standards for online course design and quality review. The University of South Carolina created the Distributed Learning Quality Review program, based on "Quality Matters'" standards. It was designed to be faculty-guided, as…
ERIC Educational Resources Information Center
Nativio, Alaine
2014-01-01
As K-12 environments discover different avenues to offer the best learning experiences available to students, schools are utilizing existing staff members to develop and teach traditional face-to-face, blended and online courses. The purpose of the study was to discover similarities and differences in processes, principles and strategies for…
Using the Universal Design for Learning Approach in Science Laboratories to Minimize Student Stress
ERIC Educational Resources Information Center
Miller, Daniel K.; Lang, Patricia L.
2016-01-01
This commentary discusses how the principles of universal design for learning (UDL) can be applied in the science laboratory with an emphasis on assisting students who experience stress in the laboratory environment. The UDL approach in the laboratory is based on three elements: open-mindedness, supportive communication, and analysis and…
ERIC Educational Resources Information Center
Kebble, Paul G.
2017-01-01
With the increasing diversity of pedagogic models of delivery in higher education, universities are continually exploring practises of learning and teaching designed to enhance student experience and retention. The number of courses provided online continues to grow through, among other reasons, an escalation of higher education (HE) students…
ERIC Educational Resources Information Center
Titova, Svetlana
2014-01-01
Mobile devices can enhance learning experience in many ways: provide instant feedback and better diagnosis of learning problems; enhance learner autonomy; create mobile networking collaboration; help design enquiry-based activities based on augmented reality, geo-location awareness and video-capture. One of the main objectives of the international…
A British Graphic Designer Teaching and Learning in South-East Asia.
ERIC Educational Resources Information Center
McWhinnie, Louise
This paper is the work of an international student studying within the School of Art Education at the University of New South Wales, Sydney (Australia), who has undertaken doctoral research on the teaching and learning experiences of international Asian graphic design students within the setting of an overseas university. It identifies the nature…
ERIC Educational Resources Information Center
Leslie, Laura J.; Gorman, Paul C.
2017-01-01
Student engagement is vital in enhancing the student experience and encouraging deeper learning. Involving students in the design of assessment criteria is one way in which to increase student engagement. In 2011, a marking matrix was used at Aston University (UK) for logbook assessment (Group One) in a project-based learning module. The next…
Hurtubise, Karen; Carpenter, Christine
2017-10-20
To better understand the learning experiences of parents of children with developmental disabilities and the strategies they develop to support their caregiving role. A qualitative secondary analysis of in-depth interviews with parents of children with developmental disability was conducted to better understand parents' learning experiences and the strategies they developed to use this learning in supporting their children. A foundational thematic analysis process was used to identify the main themes, and the interpretive process was influenced by adult education theories. Findings suggest that participants are highly motivated to learn by a need to understand, to do, and to belong. They also demonstrated varying levels of cognitive, affective, and psychomotor learning. Learning style preferences are evident in participants' narratives and in their self-reported learning strategies. Conceptualizing parents, as adult learners, can be helpful in designing clinical interactions and education initiatives. Knowledge of adult learning principles may enable pediatric therapists to better meet the needs of parents and fulfill their information sharing responsibilities.
ERIC Educational Resources Information Center
Franetovic, Marija
2012-01-01
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
ERIC Educational Resources Information Center
Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung
2013-01-01
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
ERIC Educational Resources Information Center
Niess, Margaret L.; Gillow-Wiles, Henry
2014-01-01
This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…
Learning from Number Board Games: You Learn What You Encode
ERIC Educational Resources Information Center
Laski, Elida V.; Siegler, Robert S.
2014-01-01
We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current…
Inside Out, Outside In: Power and Culture in a Learning Community
ERIC Educational Resources Information Center
Wilbur, Gretchen; Scott, Randall
2013-01-01
In this article the authors report on a university learning community that they designed and team taught on learning, culture, and power. The authors use it as a case to investigate the question: Can the unequal power dynamic of the university classroom be productively transformed to create a democratic learning experience that fosters learning…
News Writing Using Wiki: Impacts on Learning Experience of Student Journalists
ERIC Educational Resources Information Center
Ma, Will W. K.; Yuen, Allan H. K.
2008-01-01
Wiki empowers users in generating, revising, and organizing their own content. In this study, we review literature to gain theoretical support for wikis that impact learning. In a context of student journalists learning news writing, we design a two-phase field study: (1) Phase I--to examine learners' reflections on learning news writing in wiki…
ERIC Educational Resources Information Center
Wong, Lung-Hsiang
2013-01-01
As part of a learner's learning ecology, the informal, out-of-school settings offer virtually boundless opportunities to advance one's learning. This paper reports on "Move, Idioms!", a design for Mobile-Assisted Language Learning experience that accentuates learners' habit of mind and skills in making meaning with their daily…
ERIC Educational Resources Information Center
Gomez-Lanier, Lilia
2017-01-01
Experiential education programs, such as international and domestic study tours, bridge the limitations of formal learning classroom by allowing students to experience reality in a new learning dimension. This mixed-methods study explores experiential learning during a domestic interior design study tour to New York City and an international…
ERIC Educational Resources Information Center
Ekmekci, Adem; Gulacar, Ozcan
2015-01-01
Science education reform emphasizes innovative and constructivist views of science teaching and learning that promotes active learning environments, dynamic instructions, and authentic science experiments. Technology-based and hands-on instructional designs are among innovative science teaching and learning methods. Research shows that these two…
ERIC Educational Resources Information Center
Galloway, Kelli R.; Bretz, Stacey Lowery
2015-01-01
The Meaningful Learning in the Laboratory Instrument (MLLI) was designed to measure students' cognitive and affective learning in the university chemistry laboratory. The MLLI was administered at the beginning and the end of the first semester to first-year university chemistry students to measure their expectations and experiences for learning in…
Online Learning Self-Efficacy in Students with and without Online Learning Experience
ERIC Educational Resources Information Center
Zimmerman, Whitney Alicia; Kulikowich, Jonna M.
2016-01-01
A need was identified for an instrument to measure online learning self-efficacy, which encompassed the wide variety of tasks required of successful online students. The Online Learning Self-Efficacy Scale (OLSES) was designed to include tasks required of students enrolled in paced online courses at one university. In the present study, the…
Learning Biology through Innovative Curricula: A Comparison of Game- and Nongame-Based Approaches
ERIC Educational Resources Information Center
Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard
2015-01-01
This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…
Memory for Object Locations: Priority Effect and Sex Differences in Associative Spatial Learning
ERIC Educational Resources Information Center
Cinan, Sevtap; Atalay, Deniz; Sisman, Simge; Basbug, Gokce; Dervent-Ozbek, Sevinc; Teoman, Dalga D.; Karagoz, Ayca; Karadeniz, A. Yezdan; Beykurt, Sinem; Suleyman, Hediye; Memis, H. Ozge; Yurtsever, Ozgur D.
2007-01-01
This paper reports two experiments conducted to examine priority effects and sex differences in object location memory. A new task of paired position-learning was designed, based on the A-B A-C paradigm, which was used in paired word learning. There were three different paired position-learning conditions: (1) positions of several different…
ERIC Educational Resources Information Center
Huang, Chung-Kai; Lin, Chun-Yu
2017-01-01
With the globalization of macro-economic environments, it is important to think about how to use instructional design and web-based digital technologies to enhance students' self-paced learning, stir up learning motivation and enjoyment, build up knowledge-sharing channels, and enhance individual learning. This study experimented with the flipped…
Teaching with Dogs: Learning about Learning through Hands-on Experience in Dog Training
ERIC Educational Resources Information Center
McConnell, Bridget L.
2016-01-01
This paper summarizes a pilot study of an experiential learning technique that was designed to give undergraduate students a greater understanding of the principles and theories of learning and behavior, which is traditionally taught only in a lecture-based format. Students were assigned the role of a dog trainer, and they were responsible for…
An Approach to Improving the Learning Experience for First Year Accounting Curriculum
ERIC Educational Resources Information Center
Kirkham, Ross
2013-01-01
The purpose of this paper is to present a theoretical model to address design and assessment of accounting practice sets that will enhance learning and provide clearer learning outcomes for first year accounting students. The paper explores extant literature in developing an action plan that can be followed to maximise learning outcomes for first…
ERIC Educational Resources Information Center
Wang, Xin
2011-01-01
Background: Service-learning as a pedagogy and curricular consideration to revitalize undergraduate education has been flourishing in the Asia-Pacific Region for years. The W. T. Chan Fellowship Program is designed as an intercultural service-learning program, with the fellows coming from China and Hong Kong, to experience service-learning in the…
ERIC Educational Resources Information Center
Tonsing-Meyer, Julie
2013-01-01
The purpose of this qualitative case study was to understand the perceptions of online learning based on the learning styles of currently enrolled online graduate education students. Designing courses to provide meaningful experiences based on the learning styles of students, as well as the unique approaches to teaching online is a contemporary…
Understanding Doctoral Nursing Students' Experiences of Blended Learning: A Qualitative Study.
Emami Sigaroudi, Abdolhossein; Ghiyasvandian, Shahrzad; Nikbakht Nasabadi, Alireza
2016-11-01
The concept of blended learning in the field of nursing and medicine has been accepted. Blended learning has been extensively used thanks to the development of communication technologies and the availability of Internet services. Meanwhile, experiences-based research, by all accounts, can help the expansion of such a learning modality. Therefore, this study was designed to explain nursing doctoral students' experiences of blended learning. To attain this goal, a descriptive phenomenology method was used to illustrate experiences as they are experienced by the participants in the study. With regard to the nature of the investigated phenomena and the existing methods for the inductive analysis, Colaizzi's method of data analysis was used. The findings of the study led to the discovery of three main themes: "failure", "synergy" and "specific interaction". Each of the themes has been further divided into some sub-themes.
NASA Astrophysics Data System (ADS)
Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon
2017-08-01
Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.
NASA Astrophysics Data System (ADS)
Higgins, Tara Eileen
Professional development is important for improving teacher practice and student learning, particularly in inquiry-oriented and technology-enhanced science instruction. This study examines professional developers' practices and their impact on teachers' classroom instruction and student achievement. It analyzes professional developers designing and implementing a five-year professional development program designed to support middle school science teachers. The professional developers are four university-based researchers who worked with sixteen science teachers over three years, setting program goals, facilitating workshops, providing in-classroom support for teachers, and continually refining the program. The analysis is guided by the knowledge integration perspective, a sociocognitive framework for understanding how teachers and professional developers integrate their ideas about teaching and learning. The study investigates the professional developers' goals and teachers' interpretations of those goals. It documents how professional developers plan teacher learning experiences and explores the connection between professional development activities and teachers' classroom practice. Results are based on two rounds of interviews with professional developers, audio recordings of professional developers' planning meetings and videotaped professional development activities. Data include classroom observations, teacher interviews, teacher reflections during professional development activities, and results from student assessments. The study shows the benefit of a professional development approach that relies on an integrated cycle of setting goals, understanding teachers' interpretations, and refining implementation. The professional developers based their design on making inquiry and technology accessible, situating professional development in teachers' work, supporting collaboration, and sustaining learning. The findings reflect alignment of the design goals with the perspective guiding the curriculum design, and consider multiple goals for student and teacher learning. The study has implications for professional development design, particularly in supporting inquiry-oriented science and technology-enhanced instruction. Effective professional developers formulate coherent conceptions of program goals, use evidence of teacher outcomes to refine their goals and practices, and connect student and teacher learning. This study illustrates the value of research on the individuals who design and lead professional development programs.
The time course of location-avoidance learning in fear of spiders.
Rinck, Mike; Koene, Marieke; Telli, Sibel; Moerman-van den Brink, Wiltine; Verhoeven, Barbara; Becker, Eni S
2016-01-01
Two experiments were designed to study the time course of avoidance learning in spider fearfuls (SFs) under controlled experimental conditions. To achieve this, we employed an immersive virtual environment (IVE): While walking freely through a virtual art museum to search for specific paintings, the participants were exposed to virtual spiders. Unbeknown to the participants, only two of four museum rooms contained spiders, allowing for avoidance learning. Indeed, the more SF the participants were, the faster they learned to avoid the rooms that contained spiders (Experiment. 1), and within the first six trials, high fearfuls already developed a preference for starting their search task in rooms without spiders (Experiment 2). These results illustrate the time course of avoidance learning in SFs, and they speak to the usefulness of IVEs in fundamental anxiety research.
ERIC Educational Resources Information Center
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin
2015-01-01
This study developed a QR-based U-Learning Material Production System (QR-ULMPS) that provides teachers with an education tool to motivate college level students enrolled in a liberal arts course. QR-ULMPS was specifically designed to support the development of u-learning materials and create an engaging context-aware u-learning environment for…
Engaging Inner City Students in Learning Through Designing Remote Operated Vehicles
NASA Astrophysics Data System (ADS)
Barnett, Michael
2005-03-01
For the past year we have been developing and implementing a program in which students design and construct remote operated vehicles. In this paper, we report on a pilot study that occurred over the course of an academic year in an inner city high school. Specifically, we have been investigating whether students learn meaningful science content through design activities. Through our teaching experiment methodological stance and analysis we found that (1) student attendance and engagement increased, (2) students learned physics content and recognized connections to their other coursework (3) teachers adopted an "organized chaos" posture and shifted their role from one of discipline keeper and content gatekeeper to one of coach and facilitator, (4) design projects need to be modularized if they are to be effective urban classrooms, and (5) teachers need to balance the tradeoffs between allowing students to develop aesthetically pleasing designs versus learning content and creating designs that are functional and useable.
Student Perceptions of a Flipped Pharmacotherapy Course
Khanova, Julia; McLaughlin, Jacqueline E.; Rhoney, Denise H.; Roth, Mary T.
2015-01-01
Objective. To evaluate student perception of the flipped classroom redesign of a required pharmacotherapy course. Design. Key foundational content was packaged into interactive, text-based online modules for self-paced learning prior to class. Class time was used for active and applied—but primarily case-based—learning. Assessment. For students with a strong preference for traditional lecture learning, the perception of the learning experience was negatively affected by the flipped course design. Module length and time required to complete preclass preparation were the most frequently cited impediments to learning. Students desired instructor-directed reinforcement of independently acquired knowledge to connect foundational knowledge and its application. Conclusion. This study illustrates the challenges and highlights the importance of designing courses to effectively balance time requirements and connect preclass and in-class learning activities. It underscores the crucial role of the instructor in bridging the gap between material learned as independent study and its application. PMID:26839429
ERIC Educational Resources Information Center
Li, Qing; Lemieux, Collette; Vandermeiden, Elise; Nathoo, Shahista
2013-01-01
This research study examines preservice teachers' experiences of learning through game design. In particular, we investigate how their perceptions of digital games have evolved through the process of designing and building their own educational games. We are also concerned with the knowledge and reasoning skills that preservice teachers…
The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory
NASA Astrophysics Data System (ADS)
Jia, Bing; Zhong, Shaochun; Zheng, Tianyang; Liu, Zhiyong
Adaptive learning is an effective way to improve the learning outcomes, that is, the selection of learning content and presentation should be adapted to each learner's learning context, learning levels and learning ability. Adaptive Learning System (ALS) can provide effective support for adaptive learning. This paper proposes a new ALS based on fuzzy set theory. It can effectively estimate the learner's knowledge level by test according to learner's target. Then take the factors of learner's cognitive ability and preference into consideration to achieve self-organization and push plan of knowledge. This paper focuses on the design and implementation of domain model and user model in ALS. Experiments confirmed that the system providing adaptive content can effectively help learners to memory the content and improve their comprehension.
Gruber, Lucinda; Griffith, Connor; Young, Ethan; Sullivan, Adriann; Schuler, Jeff; Arnold-Christian, Susan; Warren, Steve
2009-01-01
Learning experiences for middle school girls are an effective means to steer young women toward secondary engineering curricula that they might not have otherwise considered. Sponsorship of such experiences by a collegiate student group is worthwhile, as it gives the group common purpose and places college students in a position to mentor these young women. This paper addresses learning experiences in different areas of bio-medical engineering offered to middle school girls in November 2008 via a day-long workshop entitled "Engineering The Body." The Kansas State University (KSU) Student Chapter of the IEEE Engineering in Medicine and Biology Society (EMBS) worked with the KSU Women in Engineering and Science Program (WESP) to design and sponsor these experiences, which addressed the areas of joint mechanics, electrocardiograms, membrane transport, computer mouse design, and audio filters for cochlear implants. Fifty five middle-school girls participated in this event, affirming the notion that biomedical engineering appeals to young women and that early education and recruitment efforts have the potential to expand the biomedical engineering talent pool.
Development pathways in learning to be a physiotherapist.
Lindquist, Ingrid; Engardt, Margareta; Garnham, Liz; Poland, Fiona; Richardson, Barbara
2006-09-01
Few studies have examined the experiences of students' professional socialization in physiotherapy. This international longitudinal study aimed to study experiences of situated learning and change in a student cohort during a physiotherapy education programme. A phenomenographic design with semi-structured interviews was carried out with a cohort of physiotherapy students from two sites, strategically selected for variation in gender, age, educational background, work experience and academic level. Interviews were carried out after each of the first five semesters in the programme by a team of researchers. Seventy-six interviews explored students' learning experiences. Analysis identified the variation in experiences seen as important to becoming a physiotherapist. Distinct perceptions of professional growth and progression are identified in four pathways of development: 'Reflecting on Practice'; 'Communicating with Others'; 'Performing Skills'; and 'Searching Evidence'. These pathways demonstrate qualitative differences in the focus of learning experiences and preferred learning context, and include learning in a context which supports reflection, learning as agreed by others in a context with patients and other professionals, learning physiotherapy skills in a practice context and learning formal knowledge in a context where theory can be linked with practice. In a cohort of students professional growth can be seen in a variety of development pathways. Each shows progress of professional growth in the 'what' as changes in experiences and the 'how' as ways of learning from them. In addition, the pattern of pathways in a cohort may change from one semester to another suggesting individuals may adopt different learning pathways throughout their education. Teaching staff are challenged to consider how they recognize a variation in development pathways in their student cohorts and how they purposefully ensure experiences to guide students through different learning pathways in socialization to become a physiotherapist.
Understanding Game-Based Learning Cultures: Introduction to Special Issue
ERIC Educational Resources Information Center
Engerman, Jason A.; Carr-Chellman, Alison
2017-01-01
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
ERIC Educational Resources Information Center
Jensen, Matilde Bisballe; Utriainen, Tuuli Maria; Steinert, Martin
2018-01-01
This paper presents the experienced difficulties of students participating in the multidisciplinary, remote collaborating engineering design course challenge-based innovation at CERN. This is with the aim to identify learning barriers and improve future learning experiences. We statistically analyse the rated differences between distinct design…
Distributed Emotions in the Design of Learning Technologies
ERIC Educational Resources Information Center
Kim, Beaumie; Kim, Mi Song
2010-01-01
Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves (e.g., our previous experiences). Each interaction provides different meanings to learners, and the associated emotion affects their learning and performance. With the premise that emotion and cognition are distributed, the authors…
One University's Approach to Engaged Learning across the Curriculum
ERIC Educational Resources Information Center
Blackwell, Mark; McGivney-Burelle, Jean; Colarulli, Guy; Shattuck, James; Christensen, Caryn
2018-01-01
How can faculty, staff, and administrators design a high-quality academic experience for their institution's undergraduates by adopting an established set of nationally recognized, evidence-based teaching and learning practices that promote engaged learning? How can they ensure that all students, regardless of major, achieve the essential learning…
Socially Challenged Collaborative Learning of Secondary School Students in Singapore
ERIC Educational Resources Information Center
Pang, Christopher; Lau, Jesslyn; Seah, Chong Poh; Cheong, Linda; Low, Audrey
2018-01-01
Using a grounded theory research design, this paper examined the collaborative learning experiences of secondary school students in Singapore. The core phenomenon that emerged was the need for social interactions in collaborative learning, both in classroom and online settings. Educators often take for granted that effective collaborative learning…