ERIC Educational Resources Information Center
Henderson, Michael; Selwyn, Neil; Finger, Glenn; Aston, Rachel
2015-01-01
The much-discussed potential of "technology-enhanced learning" is not always apparent in the day-to-day use of digital technology throughout higher education. Against this background, the present paper considers the digital devices and resources that students engage most frequently with during their university studies, what these…
ERIC Educational Resources Information Center
Hewson, Jennifer; Danbrook, Claire; Sieppert, Jackie
2015-01-01
A five day Digital Storytelling course was offered to Social Work students, integrating a three day workshop with older adult storytellers who shared stories related to the theme stories of home. A course evaluation was conducted exploring the Digital Storytelling experience and learning in an intergenerational setting. Findings from surveys…
ERIC Educational Resources Information Center
Kaplan-Rakowski, Regina; Loranc-Paszylk, Barbara
2017-01-01
This study examines learners' perceptions of the helpfulness of various multimedia components embedded in digital flashcards for explicit, informal foreign language vocabulary learning. Advanced learners of English (N = 59) studied 48 new words using digital flashcards on smartphones. After ten days, the learners completed perception surveys. The…
Leisure, Digital Games and Learning: Perspectives for School Education
ERIC Educational Resources Information Center
Arruda, Eucidio Pimenta; Arruda, Durcelina Pimenta
2014-01-01
This text discusses the relationship between leisure and education in contemporary society from the perspective of day-to-day use of videogames by young people and its relationship to learning, and specifically school learning. We intend to analyze, in the light of current academic production, the following question: what possible relations are…
Relation between Academic Performance and Students' Engagement in Digital Learning Activities
ERIC Educational Resources Information Center
Bertheussen, Bernt Arne; Myrland, Øystein
2016-01-01
This study reports on the effect of student engagement in digital learning activities on academic performance for 120 students enrolled in an undergraduate finance course. Interactive practice and exam problem files were available to each student, and individual download activity was automatically recorded during the first 50 days of the course.…
Medical student use of digital learning resources.
Scott, Karen; Morris, Anne; Marais, Ben
2018-02-01
University students expect to use technology as part of their studies, yet health professional teachers can struggle with the change in student learning habits fuelled by technology. Our research aimed to document the learning habits of contemporary medical students during a clinical rotation by exploring the use of locally and externally developed digital and print self-directed learning resources, and study groups. We investigated the learning habits of final-stage medical students during their clinical paediatric rotation using mixed methods, involving learning analytics and a student questionnaire. Learning analytics tracked aggregate student usage statistics of locally produced e-learning resources on two learning management systems and mobile learning resources. The questionnaire recorded student-reported use of digital and print learning resources and study groups. The students made extensive use of digital self-directed learning resources, especially in the 2 weeks before the examination, which peaked the day before the written examination. All students used locally produced digital formative assessment, and most (74/98; 76%) also used digital resources developed by other institutions. Most reported finding locally produced e-learning resources beneficial for learning. In terms of traditional forms of self-directed learning, one-third (28/94; 30%) indicated that they never read the course textbook, and few students used face-to-face 39/98 (40%) or online 6/98 (6%) study groups. Learning analytics and student questionnaire data confirmed the extensive use of digital resources for self-directed learning. Through clarification of learning habits and experiences, we think teachers can help students to optimise effective learning strategies; however, the impact of contemporary learning habits on learning efficacy requires further evaluation. Health professional teachers can struggle with the change in student learning habits fuelled by technology. © 2017 John Wiley & Sons Ltd and The Association for the Study of Medical Education.
The Effect of Format on Performance: Editing Text in Print versus Digital Formats
ERIC Educational Resources Information Center
Eden, Sigal; Eshet-Alkalai, Yoram
2013-01-01
In light of the present-day proliferation of digital texts and the increase in situations that require active digital text reading in learning, it is becoming increasingly important to shed light on the comparison between print and digital reading under active reading conditions. In this study, the active reading abilities of 93 university…
Digital Youth with Disabilities. MacArthur Foundation Series on Digital Media and Learning
ERIC Educational Resources Information Center
Alper, Meryl
2014-01-01
Most research on media use by young people with disabilities focuses on the therapeutic and rehabilitative uses of technology; less attention has been paid to their day-to-day encounters with media and technology--the mundane, sometimes pleasurable and sometimes frustrating experiences of "hanging out, messing around, and geeking out."…
ERIC Educational Resources Information Center
Gleason, Benjamin; von Gillern, Sam
2018-01-01
This article explores how social media use in formal and informal learning spaces can support the development of digital citizenship for secondary school students. As students increasingly spend large amounts of time online (e.g., an average of six hours of screen time per day, excluding school and homework), it is critical that they are…
Educators Weigh E-Textbook Cost Comparisons
ERIC Educational Resources Information Center
Tomassini, Jason
2012-01-01
During the first-ever Digital Learning Day, U.S. Secretary of Education Arne Duncan and Federal Communications Commission chief Julius Genachowski unveiled an ambitious plan earlier this year to get schools to switch from print to digital textbooks by 2017. Dubbed the Digital Textbook Playbook, it's a recommendation for how schools could transform…
Hilty, Donald M; Turvey, Carolyn; Hwang, Tiffany
2018-03-12
Psychiatric practice continues to evolve and play an important role in patients' lives, the field of medicine, and health care delivery. Clinicians must learn a variety of clinical care systems and lifelong learning (LLL) is crucial to apply knowledge, develop skills, and adjust attitudes. Technology is rapidly becoming a key player-in delivery, lifelong learning, and education/training. The evidence base for telepsychiatry/telemental health via videoconferencing has been growing for three decades, but a greater array of technologies have emerged in the last decade (e.g., social media/networking, text, apps). Clinicians are combining telepsychiatry and these technologies frequently and they need to reflect on, learn more about, and develop skills for these technologies. The digital age has solidified the role of technology in continuing medical education and day-to-day practice. Other fields of medicine are also adapting to the digital age, as are graduate and undergraduate medical education and many allied mental health organizations. In the future, there will be more online training, simulation, and/or interactive electronic examinations, perhaps on a monthly cycle rather than a quasi-annual or 10-year cycle of recertification.
ERIC Educational Resources Information Center
Hirsch, Jim
2005-01-01
A recent study published by the Kaiser Family Foundation titled "Generation M: Media in the Lives of 8-18 Year Olds" finds that young people today spend an average 6 1/2 hours per day with one or more forms of media. Given that a majority of media available today is in digital format, students are increasingly expecting to use the same or similar…
Digital recording as a teaching and learning method in the skills laboratory.
Strand, Ingebjørg; Gulbrandsen, Lise; Slettebø, Åshild; Nåden, Dagfinn
2017-09-01
To obtain information on how nursing students react to, think about and learn from digital recording as a learning and teaching method over time. Based on the teaching and learning philosophy of the university college, we used digital recording as a tool in our daily sessions in skills laboratory. However, most of the studies referred to in the background review had a duration of from only a few hours to a number of days. We found it valuable to design a study with a duration of two academic semesters. A descriptive and interpretative design was used. First-year bachelor-level students at the department of nursing participated in the study. Data collection was carried out by employing an 'online questionnaire'. The students answered five written, open-ended questions after each of three practical skill sessions. Kvale and Brinkmann's three levels of understanding were employed in the analysis. The students reported that digital recording affected factors such as feeling safe, secure and confident and that video recording was essential in learning and training practical skills. The use of cameras proved to be useful, as an expressive tool for peer learning because video recording enhances self-assessment, reflection, sensing, psychomotor performance and discovery learning. Digital recording enhances the student's awareness when acquiring new knowledge because it activates cognitive and emotional learning. The connection between tutoring, feedback and technology was clear. The digital recorder gives students direct and immediate feedback on their performance from the various practical procedures, and may aid in the transition from theory to practice. Students experienced more self-confidence and a feeling of safety in their performances. © 2016 John Wiley & Sons Ltd.
ERIC Educational Resources Information Center
Mattoon, Cassandra; Bates, Alan; Shifflet, Rena; Latham, Nancy; Ennis, Sarah
2015-01-01
The authors investigated benefits of digital technology compared with traditional manipulatives in relation to preschoolers' development and learning of computational skills. The sample consisted of twenty four 4-and 5-year old children who attended a half-day prekindergarten program five times a week in a university laboratory school in the…
Best Practices in Adolescent Literacy Instruction. Solving Problems in the Teaching of Literacy
ERIC Educational Resources Information Center
Hinchman, Kathleen A., Ed.; Sheridan-Thomas, Heather K., Ed.
2008-01-01
Covering everything from day-to-day learning activities to schoolwide goals, this engaging book reviews key topics in literacy instruction for grades 5-12 and provides research-based recommendations for practice. Leading scholars present culturally responsive strategies for motivating adolescents; using multiple texts and digital media;…
Securing Field Learning Using a Twenty-First Century Cook's Tour
ERIC Educational Resources Information Center
Fuller, Ian C.; France, Derek
2015-01-01
This paper evaluates the effectiveness of incorporating digital video into a traditional Cook's Tour as part of a 7-day road trip around the east coast of New Zealand's North Island over a 4-year period. Student-generated video diaries summarized landscape features and processes at fieldsites, empowering students through active learning and small…
Data Changes Everything: Delivering on the Promise of Learning Analytics in Higher Education
ERIC Educational Resources Information Center
Wagner, Ellen; Ice, Phil
2012-01-01
In recent years, low background rumblings have been heard in the land of education and training--rumblings that are getting louder each day. These are the sounds of the learning world discovering what Internet professionals working in other market sectors have known for years: The "digital breadcrumbs" that learners leave behind about their…
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,…
NASA Astrophysics Data System (ADS)
Harris, R. Luke; Bell, Lindsay; Reimer, Andrea; Pettersen, Jacqueline A.; Siakaluk, Paul; Duffels, Brian
2017-02-01
Our goal was to use 2-channel frequency domain near-infrared spectroscopy (NIRS) to investigate the hemodynamic and metabolic mechanisms underlying hyperglycemia-associated long-term memory impairment. We hypothesized that prefrontal cortex (PFC) oxygen saturation (%Sat) and perfusion (tHb, i.e. total hemoglobin) would decrease due to hyperglycemia during learning, and then increase during recall. During learning, participants' blood glucose was manipulated with beverages containing either 47.4 mg saccharine control (CON, n = 10), or 50 g dextrose + 23.7 mg saccharine (GLC, n = 10). In the Symbol-Digit Modalities Test (SMDT) participants matched nine symbols to corresponding digits (1-9 inclusive), completing 105 learning and 15 testing trials on day 1 and 15 testing trials on day 2. From learning to recall, CON SMDT performance was unchanged, but GLC SMDT performance was decreased 11% (P = 0.0173). There were significant interactions (2-way ANOVA) between the CON-GLC treatment effects and the learning-recall effects for both PFC perfusion and oxygen saturation. Specifically, comparing learning to recall, CON exhibited no tHb differences but for GLC there was a large tHb decrease during learning with a partial recovery toward CON values during recall (P = 0.0012); and, comparing learning to recall, CON exhibited a large %Sat decrease but GLC exhibited a large %Sat increase (P = 0.021). We speculate that, during learning, after overnight fasting (CON) the PFC demands more hemodynamic and metabolic resources and "works" harder, but with readily available sugar (GLC) the PFC exhibits decreased "effort."
Trzcinski, Natalie K; Gomez-Ramirez, Manuel; Hsiao, Steven S
2016-09-01
Continuous training enhances perceptual discrimination and promotes neural changes in areas encoding the experienced stimuli. This type of experience-dependent plasticity has been demonstrated in several sensory and motor systems. Particularly, non-human primates trained to detect consecutive tactile bar indentations across multiple digits showed expanded excitatory receptive fields (RFs) in somatosensory cortex. However, the perceptual implications of these anatomical changes remain undetermined. Here, we trained human participants for 9 days on a tactile task that promoted expansion of multi-digit RFs. Participants were required to detect consecutive indentations of bar stimuli spanning multiple digits. Throughout the training regime we tracked participants' discrimination thresholds on spatial (grating orientation) and temporal tasks on the trained and untrained hands in separate sessions. We hypothesized that training on the multi-digit task would decrease perceptual thresholds on tasks that require stimulus processing across multiple digits, while also increasing thresholds on tasks requiring discrimination on single digits. We observed an increase in orientation thresholds on a single digit. Importantly, this effect was selective for the stimulus orientation and hand used during multi-digit training. We also found that temporal acuity between digits improved across trained digits, suggesting that discriminating the temporal order of multi-digit stimuli can transfer to temporal discrimination of other tactile stimuli. These results suggest that experience-dependent plasticity following perceptual learning improves and interferes with tactile abilities in manners predictive of the task and stimulus features used during training. © 2016 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.
Trzcinski, Natalie K; Gomez-Ramirez, Manuel; Hsiao, Steven S.
2016-01-01
Continuous training enhances perceptual discrimination and promotes neural changes in areas encoding the experienced stimuli. This type of experience-dependent plasticity has been demonstrated in several sensory and motor systems. Particularly, non-human primates trained to detect consecutive tactile bar indentations across multiple digits showed expanded excitatory receptive fields (RFs) in somatosensory cortex. However, the perceptual implications of these anatomical changes remain undetermined. Here, we trained human participants for nine days on a tactile task that promoted expansion of multi-digit RFs. Participants were required to detect consecutive indentations of bar stimuli spanning multiple digits. Throughout the training regime we tracked participants’ discrimination thresholds on spatial (grating orientation) and temporal tasks on the trained and untrained hands in separate sessions. We hypothesized that training on the multi-digit task would decrease perceptual thresholds on tasks that require stimulus processing across multiple digits, while also increasing thresholds on tasks requiring discrimination on single digits. We observed an increase in orientation thresholds on a single-digit. Importantly, this effect was selective for the stimulus orientation and hand used during multi-digit training. We also found that temporal acuity between digits improved across trained digits, suggesting that discriminating the temporal order of multi-digit stimuli can transfer to temporal discrimination of other tactile stimuli. These results suggest that experience-dependent plasticity following perceptual learning improves and interferes with tactile abilities in manners predictive of the task and stimulus features used during training. PMID:27422224
Use of personal digital assistants in diagnostic radiology resident education.
Nishino, Mizuki; Busch, James M; Wei, Jesse; Barbaras, Larry; Yam, Chun-Shan; Hatabu, Hiroto
2004-10-01
Personal digital assistants (PDAs) are gaining widespread use in the medical community. We introduced a PDA-based mobile system that provides departmental and educational information with a seamless connection to the intranet. The objective of this study is to determine the impact a PDA has on educational resources (learning or data reference) brought to work and used at home by a radiology resident based on user surveys. Survey was performed on 32 radiology residents in our department before and 6 months after the release of the PDA-based system. We assessed the changes in (1) sources of learning at home and at work, and in (2) data reference. The second survey also evaluated the usefulness of each component of the system. After the release of the PDA-based mobile system, the use of "digital books and references" as data references and educational resources that were brought to work every day significantly increased (P = .016, P < .0001, respectively). "Traditional books and references" remained the "most useful source in learning radiology"; however, "digital books and references" increased as the residents' first choice from 0% to 16% within 6 months of introducing the package (P = .125). The introduction of a PDA-based system consisting of educational and departmental information had a statistically significant impact in increasing the use of digitized information in radiology resident education.
Bridging storytelling traditions with digital technology.
Cueva, Melany; Kuhnley, Regina; Revels, Laura J; Cueva, Katie; Dignan, Mark; Lanier, Anne P
2013-01-01
The purpose of this project was to learn how Community Health Workers (CHWs) in Alaska perceived digital storytelling as a component of the "Path to Understanding Cancer" curriculum and as a culturally respectful tool for sharing cancer-related health messages. A pre-course written application, end-of-course written evaluation, and internet survey informed this project. Digital storytelling was included in seven 5-day cancer education courses (May 2009-2012) in which 67 CHWs each created a personal 2-3 minute cancer-related digital story. Participant-chosen digital story topics included tobacco cessation, the importance of recommended cancer screening exams, cancer survivorship, loss, grief and end-of-life comfort care, and self-care as patient care providers. All participants completed an end-of-course written evaluation. In July 2012, contact information was available for 48 participants, of whom 24 completed an internet survey. All 67 participants successfully completed a digital story which they shared and discussed with course members. On the written post-course evaluation, all participants reported that combining digital storytelling with cancer education supported their learning and was a culturally respectful way to provide health messages. Additionally, 62 of 67 CHWs reported that the course increased their confidence to share cancer information with their communities. Up to 3 years post-course, all 24 CHW survey respondents reported they had shown their digital story. Of note, 23 of 24 CHWs also reported change in their own behavior as a result of the experience. All CHWs, regardless of computer skills, successfully created a digital story as part of the cancer education course. CHWs reported that digital stories enhanced their learning and were a culturally respectful way to share cancer-related information. Digital storytelling gave the power of the media into the hands of CHWs to increase their cancer knowledge, facilitate patient and community cancer conversations, and promote cancer awareness and wellness.
Bridging storytelling traditions with digital technology
Cueva, Melany; Kuhnley, Regina; Revels, Laura J.; Cueva, Katie; Dignan, Mark; Lanier, Anne P.
2013-01-01
Objective The purpose of this project was to learn how Community Health Workers (CHWs) in Alaska perceived digital storytelling as a component of the “Path to Understanding Cancer” curriculum and as a culturally respectful tool for sharing cancer-related health messages. Design A pre-course written application, end-of-course written evaluation, and internet survey informed this project. Methods Digital storytelling was included in seven 5-day cancer education courses (May 2009–2012) in which 67 CHWs each created a personal 2–3 minute cancer-related digital story. Participant-chosen digital story topics included tobacco cessation, the importance of recommended cancer screening exams, cancer survivorship, loss, grief and end-of-life comfort care, and self-care as patient care providers. All participants completed an end-of-course written evaluation. In July 2012, contact information was available for 48 participants, of whom 24 completed an internet survey. Results All 67 participants successfully completed a digital story which they shared and discussed with course members. On the written post-course evaluation, all participants reported that combining digital storytelling with cancer education supported their learning and was a culturally respectful way to provide health messages. Additionally, 62 of 67 CHWs reported that the course increased their confidence to share cancer information with their communities. Up to 3 years post-course, all 24 CHW survey respondents reported they had shown their digital story. Of note, 23 of 24 CHWs also reported change in their own behavior as a result of the experience. Conclusions All CHWs, regardless of computer skills, successfully created a digital story as part of the cancer education course. CHWs reported that digital stories enhanced their learning and were a culturally respectful way to share cancer-related information. Digital storytelling gave the power of the media into the hands of CHWs to increase their cancer knowledge, facilitate patient and community cancer conversations, and promote cancer awareness and wellness. PMID:23984267
NASA Astrophysics Data System (ADS)
DiSalvo, Elizabeth Betsy
The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors. Through analysis of cultural values and digital game play practices, the program was designed to intertwine authentic game development practices and computer science learning. The resulting program employed 25 African American male high school students to test pre-release digital games full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory computer science. Outcomes for persisting in computer science education are remarkable; of the 16 participants who had graduated from high school as of 2012, 12 have gone on to school in computing-related majors. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this dissertation discusses the formative research that shaped the design of Glitch, the evaluation of the implementation of Glitch, and a theoretical investigation of the way in which participants navigated conflicting motivations in learning environments.
Van Es, Simone L; Kumar, Rakesh K; Pryor, Wendy M; Salisbury, Elizabeth L; Velan, Gary M
2016-01-08
Diagnostic cytopathology is an essential part of clinical decision-making. However, due to a combination of factors including curriculum reform and shortage of pathologists to teach introductory cytopathology, this area of pathology receives little or no formal attention in most medical school curricula. We have previously described the successful use of efficient and effective digital learning resources, including whole slide images (WSI) and virtual microscopy adaptive tutorials (VMATs), to teach cytopathology to pathology specialist trainees - a group that had prior exposure to cytopathology in their day to day practice. Consequently, in the current study we attempted to demonstrate the efficiency and efficacy of this eLearning resource in a cohort of senior medical students that was completely naïve to the subject matter (cytopathology). We evaluated both the quantitative and qualitative impact of these digital educational materials for learning cytopathology compared with existing resources (e-textbooks and online atlases). The senior medical students were recruited from The University of New South Wales Australia for a randomized cross-over trial. Online assessments, administered after each arm of the trial, contained questions which related directly to a whole slide image. Two categories of questions in the assessments (focusing on either diagnosis or identification of cellular features) were utilized to determine efficacy. User experience and perceptions of efficiency were evaluated using online questionnaires containing Likert scale items and open-ended questions. For this cohort of senior medical students, virtual microscopy adaptive tutorials (VMATs) proved to be at least as effective as existing digital resources for learning cytopathology. Importantly, virtual microscopy adaptive tutorials had superior efficacy in facilitating accurate diagnosis on whole slide images. Student perceptions of VMATs were positive, particularly regarding the immediate feedback, interactivity and equity of learning which this learning resource provides. Virtual microscopy adaptive tutorials have the potential to improve the efficacy of learning microscopic pathology for medical students. The enhanced learning experience provided by these eLearning tools merits further investigation of their utility for other cohorts, including specialist trainees.
ERIC Educational Resources Information Center
Alliance for Excellent Education, 2014
2014-01-01
Accomplishing personalized, deeper learning through anywhere, anytime digital learning requires a redesign of the K-12 education system. This report looks at readiness for digital learning at two levels in West Virginia: the district capacity building to ready the system for digital learning and school implementation of digital learning. The…
ERIC Educational Resources Information Center
McLester, Susan
2008-01-01
In this article, the author discusses the major technical issues, products, and practices of the day. The top ten tech trends are listed and discussed. These include: (1) data mining; (2) cyberbullying; (3) 21st century skills; (4) digital content; (5) learning at leisure; (6) personal responders; (7) mobile tools; (8) bandwidth; (9) open-source…
Procedural Memory Consolidation in the Performance of Brief Keyboard Sequences
ERIC Educational Resources Information Center
Duke, Robert A.; Davis, Carla M.
2006-01-01
Using two sequential key press sequences, we tested the extent to which subjects' performance on a digital piano keyboard changed between the end of training and retest on subsequent days. We found consistent, significant improvements attributable to sleep-based consolidation effects, indicating that learning continued after the cessation of…
Teaching and Learning in the Digital Age
ERIC Educational Resources Information Center
Starkey, Louise
2012-01-01
"Teaching and Learning in the Digital Age" is for all those interested in considering the impact of emerging digital technologies on teaching and learning. It explores the concept of a digital age and perspectives of knowledge, pedagogy and practice within a digital context. By examining teaching with digital technologies through new learning…
Digital Literacy: A Prerequisite for Effective Learning in a Blended Learning Environment?
ERIC Educational Resources Information Center
Tang, Chun Meng; Chaw, Lee Yen
2016-01-01
Blended learning has propelled into mainstream education in recent years with the help of digital technology. Commonly available digital devices and the Internet have made access to learning resources such as learning management systems, online libraries, digital media, etc. convenient and flexible for both lecturers and students. Beyond the…
[Digital learning and teaching in medical education : Already there or still at the beginning?
Kuhn, Sebastian; Frankenhauser, Susanne; Tolks, Daniel
2018-02-01
The current choice of digital teaching and learning formats in medicine is very heterogeneous. In addition to the widely used classical static formats, social communication tools, audio/video-based media, interactive formats, and electronic testing systems enrich the learning environment.For medical students, the private use of digital media is not necessarily linked to their meaningful use in the study. Many gain their experience of digital learning in the sense of "assessment drives learning", especially by taking online exams in a passive, consuming role. About half of all medical students can be referred to as "e-examinees" whose handling of digital learning is primarily focused on online exam preparation. Essentially, they do not actively influence their digital environment. Only a quarter can be identified as a "digital all-rounder", who compiles their individual learning portfolio from the broad range of digital media.At present, the use of digital media is not yet an integral and comprehensive component of the teaching framework of medical studies in Germany, but is rather used in the sense of a punctual teaching enrichment. Current trends in digital teaching and learning offerings are mobile, interactive, and personalized platforms as well as increasing the relevance of learning platforms. Furthermore, didactical concepts targeting the changed learning habits of the students are more successful regarding the acceptance and learning outcomes. In addition, digitalization is currently gaining importance as a component in the medical school curricula.
ERIC Educational Resources Information Center
Spector, J. Michael; Ifenthaler, Dirk; Sampson, Demetrios G.
2016-01-01
Digital systems and digital technologies are globally investigated for their potential to transform learning, teaching and assessment towards offering unique learning experiences to the twenty-first century learners. This Special Issue on "Digital systems supporting cognition and exploratory learning in twenty-first century" aims to…
ERIC Educational Resources Information Center
Algoufi, Rateeba
2016-01-01
Technological advancements in digital devices have made educational methodology to adopt new strategies and procedures to suit the Mobile learning era. Mobile devices such as tablets are growing to be the focus of research studies and educational use around the globe in the present day. With the influence of handy computing tablets in the hands of…
ERIC Educational Resources Information Center
Reinhardt, Chris; Hubbert, Mike
2014-01-01
In the digital age, face-to-face meetings combining didactic and experiential learning are valuable. Beef cattle nutrition graduate students (n = 33) from 11 universities attended a 5-day feedlot nutrition and management short-course. Topics included nutrition, veterinary medicine, feedmill maintenance, and management of the financial and human…
ERIC Educational Resources Information Center
Parnell, Will; Bartlett, Jackie
2012-01-01
With the increased prevalence of smartphones, laptops, tablet computers, and other digital technologies, knowledge about and familiarity with the educational uses for these devices is important for early childhood teachers documenting children's learning. Teachers can use smartphones every day to take photos, record video and audio, and make…
One Classroom, One iPad, Many Stories
ERIC Educational Resources Information Center
Fantozzi, Victoria B.; Johnson, Christi; Scherfen, Anneliese
2018-01-01
Every day, we are surrounded by stories in print, on social media, in blogs, on the radio, and in stories from our friends and family. The ways people make meaning and communicate are increasingly multimodal and digital; yet, the preschool classroom, for all its multimodal learning, is sometimes devoid of technology. In this action research…
Construction of a Digital Learning Environment Based on Cloud Computing
ERIC Educational Resources Information Center
Ding, Jihong; Xiong, Caiping; Liu, Huazhong
2015-01-01
Constructing the digital learning environment for ubiquitous learning and asynchronous distributed learning has opened up immense amounts of concrete research. However, current digital learning environments do not fully fulfill the expectations on supporting interactive group learning, shared understanding and social construction of knowledge.…
ERIC Educational Resources Information Center
Justice, Sean
2016-01-01
"Learning to Teach in the Digital Age" tells the story of a group of K-12 teachers as they began to connect with digital making and learning pedagogies. Guiding questions at the heart of this qualitative case study asked how teaching practices engaged with and responded to the maker movement and digital making and learning tools and…
Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers
ERIC Educational Resources Information Center
Gracious, F. L. Antony; Shyla, F. L. Jasmine Anne
2012-01-01
The present study Multiple Intelligence and Digital Learning Awareness of prospective B.Ed teachers was probed to find the relationship between Multiple Intelligence and Digital Learning Awareness of Prospective B.Ed Teachers. Data for the study were collected using self made Multiple Intelligence Inventory and Digital Learning Awareness Scale.…
Promoting Culturally Respectful Cancer Education Through Digital Storytelling
Cueva, Melany; Kuhnley, Regina; Lanier, Anne; Dignan, Mark; Revels, Laura; Schoenberg, Nancy E.; Cueva, Katie
2016-01-01
Cancer is the leading cause of mortality among Alaska Native people. Over half of Alaska Native people live in rural communities where specially trained community members called Community Health Aides/Practitioners (CHA/Ps) provide health care. In response to CHA/Ps’ expressed desire to learn more about cancer, four 5-day cancer education and digital storytelling courses were provided in 2014. Throughout each course, participants explored cancer information, reflected on their personal experiences, and envisioned how they might apply their knowledge within their communities. Each course participant also created a personal and authentic digital story, a methodology increasingly embraced by Indigenous communities as a way to combine storytelling traditions with modern technology to promote both individual and community health. Opportunities to learn of CHA/Ps’ experiences with cancer and digital storytelling included a 3-page end-of-course written evaluation, a weekly story-showing log kept for 4 weeks post-course, a group teleconference held 1–2 weeks post-course, and a survey administered 6 months post-course. Participants described digital storytelling as a culturally respectful way to support cancer awareness and education. Participants described the process of creating digital stories as supporting knowledge acquisition, encouraging personal reflection, and sparking a desire to engage in cancer risk reduction activities for themselves and with their families and patients. As a result of creating a personalized digital story, CHA/Ps reported feeling differently about cancer, noting an increase in cancer knowledge and comfort to talk about cancer with clients and family. Indigenous digital stories have potential for broad use as a culturally appropriate health messaging tool. PMID:27429956
Promoting Culturally Respectful Cancer Education Through Digital Storytelling.
Cueva, Melany; Kuhnley, Regina; Lanier, Anne; Dignan, Mark; Revels, Laura; Schoenberg, Nancy E; Cueva, Katie
Cancer is the leading cause of mortality among Alaska Native people. Over half of Alaska Native people live in rural communities where specially trained community members called Community Health Aides/Practitioners (CHA/Ps) provide health care. In response to CHA/Ps' expressed desire to learn more about cancer, four 5-day cancer education and digital storytelling courses were provided in 2014. Throughout each course, participants explored cancer information, reflected on their personal experiences, and envisioned how they might apply their knowledge within their communities. Each course participant also created a personal and authentic digital story, a methodology increasingly embraced by Indigenous communities as a way to combine storytelling traditions with modern technology to promote both individual and community health. Opportunities to learn of CHA/Ps' experiences with cancer and digital storytelling included a 3-page end-of-course written evaluation, a weekly story-showing log kept for 4 weeks post-course, a group teleconference held 1-2 weeks post-course, and a survey administered 6 months post-course. Participants described digital storytelling as a culturally respectful way to support cancer awareness and education. Participants described the process of creating digital stories as supporting knowledge acquisition, encouraging personal reflection, and sparking a desire to engage in cancer risk reduction activities for themselves and with their families and patients. As a result of creating a personalized digital story, CHA/Ps reported feeling differently about cancer, noting an increase in cancer knowledge and comfort to talk about cancer with clients and family. Indigenous digital stories have potential for broad use as a culturally appropriate health messaging tool.
ERIC Educational Resources Information Center
Buckley-Marudas, Mary Frances
2016-01-01
Understanding what happens when teachers embrace digital media for literacy learning is critical to realizing the potential of learning in the digital era. This article examines some of the ways that a high school teacher and his students leverage digital technologies for literacy learning in their humanities classrooms. The author introduces the…
ERIC Educational Resources Information Center
Yang, Kai-Hsiang
2017-01-01
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Background Music and the Learning Environment: Borrowing from other Disciplines
ERIC Educational Resources Information Center
Griffin, Michael
2006-01-01
Human beings have always enjoyed a special relationship with the organisation of audible sound we call music. Through the passage of time, the roles and functions of music have represented manifold expressions to people, and in the present day music is ubiquitous and readily available to all who seek it. Recent advances in digital music technology…
Digital interactive learning of oral radiographic anatomy.
Vuchkova, J; Maybury, T; Farah, C S
2012-02-01
Studies reporting high number of diagnostic errors made from radiographs suggest the need to improve the learning of radiographic interpretation in the dental curriculum. Given studies that show student preference for computer-assisted or digital technologies, the purpose of this study was to develop an interactive digital tool and to determine whether it was more successful than a conventional radiology textbook in assisting dental students with the learning of radiographic anatomy. Eighty-eight dental students underwent a learning phase of radiographic anatomy using an interactive digital tool alongside a conventional radiology textbook. The success of the digital tool, when compared to the textbook, was assessed by quantitative means using a radiographic interpretation test and by qualitative means using a structured Likert scale survey, asking students to evaluate their own learning outcomes from the digital tool. Student evaluations of the digital tool showed that almost all participants (95%) indicated that the tool positively enhanced their learning of radiographic anatomy and interpretation. The success of the digital tool in assisting the learning of radiographic interpretation is discussed in the broader context of learning and teaching curricula, and preference (by students) for the use of this digital form when compared to the conventional literate form of the textbook. Whilst traditional textbooks are still valued in the dental curriculum, it is evident that the preference for computer-assisted learning of oral radiographic anatomy enhances the learning experience by enabling students to interact and better engage with the course material. © 2011 John Wiley & Sons A/S.
Identifying images of handwritten digits using deep learning in H2O
NASA Astrophysics Data System (ADS)
Sadhasivam, Jayakumar; Charanya, R.; Kumar, S. Harish; Srinivasan, A.
2017-11-01
Automatic digit recognition is of popular interest today. Deep learning techniques make it possible for object recognition in image data. Perceiving the digit has turned into a fundamental part as far as certifiable applications. Since, digits are composed in various styles in this way to distinguish the digit it is important to perceive and arrange it with the assistance of machine learning methods. This exploration depends on supervised learning vector quantization neural system arranged under counterfeit artificial neural network. The pictures of digits are perceived, prepared and tried. After the system is made digits are prepared utilizing preparing dataset vectors and testing is connected to the pictures of digits which are separated to each other by fragmenting the picture and resizing the digit picture as needs be for better precision.
Solberg, Brooke L
2012-01-01
Recent advances in technology have brought forth an intriguing new tool for teaching hematopoietic cellular identification skills: the digital slide. Although digitized slides offer a number of appealing options for educators, little research has been done to examine how their utilization would impact learning outcomes. To fill that void, this study was designed to examine student performance, skill retention and transferability, and self-efficacy beliefs amongst undergraduate MLS students learning cellular morphology with digital versus traditional slides. Results showed that students learning with digital slides performed better on assessments containing only traditional slide specimens than students learning with traditional slides, both immediately following the learning activity and after a considerable duration of time. Students learning with digital slides also reported slightly higher levels of self-efficacy related to cellular identification. The findings of this study suggest that students learning cellular identification skills with digital slides are able to transfer that skill directly to traditional slides, and that their ability to identify cells is not negatively affected in present or future settings.
Predicting Digital Informal Learning: An Empirical Study among Chinese University Students
ERIC Educational Resources Information Center
He, Tao; Zhu, Chang; Questier, Frederik
2018-01-01
Although the adoption of digital technology has gained considerable attention in higher education, currently research mainly focuses on implementation in formal learning contexts. Investigating what factors influence students' digital informal learning is still unclear and limited. To understand better university students' digital informal…
Motivated Learning with Digital Learning Tasks: What about Autonomy and Structure?
ERIC Educational Resources Information Center
van Loon, Anne-Marieke; Ros, Anje; Martens, Rob
2012-01-01
In the present study, the ways in which digital learning tasks contribute to students' intrinsic motivation and learning outcomes were examined. In particular, this study explored the relative contributions of autonomy support and the provision of structure in digital learning tasks. Participants were 320 fifth- and sixth-grade students from eight…
ERIC Educational Resources Information Center
Chen, Yen-Chun
2017-01-01
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Sadeghi-Tehran, Pouria; Virlet, Nicolas; Sabermanesh, Kasra; Hawkesford, Malcolm J
2017-01-01
Accurately segmenting vegetation from the background within digital images is both a fundamental and a challenging task in phenotyping. The performance of traditional methods is satisfactory in homogeneous environments, however, performance decreases when applied to images acquired in dynamic field environments. In this paper, a multi-feature learning method is proposed to quantify vegetation growth in outdoor field conditions. The introduced technique is compared with the state-of the-art and other learning methods on digital images. All methods are compared and evaluated with different environmental conditions and the following criteria: (1) comparison with ground-truth images, (2) variation along a day with changes in ambient illumination, (3) comparison with manual measurements and (4) an estimation of performance along the full life cycle of a wheat canopy. The method described is capable of coping with the environmental challenges faced in field conditions, with high levels of adaptiveness and without the need for adjusting a threshold for each digital image. The proposed method is also an ideal candidate to process a time series of phenotypic information throughout the crop growth acquired in the field. Moreover, the introduced method has an advantage that it is not limited to growth measurements only but can be applied on other applications such as identifying weeds, diseases, stress, etc.
Murawski, Nathen J; Asok, Arun
2017-01-10
The precise contribution of visual information to contextual fear learning and discrimination has remained elusive. To better understand this contribution, we coupled the context pre-exposure facilitation effect (CPFE) fear conditioning paradigm with presentations of distinct visual scenes displayed on 4 LCD screens surrounding a conditioning chamber. Adult male Long-Evans rats received non-reinforced context pre-exposure on Day 1, an immediate 1.5mA foot shock on Day 2, and a non-reinforced context test on Day 3. Rats were pre-exposed to either digital Context (dCtx) A, dCtx B, a distinct Ctx C, or no context on Day 1. Digital context A and B were identical except for the visual image displayed on the LCD screens. Immediate shock and retention testing occurred in dCtx A. Rats pre-exposed dCtx A showed the CPFE with significantly higher levels of freezing compared to controls. Rats pre-exposed to Context B failed to show the CPFE, with freezing that did not highly differ from controls. These results suggest that visual information contributes to contextual fear learning and that visual components of the context can be manipulated via LCD screens. Our approach offers a simple modification to contextual fear conditioning paradigms whereby the visual features of a context can be manipulated to better understand the factors that contribute to contextual fear discrimination and generalization. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Can New Digital Technologies Support Parasitology Teaching and Learning?
Jabbar, Abdul; Gasser, Robin B; Lodge, Jason
2016-07-01
Traditionally, parasitology courses have mostly been taught face-to-face on campus, but now digital technologies offer opportunities for teaching and learning. Here, we give a perspective on how new technologies might be used through student-centred teaching approaches. First, a snapshot of recent trends in the higher education is provided; then, a brief account is given of how digital technologies [e.g., massive open online courses (MOOCs), flipped classroom (FC), games, quizzes, dedicated Facebook, and digital badges] might promote parasitology teaching and learning in digital learning environments. In our opinion, some of these digital technologies might be useful for competency-based, self-regulated, learner-centred teaching and learning in an online or blended teaching environment. Copyright © 2016 Elsevier Ltd. All rights reserved.
Learning to Read in the Digital Age
ERIC Educational Resources Information Center
Rose, David; Dalton, Bridget
2009-01-01
The digital age offers transformative opportunities for individualization of learning. First, modern imaging technologies have changed our understanding of learning and the sources and ranges of its diversity. Second, digital technologies make it possible to design learning environments that are responsive to individual differences. We draw on…
Examining the Characteristics of Digital Learning Games Designed by In-Service Teachers
ERIC Educational Resources Information Center
An, Yun-Jo; Cao, Li
2017-01-01
In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…
Demonstrating DREAM: A Digital Resource Exchange about Music
ERIC Educational Resources Information Center
Upitis, Rena; Boese, Karen; Abrami, Philip C.
2015-01-01
The Digital Resource Exchange About Music (DREAM) is an online tool for exchanging information about digital learning tools for music education. DREAM was designed by our team to encourage music teachers to learn about digital resources related to learning to play a musical instrument, both in classroom and independent music studio settings. In…
ERIC Educational Resources Information Center
John D. and Catherine T. MacArthur Foundation, 2012
2012-01-01
MacArthur launched the digital media and learning initiative in 2006 to explore how digital media are changing the way young people learn, socialize, communicate, and play. Since 2006, the Foundation has awarded grants totaling more than $100 million for research, development of innovative new technologies, new learning environments for youth,…
Listen Up! The Best in Educational Audio
ERIC Educational Resources Information Center
Adam, Anna; Mowers, Helen
2007-01-01
Podcasts are a great way to expand learning beyond the four walls of the classroom or library. Just imagine taking the students on a tour of the great halls of the Louvre one day and the high-altitude plains of the Peruvian altiplano the next. This and more can be done with podcasts, episodic digital files that are the 21st-century equivalent of…
When a Classroom Is Not Just a Classroom: Building Digital Playgrounds in the Classroom
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Chuang, Chi-Kuo; Nurkhamid; Liu, Tzu-Chien
2012-01-01
In the context of classroom, it is possible to create a playground with digital technology beneficial for learning in spite of rising enthusiasm in incorporating educational games in classroom. This paper is an essay to describe a learning playground called Digital Learning Playground (DLP). It is essentially an application of digital technology…
ERIC Educational Resources Information Center
Grimley, Mick
2012-01-01
Recent developments in digital technology have resulted in the unprecedented uptake of digital technology engagement as a leisure-time pursuit across the age span. This has resulted in the speculation that such use of digital technology is responsible for changes in cognition and learning behaviour. This study investigated two groups of…
ERIC Educational Resources Information Center
Gunal, Serkan
2008-01-01
Digital libraries play a crucial role in distance learning. Nowadays, they are one of the fundamental information sources for the students enrolled in this learning system. These libraries contain huge amount of instructional data (text, audio and video) offered by the distance learning program. Organization of the digital libraries is…
Learning in the Digital Age: Control or Connection?
ERIC Educational Resources Information Center
Van Galen, Jane
2013-01-01
In October 2011, 200 state school officers and legislators gathered at a hotel in San Francisco to learn how to "revolutionize" learning by "personalizing" instruction. The occasion was former Florida Gov. Jeb Bush's second annual National Summit on Education Reform. The topic was digital learning. The vision of digitally managed curriculum and…
NASA Astrophysics Data System (ADS)
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.
2015-12-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.
NASA Astrophysics Data System (ADS)
Oman, Auna
This action research project investigated fourth grade students¡¦ motivation to learn science using a digital science techbook. Participants in the study included 29 fourth grade students in two different classrooms. One classroom of 16 students used a digital science techbook to learn science while the other classroom of 13 students used a traditional paper science textbook to learn science. Students in both classrooms answered five sets of questions regarding their experience using a digital science techbook and a paper science techbook to understand science, find science information, solve science problems, learn science, and assess learning science was fun. Results were compiled and coded based on positive and negative responses to conditions. A chi-square was used to analyze the ordinal data. Overall differences between techbooks vs. textbook were significant, X2 (1, N = 29) = 23.84, p = .000, justifying further examination of individual survey items. Three items had statistically significant difference for finding science information, solving science problems, and learning science. A gender difference was also found in one item. Females preferred to use paper science textbooks to understand science, while males preferred digital techbooks to learn science. The fourth graders in this study indicated that digital techbooks were a powerful learning tool for increasing interest, excitement and learning science. Even though students reported paper science textbooks as easy to use, they found using digital science techbooks a far more appealing way to learn science.
Digital Technology Use by the Students and English Teachers and Self-Directed Language Learning
ERIC Educational Resources Information Center
Sert, Nehir; Boynuegri, Ebru
2017-01-01
The digital era is a new challenge for teachers. While children get acquainted with the digital technology before the age of six, teachers, who have encountered with the digital world at a later time in their lives, struggle with it. Self-directed learning, which is crucial for lifelong learning, can be enhanced by the use technology particularly…
Teaching in a Digital Age: How Educators Use Technology to Improve Student Learning
ERIC Educational Resources Information Center
McKnight, Katherine; O'Malley, Kimberly; Ruzic, Roxanne; Horsley, Maria Kelly; Franey, John J.; Bassett, Katherine
2016-01-01
A successful digital conversion for classrooms, districts, and states is not determined by the technology, but by how technology enables teaching and learning. The purpose of our multisite case study was to document digital instructional strategies teachers use to enhance and transform student learning, and align that use with learning research.…
Adult Learning in the Digital Age: Perspectives on Online Technologies and Outcomes
ERIC Educational Resources Information Center
Kidd, Terry T., Ed.; Keengwe, Jared, Ed.
2010-01-01
As instructors move further into the incorporation of 21st century technologies in adult education, a new paradigm of digitally-enriched mediated learning has emerged. This book provides a comprehensive framework of trends and issues related to adult learning for the facilitation of authentic learning in the age of digital technology. This…
ERIC Educational Resources Information Center
Schwartzbeck, Terri Duggan; Wolf, Mary Ann
2012-01-01
This report outlines how digital learning can connect middle and high school students with better teaching and learning experiences while also addressing three major challenges facing the nation's education system--access to good teaching, tight budgets, and boosting student achievement. But simply slapping a netbook on top of a textbook will not…
Word Learning and Story Comprehension from Digital Storybooks: Does Interaction Make a Difference?
ERIC Educational Resources Information Center
Kelley, Elizabeth S.; Kinney, Kara
2017-01-01
An emerging body of research examines language learning of young children from experiences with digital storybooks, but little is known about the ways in which specific components of digital storybooks, including interactive elements, may influence language learning. The purpose of the study was to examine the incidental word learning and story…
ERIC Educational Resources Information Center
Cirell, Anna Montana
2017-01-01
Digital media is becoming increasingly important to learning in today's changing times. At the same time, digital technologies and related digital skills are unevenly distributed. Further, deficit-based notions of this digital divide define the public's educational paradigm. Against this backdrop, I forayed into the social reality of one rural…
E-Learning Environments for Digitally-Minded Students
ERIC Educational Resources Information Center
Andone, Diana; Dron, Jon; Pemberton, Lyn; Boyne, Chris
2007-01-01
While most existing online learning environments cater for needs identified during the 1990s, a new generation of digital students has emerged in the developed world. Digital students are young adults who have grown up with digital technologies integrated as an everyday feature of their lives. Digital students use technology differently, fluidly…
Many Texts, Many Voices: Teaching Literacy and Social Justice to Young Learners in the Digital Age
ERIC Educational Resources Information Center
Silvers, Penny; Shorey, Mary C.
2012-01-01
On any given day, a visitor to Mary Shorey's classroom will find elementary students using a variety of learning tools, from books to wikis and blogs, to pose critical questions about the world and take action to make a difference in the lives of others. Whether sponsoring a book drive for victims of Hurricane Katrina, using a multimedia…
Effects of Character Voice-Over on Players' Engagement in a Digital Role-Playing Game Environment
ERIC Educational Resources Information Center
Byun, JaeHwan
2012-01-01
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
ERIC Educational Resources Information Center
Battaglino, Tamara Butler; Haldeman, Matt; Laurans, Eleanor
2012-01-01
The latest installment of the Fordham Institute's "Creating Sound Policy for Digital Learning" series investigates one of the more controversial aspects of digital learning: How much does it cost? In this paper, the Parthenon Group uses interviews with more than fifty vendors and online-schooling experts to estimate today's average…
ERIC Educational Resources Information Center
Saljo, R.
2010-01-01
The purpose of this article is to offer some reflections on the relationships between digital technologies and learning. It is argued that activities of learning, as they have been practised within institutionalized schooling, are coming under increasing pressure from the developments of digital technologies and the capacities to store, access and…
Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless
ERIC Educational Resources Information Center
Van Eck, Richard
2006-01-01
With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…
Creating the Future of Games and Learning
ERIC Educational Resources Information Center
Squire, Kurt
2015-01-01
Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…
78 FR 43882 - Sunshine Act Meeting; Open Commission Meeting; Friday, July 19, 2013
Federal Register 2010, 2011, 2012, 2013, 2014
2013-07-22
... the delivery of video programming. 2 TITLE: Presentation on LEAD Recommendations and Digital Learning... Five Point Blueprint recommending a national initiative to expand digital learning in K-12 education... teachers at Kenmore are using digital technologies and broadband connectivity to expand learning...
Digital case-based learning system in school.
Gu, Peipei; Guo, Jiayang
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework.
Digital case-based learning system in school
Gu, Peipei
2017-01-01
With the continuing growth of multi-media learning resources, it is important to offer methods helping learners to explore and acquire relevant learning information effectively. As services that organize multi-media learning materials together to support programming learning, the digital case-based learning system is needed. In order to create a case-oriented e-learning system, this paper concentrates on the digital case study of multi-media resources and learning processes with an integrated framework. An integration of multi-media resources, testing and learning strategies recommendation as the learning unit is proposed in the digital case-based learning framework. The learning mechanism of learning guidance, multi-media materials learning and testing feedback is supported in our project. An improved personalized genetic algorithm which incorporates preference information and usage degree into the crossover and mutation process is proposed to assemble the personalized test sheet for each learner. A learning strategies recommendation solution is proposed to recommend learning strategies for learners to help them to learn. The experiments are conducted to prove that the proposed approaches are capable of constructing personalized sheets and the effectiveness of the framework. PMID:29107965
An adaptive deep Q-learning strategy for handwritten digit recognition.
Qiao, Junfei; Wang, Gongming; Li, Wenjing; Chen, Min
2018-02-22
Handwritten digits recognition is a challenging problem in recent years. Although many deep learning-based classification algorithms are studied for handwritten digits recognition, the recognition accuracy and running time still need to be further improved. In this paper, an adaptive deep Q-learning strategy is proposed to improve accuracy and shorten running time for handwritten digit recognition. The adaptive deep Q-learning strategy combines the feature-extracting capability of deep learning and the decision-making of reinforcement learning to form an adaptive Q-learning deep belief network (Q-ADBN). First, Q-ADBN extracts the features of original images using an adaptive deep auto-encoder (ADAE), and the extracted features are considered as the current states of Q-learning algorithm. Second, Q-ADBN receives Q-function (reward signal) during recognition of the current states, and the final handwritten digits recognition is implemented by maximizing the Q-function using Q-learning algorithm. Finally, experimental results from the well-known MNIST dataset show that the proposed Q-ADBN has a superiority to other similar methods in terms of accuracy and running time. Copyright © 2018 Elsevier Ltd. All rights reserved.
Digital Badges for STEM Learning in Secondary Contexts: A Mixed Methods Study
NASA Astrophysics Data System (ADS)
Elkordy, Angela
The deficit in STEM skills is a matter of concern for national economies and a major focus for educational policy makers. The development of Information and Communications Technologies (ICT) has resulted in a rapidly changing workforce of global scale. In addition, ICT have fostered the growth of digital and mobile technologies which have been the learning context, formal and informal, for a generation of youth. The purpose of this study was to design an intervention based upon a competency-based, digitally-mediated, learning intervention: digital badges for learning STEM habits of mind and practices. Designed purposefully, digital badge learning trajectories and criteria can be flexible tools for scaffolding, measuring, and communicating the acquisition of knowledge, skills, or competencies. One of the most often discussed attributes of digital badges, is the ability of badges to motivate learners. However, the research base to support this claim is in its infancy; there is little empirical evidence. A skills-based digital badge intervention was designed to demonstrate mastery learning in key, age-appropriate, STEM competencies aligned with Next Generation Science Standards (NGSS) and other educational standards. A mixed methods approach was used to study the impact of a digital badge intervention in the sample middle and high school population. Among the findings were statistically significant measures which substantiate that in this student population, the digital badges increased perceived competence and motivated learners to persist at task.
Collaborative learning model inquiring based on digital game
NASA Astrophysics Data System (ADS)
Yuan, Jiugen; Xing, Ruonan
2012-04-01
With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.
ERIC Educational Resources Information Center
Hess, Frederick M.
2011-01-01
Digital learning makes possible the "unbundling" of school provisions--that is, it allows children to be served by providers from almost anywhere, in new and more customized ways. At the same time, because it destandardizes and decentralizes educational delivery, digital education is far harder to bring under the yoke of the…
ERIC Educational Resources Information Center
Fanfarelli, Joseph R.; McDaniel, Rudy
2017-01-01
Digital badging research is gaining momentum as instructors and administrators consider new models for assessing learning in nontraditional contexts (e.g., informal science learning programs, flexible online courses, adaptive learning systems). While many studies are examining the effectiveness of digital badges for pedagogical functions, such as…
Enhancing Digital Literacy and Learning among Adults with Blogs
ERIC Educational Resources Information Center
Sharp, Laurie A.
2017-01-01
Digital literacy and learning among adults has been identified as an area requiring research. The purpose of the present study was to explore technology acceptance and digital collaborative learning experiences with blogs among adult learners. This analysis employed a quasi-experimental mixed-methods approach guided by a sociocultural theoretical…
Digital Tools and Solutions for Inquiry-Based STEM Learning
ERIC Educational Resources Information Center
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed.
2017-01-01
In the digital age, the integration of technology has become a ubiquitous aspect of modern society. These advancements have significantly enhanced the field of education, allowing students to receive a better learning experience. "Digital Tools and Solutions for Inquiry-Based STEM Learning" is a comprehensive source of scholarly material…
Acquiring skill at medical image inspection: learning localized in early visual processes
NASA Astrophysics Data System (ADS)
Sowden, Paul T.; Davies, Ian R. L.; Roling, Penny; Watt, Simon J.
1997-04-01
Acquisition of the skill of medical image inspection could be due to changes in visual search processes, 'low-level' sensory learning, and higher level 'conceptual learning.' Here, we report two studies that investigate the extent to which learning in medical image inspection involves low- level learning. Early in the visual processing pathway cells are selective for direction of luminance contrast. We exploit this in the present studies by using transfer across direction of contrast as a 'marker' to indicate the level of processing at which learning occurs. In both studies twelve observers trained for four days at detecting features in x- ray images (experiment one equals discs in the Nijmegen phantom, experiment two equals micro-calcification clusters in digitized mammograms). Half the observers examined negative luminance contrast versions of the images and the remainder examined positive contrast versions. On the fifth day, observers swapped to inspect their respective opposite contrast images. In both experiments leaning occurred across sessions. In experiment one, learning did not transfer across direction of luminance contrast, while in experiment two there was only partial transfer. These findings are consistent with the contention that some of the leaning was localized early in the visual processing pathway. The implications of these results for current medical image inspection training schedules are discussed.
Storytelling in the digital world: achieving higher-level learning objectives.
Schwartz, Melissa R
2012-01-01
Nursing students are not passive media consumers but instead live in a technology ecosystem where digital is the language they speak. To prepare the next generation of nurses, educators must incorporate multiple technologies to improve higher-order learning. The author discusses the evolution and use of storytelling as part of the digital world and how digital stories can be aligned with Bloom's Taxonomy so that students achieve higher-level learning objectives.
Anderson, Nathaniel D; Dell, Gary S
2018-04-03
Speakers implicitly learn novel phonotactic patterns by producing strings of syllables. The learning is revealed in their speech errors. First-order patterns, such as "/f/ must be a syllable onset," can be distinguished from contingent, or second-order, patterns, such as "/f/ must be an onset if the vowel is /a/, but a coda if the vowel is /o/." A metaanalysis of 19 experiments clearly demonstrated that first-order patterns affect speech errors to a very great extent in a single experimental session, but second-order vowel-contingent patterns only affect errors on the second day of testing, suggesting the need for a consolidation period. Two experiments tested an analogue to these studies involving sequences of button pushes, with fingers as "consonants" and thumbs as "vowels." The button-push errors revealed two of the key speech-error findings: first-order patterns are learned quickly, but second-order thumb-contingent patterns are only strongly revealed in the errors on the second day of testing. The influence of computational complexity on the implicit learning of phonotactic patterns in speech production may be a general feature of sequence production.
Digital Games and Learning: Identifying Pathways of Influence
ERIC Educational Resources Information Center
Subrahmanyam, Kaveri; Renukarya, Bhavya
2015-01-01
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
A Study on Exploiting Commercial Digital Games into School Context
ERIC Educational Resources Information Center
Panoutsopoulos, Hercules; Sampson, Demetrios G.
2012-01-01
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…
Using Digital Photography to Supplement Learning of Biotechnology
ERIC Educational Resources Information Center
Norflus, Fran
2012-01-01
The author used digital photography to supplement learning of biotechnology by students with a variety of learning styles and educational backgrounds. Because one approach would not be sufficient to reach all the students, digital photography was used to explain the techniques and results to the class instead of having to teach each student…
Information Activities and Appropriation in Teacher Trainees' Digital, Group-Based Learning
ERIC Educational Resources Information Center
Hanell, Fredrik
2016-01-01
Introduction: This paper reports results from an ethnographic study of teacher trainees' information activities in digital, group-based learning and their relation to the interplay between use and appropriation of digital tools and the learning environment. Method: The participants in the present study are 249 pre-school teacher trainees in…
Digital Competence Model of Distance Learning Students
ERIC Educational Resources Information Center
da Silva, Ketia Kellen A.; Behar, Patricia A.
2017-01-01
This article presents the development of a digital competency model of Distance Learning (DL) students in Brazil called CompDigAl_EAD. The following topics were addressed in this study: Educational Competences, Digital Competences, and Distance Learning students. The model was developed between 2015 and 2016 and is being validated in 2017. It was…
ERIC Educational Resources Information Center
Southern Regional Education Board (SREB), 2005
2005-01-01
The Educational Technology Cooperative of the Southern Regional Education Board (SREB) established the Digital Learning Content initiative to identify guidelines and develop recommendations to assist those who develop, evaluate, select, acquire and use digital learning content to create products that are easy to access and use in order to ensure…
Digital Learning in California's K-12 Schools. Just the Facts
ERIC Educational Resources Information Center
Gao, Niu
2015-01-01
This fact page briefly discusses the following facts on digital learning in California's K-12: (1) As California implements new tests in its K-12 schools, technology infrastructure is a key concern; (2) Many districts are confident that they had enough bandwidth for online field tests; (3) Digital learning will require significantly greater…
ERIC Educational Resources Information Center
Bridgstock, Ruth
2016-01-01
This article explores how universities might engage more effectively with the imperative to develop students' twenty-first century skills for the information society, by examining learning challenges and professional learning strategies of successful digital media professionals. The findings of qualitative interviews with professionals from…
ERIC Educational Resources Information Center
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.
2015-01-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…
ERIC Educational Resources Information Center
Kleiman, Glenn M.; Wolf, Mary Ann; Frye, David
2013-01-01
In conjunction with the relaunch of the Digital Learning Transition (DLT) Massive Open Online Course for Educatos (MOOC-Ed) in September 2013, the Alliance and the Friday Institute released "The Digital Learning Transition MOOC for Educators: Exploring a Scalable Approach to Professional Development", a new paper that describes the…
A Professional Learning Model Supporting Teachers to Integrate Digital Technologies
ERIC Educational Resources Information Center
Sheffield, Rachel; Blackley, Susan; Moro, Paul
2018-01-01
Contemporary teachers have an obligation to support and scaffold students' learning in digital technologies and to do this in authentic contexts. In order for teachers to be successful in this, their own competency in digital technologies needs to be high, and their own 21st century learning skills of communication, collaboration, creativity and…
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
Supporting Digital Natives to Learn Effectively with Technology Tools
ERIC Educational Resources Information Center
Keengwe, Jared; Georgina, David
2013-01-01
Majority of learners in our classrooms are digital natives or Millennials--a category of learners who tend toward independence and autonomy in their learning styles. The primary challenges then facing instructors include: How do digital natives learn and how do you teach them? The answers to these questions will help instructors to: (a) identify…
Theoretical Perspectives of How Digital Natives Learn
ERIC Educational Resources Information Center
Kivunja, Charles
2014-01-01
Marck Prensky, an authority on teaching and learning especially with the aid of Information and Communication Technologies, has referred to 21st century children born after 1980 as "Digital Natives". This paper reviews literature of leaders in the field to shed some light on theoretical perspectives of how Digital Natives learn and how…
ERIC Educational Resources Information Center
Cavanaugh, Cathy; Sessums, Christopher; Drexler, Wendy
2015-01-01
This essay is a call for rethinking our approach to research in digital learning. It plots a path founded in social trends and advances in education. A brief review of these trends and advances is followed by discussion of what flattened research might look like at scale. Scaling research in digital learning is crucial to advancing understanding…
Engaging Elements of Cancer-Related Digital Stories in Alaska
Cueva, Melany; Kuhnley, Regina; Revels, Laura; Schoenberg, Nancy E.; Lanier, Anne; Dignan, Mark
2015-01-01
The tradition of storytelling is an integral part of Alaska Native cultures that continues to be a way of passing on knowledge. Using a story-based approach to share cancer education is grounded in Alaska Native traditions and people’s experiences and has the potential to positively impact cancer knowledge, understandings, and wellness choices. Community health workers (CHWs) in Alaska created a personal digital story as part of a 5-day, in-person cancer education course. To identify engaging elements of digital stories among Alaska Native people, one focus group was held in each of three different Alaska communities with a total of 29 adult participants. After viewing CHWs’ digital stories created during CHW cancer education courses, focus group participants commented verbally and in writing about cultural relevance, engaging elements, information learned, and intent to change health behavior. Digital stories were described by Alaska focus group participants as being culturally respectful, informational, inspiring, and motivational. Viewers shared that they liked digital stories because they were short (only 2–3 min); nondirective and not preachy; emotional, told as a personal story and not just facts and figures; and relevant, using photos that showed Alaskan places and people. PMID:25865400
Engaging Elements of Cancer-Related Digital Stories in Alaska.
Cueva, Melany; Kuhnley, Regina; Revels, Laura; Schoenberg, Nancy E; Lanier, Anne; Dignan, Mark
2016-09-01
The tradition of storytelling is an integral part of Alaska Native cultures that continues to be a way of passing on knowledge. Using a story-based approach to share cancer education is grounded in Alaska Native traditions and people's experiences and has the potential to positively impact cancer knowledge, understandings, and wellness choices. Community health workers (CHWs) in Alaska created a personal digital story as part of a 5-day, in-person cancer education course. To identify engaging elements of digital stories among Alaska Native people, one focus group was held in each of three different Alaska communities with a total of 29 adult participants. After viewing CHWs' digital stories created during CHW cancer education courses, focus group participants commented verbally and in writing about cultural relevance, engaging elements, information learned, and intent to change health behavior. Digital stories were described by Alaska focus group participants as being culturally respectful, informational, inspiring, and motivational. Viewers shared that they liked digital stories because they were short (only 2-3 min); nondirective and not preachy; emotional, told as a personal story and not just facts and figures; and relevant, using photos that showed Alaskan places and people.
Student perceptions of digital versus traditional slide use in undergraduate education.
Solberg, Brooke L
2012-01-01
Digitized slides provide a number of intriguing benefits for educators. Before their implementation, however, educators should consider student opinion related to their use. This mixed-methods study directly compared Medical Laboratory Science (MLS) student perceptions of learning experiences in both digital and traditional slide laboratory settings. Results suggested that the majority of students preferred learning with digital slides, and numerous reasons for this preference were identified. Survey responses indicated that students using digital slides tended to view their performances, instructor feedback, and their learning environment more positively than students using traditional slides. Apprehensions about digital slide use were also detected from students preferring traditional slides. These findings provide a guide on how best to exploit both digital and traditional slides in an educational setting.
Science 2.0: When Students Become Digital Citizens
ERIC Educational Resources Information Center
Smith, Ben; Mader, Jared
2016-01-01
Modern science learning requires the use of digital tools and a shift in teaching philosophy and pedagogy. The backbone to this shift rests in a yet unaddressed skill: digital citizenship. The authors discuss the Digital Citizen standard where "students (will) recognize the rights, responsibilities, and opportunities of living, learning, and…
"Scratch"ing below the Surface: Mathematics through an Alternative Digital Lens?
ERIC Educational Resources Information Center
Calder, Nigel; Taylor, Merilyn
2010-01-01
A key element in the examination of how students process mathematics through digital technologies is considering the ways that digital pedagogical media might influence the learning process. How might students' understanding emerge through engagement in a digital-learning environment? Interactive software that has cross-curricula implications and…
Sustainable Innovations: Bringing Digital Media and Emerging Technologies to the Classroom
ERIC Educational Resources Information Center
Herro, Danielle
2015-01-01
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
NASA Astrophysics Data System (ADS)
Schroeder, Mubina Khan
In science education, the use of digital technology-based learning can help students struggling with difficult concepts such as the movement of molecules. While digital learning tools hold much promise for science education, the question arises as to whether or not such technology can serve as an adequate surrogate for the teacher-student interactions that theorists like Lev Vygotsky (1978) underscored as being critical to learning. In response to such concerns, designers of digital curricula often utilize scaffolds to help students as they learn from such programs. Using a simulation designed to teach students about the concept of diffusion as an example, I examine the effect of including prompting language in the learning sequence of the simulation. The use of prompting language in digital curriculum appears to be successful because it elicits science students to reflect and metacognise about their learning, lending support to Vygotsky's (1978) ideas of teaching and learning involving outer and inner dialog. However, findings from think aloud data continue to underscore the importance of human linguistic exchange as a preferable learning paradigm.
ERIC Educational Resources Information Center
Hense, Jan; Mandl, Heinz
2012-01-01
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
ERIC Educational Resources Information Center
Aleksic-Maslac, Karmela; Magzan, Masha; Juric, Visnja
2009-01-01
Digital interaction in e-learning offers great opportunities for education quality improvement in both--the classical teaching combined with e-learning, and distance learning. Zagreb School of Economics & Management (ZSEM) is one of the few higher education institutions in Croatia that systematically uses e-learning in teaching. Systematically…
Connected Learning: Harnessing the Information Age to Make Learning More Powerful
ERIC Educational Resources Information Center
Roc, Martens
2014-01-01
This report introduces connected learning, a promising educational approach supported by the MacArthur Foundation and the Digital Learning Media (DLM) initiative that schools and out-of-school sites are adopting to enhance student learning and outcomes by connecting their education to their interests. Connected learning uses digital media to…
ERIC Educational Resources Information Center
Loh, Christian Sebastian
2001-01-01
Examines how mobile computers, or personal digital assistants (PDAs), can be used in a Web-based learning environment. Topics include wireless networks on college campuses; online learning; Web-based learning technologies; synchronous and asynchronous communication via the Web; content resources; Web connections; and collaborative learning. (LRW)
Six Strategies for Digital Learning Success. White Paper
ERIC Educational Resources Information Center
Mehta, Samir; Downs, Holly
2016-01-01
Technology has revolutionized corporate learning and leadership development. The number of organizations that use learning management systems is higher than ever before, and thanks to massive open online courses (MOOCs), small private online courses (SPOCS), microlearning, nanolearning, and other new media learning platforms, digital learning and…
NASA Astrophysics Data System (ADS)
Marlius; Kaniawati, I.; Feranie, S.
2018-05-01
A preliminary learning design using relay to promote twelfth grade student’s understanding of logic gates concept is implemented to see how well it’s to adopted by six high school students, three male students and three female students of twelfth grade. This learning design is considered for next learning of digital technology concept i.e. data digital transmition and analog. This work is a preliminary study to design the learning for large class. So far just a few researches designing learning design related to digital technology with relay. It may due to this concept inserted in Indonesian twelfth grade curriculum recently. This analysis is focus on student difficulties trough video analysis to learn the concept. Based on our analysis, the recommended thing for redesigning learning is: students understand first about symbols and electrical circuits; the Student Worksheet is made in more detail on the assembly steps to the project board; mark with symbols at points in certain places in the circuit for easy assembly; assembly using relays by students is enough until is the NOT’s logic gates and the others that have been assembled so that effective time. The design of learning using relays can make the relay a liaison between the abstract on the digital with the real thing of it, especially in the circuit of symbols and real circuits. Besides it is expected to also enrich the ability of teachers in classroom learning about digital technology.
ERIC Educational Resources Information Center
Pruden, Manning; Kerkhoff, Shea N.; Spires, Hiller A.; Lester, James
2017-01-01
The aim of this study was to explore how "Narrative Theatre," a narrative-centered digital learning environment, supported the writing processes of 3 struggling adolescent male writers. We utilized a multicase study approach to capture 3 sixth-grade participants' experiences with the digital learning environment before, during, and after…
How Much Is Teaching and Learning in Higher Education Digitized? Insights from Teacher Education
ERIC Educational Resources Information Center
Riehemann, Jens; Jucks, Regina
2017-01-01
The digital age has changed how we communicate, inform ourselves, and even how we teach and learn. This study systematically analyses and compares the perspectives of university academics (N = 75) and university students (N = 206) from the field of teacher education on digitized teaching and learning. In a between-subjects design, participants of…
Utilizing Mobile Devices to Enrich the Learning Style of Students
ERIC Educational Resources Information Center
McGovern, Enda F.; Luna-Nevarez, Cuauhtemoc; Baruca, Arne
2017-01-01
As digital technologies evolve in education, business faculty have increased access to an extensive range of mobile devices and online applications to help them inspire students' passion for learning. Adopting new digital approaches to teaching can also enhance the learning style of students who are immersed in the use of digital devices. How can…
Digital Game-Based Learning Once Removed: Teaching Teachers
ERIC Educational Resources Information Center
Becker, Katrin
2007-01-01
In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…
A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System
ERIC Educational Resources Information Center
Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong
2011-01-01
The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…
Metacognitive components in smart learning environment
NASA Astrophysics Data System (ADS)
Sumadyo, M.; Santoso, H. B.; Sensuse, D. I.
2018-03-01
Metacognitive ability in digital-based learning process helps students in achieving learning goals. So that digital-based learning environment should make the metacognitive component as a facility that must be equipped. Smart Learning Environment is the concept of a learning environment that certainly has more advanced components than just a digital learning environment. This study examines the metacognitive component of the smart learning environment to support the learning process. A review of the metacognitive literature was conducted to examine the components involved in metacognitive learning strategies. Review is also conducted on the results of study smart learning environment, ranging from design to context in building smart learning. Metacognitive learning strategies certainly require the support of adaptable, responsive and personalize learning environments in accordance with the principles of smart learning. The current study proposed the role of metacognitive component in smart learning environment, which is useful as the basis of research in building environment in smart learning.
Bormann, Tobias; Seyboth, Margret; Umarova, Roza; Weiller, Cornelius
2015-06-01
Studies on verbal learning in patients with impaired verbal short-term memory (vSTM) have revealed dissociations among types of verbal information. Patients with impaired vSTM are able to learn lists of known words but fail to acquire new word forms. This suggests that vSTM is involved in new word learning. The present study assessed both new word learning and the learning of digit sequences in two patients with impaired vSTM. In two experiments, participants were required to learn people's names, ages and professions, or their four digit 'phone numbers'. The STM patients were impaired on learning unknown family names and phone numbers, but managed to acquire other verbal information. In contrast, a patient with a severe verbal episodic memory impairment was impaired across information types. These results indicate verbal STM involvement in the learning of digit sequences. Copyright © 2015 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Coll, Sandhya Devi; Coll, Richard Kevin
2018-04-01
Background: Recent research and curriculum reforms have indicated the need for diversifying teaching approaches by drawing upon student interest and engagement in ways which makes learning science meaningful. Purpose: This study examines the integration of informal/free choice learning which occurred during learning experiences outside school (LEOS) with classroom learning using digital technologies. Specifically, the digital technologies comprised a learning management system (LMS), Moodle, which fits well with students' lived experiences and their digital world. Design and Method: This study examines three out-of-school visits to Informal Science Institutes (ISI) using a digitally integrated fieldtrip inventory (DIFI) Model. Research questions were analysed using thematic approach emerging along with semi-structured interviews, before, during and after the visit, and assessing students' learning experiences. Data comprised photographs, field notes, and unobtrusive observations of the classroom, wiki postings, student work books and teacher planning diaries. Results: We argue, that pre- and post-visit planning using the DIFI Model is more likely to engage learners, and the use of a digital learning platform was even more likely to encourage collaborative learning. The conclusion can also be drawn that students' level of motivation for collaborative learning positively correlates with their improvement in academic achievement.
E-Learning Research and Development: On Evaluation, Learning Performance, and Visual Attention
ERIC Educational Resources Information Center
Rüth, Marco
2017-01-01
Digital learning is becoming a prevalent everyday human behavior. Effective digital learning services are integral for educational innovation and constitute competitive advantages for education businesses. Quality management in e-learning research and development is thus of utmost importance and needs both strong conceptual and empirical…
The Comparison of Students' Satisfaction between Ubiquitous and Web-Based Learning Environments
ERIC Educational Resources Information Center
Virtanen, Mari Aulikki; Kääriäinen, Maria; Liikanen, Eeva; Haavisto, Elina
2017-01-01
Higher education is moving towards digitalized learning. The rapid development of technological resources, devices and wireless networks enables more flexible opportunities to study and learn in innovative learning environments. New technologies enable combining of authentic and virtual learning spaces and digital resources as multifunctional…
Student perceptions of digital badges in a drug information and literature evaluation course.
Fajiculay, Jay R; Parikh, Bhavini T; Wright, Casey V; Sheehan, Amy Heck
2017-09-01
The purpose of this article is to describe student perceptions of implementation of digital badges in a drug information and literature evaluation course. Two digital badges were developed as voluntary learning opportunities. Student perceptions were obtained through pre- and post-survey instruments consisting of selected questions from the Motivated Strategies for Learning Questionnaire. The response rate was 69% (106/153). At baseline, 53% of respondents agreed that digital badges could help them better understand course material. More students agreed they would share earned digital badges on LinkedIn (68%) than Facebook (19%). Most students who earned digital badges agreed that badges helped increase their confidence in course material (73%), focus on specific learning objectives (55%), look deeper into course competencies (64%), and were a useful adjunct to the traditional teaching method (82%). Digital badges were perceived by students as a positive adjunct to learning and may provide a novel mechanism for development of an electronic skills-based portfolio. Copyright © 2017 Elsevier Inc. All rights reserved.
Pre-Service Teachers Designing and Constructing "Good Digital Games"
ERIC Educational Resources Information Center
Artym, Corbett; Carbonaro, Mike; Boechler, Patricia
2016-01-01
There is a growing interest in the application of digital games to enhance learning across many educational levels. This paper investigates pre-service teachers' ability to operationalize the learning principles that are considered part of a good digital game (Gee, 2007) by designing digital games in Scratch. Forty pre-service teachers, enrolled…
Using a Digital Game as an Advance Organizer
ERIC Educational Resources Information Center
Denham, André R.
2018-01-01
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Generative Learning Strategy Use and Self-Regulatory Prompting in Digital Text
ERIC Educational Resources Information Center
Reid, Alan J.; Morrison, Gary M.
2014-01-01
The digital revolution is shifting print-based textbooks to digital text, and it has afforded the opportunity to incorporate meaningful learning strategies and otherwise separate metacognitive activities directly into these texts as embedded support. A sample of 89 undergraduates read a digital, expository text on the basics of photography. The…
E-inclusion Process and Societal Digital Skill Development
ERIC Educational Resources Information Center
Vitolina, Ieva
2015-01-01
Nowadays, the focus shifts from information and communication technology access to skills and knowledge. Moreover, lack of digital skills is an obstacle in the process of learning new digital competences using technologies and e-learning. The objective of this research is to investigate how to facilitate students to use the acquired digital skills…
Fu, Qiushi; Zhang, Wei; Santello, Marco
2010-07-07
Dexterous object manipulation requires anticipatory control of digit positions and forces. Despite extensive studies on sensorimotor learning of digit forces, how humans learn to coordinate digit positions and forces has never been addressed. Furthermore, the functional role of anticipatory modulation of digit placement to object properties remains to be investigated. We addressed these questions by asking human subjects (12 females, 12 males) to grasp and lift an inverted T-shaped object using precision grip at constrained or self-chosen locations. The task requirement was to minimize object roll during lift. When digit position was not constrained, subjects could have implemented many equally valid digit position-force coordination patterns. However, choice of digit placement might also have resulted in large trial-to-trial variability of digit position, hence challenging the extent to which the CNS could have relied on sensorimotor memories for anticipatory control of digit forces. We hypothesized that subjects would modulate digit placement for optimal force distribution and digit forces as a function of variable digit positions. All subjects learned to minimize object roll within the first three trials, and the unconstrained device was associated with significantly smaller grip forces but larger variability of digit positions. Importantly, however, digit load force modulation compensated for position variability, thus ensuring consistent object roll minimization on each trial. This indicates that subjects learned object manipulation by integrating sensorimotor memories with sensory feedback about digit positions. These results are discussed in the context of motor equivalence and sensorimotor integration of grasp kinematics and kinetics.
Teaching 2.0: Teams Keep Teachers and Students Plugged into Technology
ERIC Educational Resources Information Center
Bourgeois, Michelle; Hunt, Bud
2011-01-01
A Colorado district develops a two-year program that gives teacher teams an opportunity to learn how to use digital tools in the classroom. Called the Digital Learning Collaborative, it is built on three things about professional learning: (1) Learning takes time; (2) Learning is a social process; and (3) Learning about technology should be…
ERIC Educational Resources Information Center
Za, Stefano; Spagnoletti, Paolo; North-Samardzic, Andrea
2014-01-01
Increasing attention is paid to organisational learning, with the success of contemporary organisations strongly contingent on their ability to learn and grow. Importantly, informal learning is argued to be even more significant than formal learning initiatives. Given the widespread use of digital technologies in the workplace, what requires…
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
Smirnova, Lyudmila; Lazarevic , Bojan; Malloy, Veronica
2018-01-01
This paper explores how pedagogy is being influenced by fast developing digital technologies. Results are presented from exploratory research conducted in 2016. The findings are addressed in terms of the transformation of learning and education, including the move from the measured to the engaged classroom. Emerging technology creates a natural…
ERIC Educational Resources Information Center
Laakkonen, Ilona
2015-01-01
Despite the proliferation of social media, few learners make effective use of digital technology to support their learning or graduate with the skills necessary for developing and communicating their expertise in the knowledge-driven networked society of the digital age. This article makes use of the concept of Personal Learning Environments (PLE)…
ERIC Educational Resources Information Center
Washington, Christopher
2015-01-01
Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…
Remembering Math: The Design of Digital Learning Objects to Spark Professional Learning
ERIC Educational Resources Information Center
Halverson, Richard; Wolfenstein, Moses; Williams, Caroline C.; Rockman, Charles
2009-01-01
This article describes how the design of digital learning objects can spark professional learning. The challenge was to build learning objects that would help experienced special education teachers, who had been teaching in math classes, to demonstrate their proficiency in middle and secondary school mathematics on the PRAXIS examination. While…
Development of an E-Learning Platform for Vocational Education Systems in Germany
ERIC Educational Resources Information Center
Schober, Andreas; Müller, Frederik; Linden, Sabine; Klois, Martha; Künne, Bernd
2014-01-01
This paper describes an existing web-based learning platform named "Third Place of Learning" (TPL)--"Dritter Lernort". This project's aim is to connect the system of vocational education with digital media by a web-based learning platform. TPL supports student's digital learning by means of interactive examples and exercises.…
FODEM: Developing Digital Learning Environments in Widely Dispersed Learning Communities
ERIC Educational Resources Information Center
Suhonen, Jarkko; Sutinen, Erkki
2006-01-01
FODEM (FOrmative DEvelopment Method) is a design method for developing digital learning environments for widely dispersed learning communities. These are communities in which the geographical distribution and density of learners is low when compared to the kind of learning communities in which there is a high distribution and density of learners…
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…
A Study of the Effects of Digital Learning on Learning Motivation and Learning Outcome
ERIC Educational Resources Information Center
Lin, Ming-Hung; Chen, Huang-Cheng; Liu, Kuang-Sheng
2017-01-01
In the modern society when intelligent mobile devices become popular, the Internet breaks through the restrictions on time and space and becomes a ubiquitous learning tool. Designing teaching activity for digital learning and flexibly applying technology tools are the key issues for current information technology integrated education. In this…
Design of Ontology-Based Sharing Mechanism for Web Services Recommendation Learning Environment
NASA Astrophysics Data System (ADS)
Chen, Hong-Ren
The number of digital learning websites is growing as a result of advances in computer technology and new techniques in web page creation. These sites contain a wide variety of information but may be a source of confusion to learners who fail to find the information they are seeking. This has led to the concept of recommendation services to help learners acquire information and learning resources that suit their requirements. Learning content like this cannot be reused by other digital learning websites. A successful recommendation service that satisfies a certain learner must cooperate with many other digital learning objects so that it can achieve the required relevance. The study proposes using the theory of knowledge construction in ontology to make the sharing and reuse of digital learning resources possible. The learning recommendation system is accompanied by the recommendation of appropriate teaching materials to help learners enhance their learning abilities. A variety of diverse learning components scattered across the Internet can be organized through an ontological process so that learners can use information by storing, sharing, and reusing it.
The 3D Digital Story-telling Media on Batik Learning in Vocational High Schools
NASA Astrophysics Data System (ADS)
Widiaty, I.; Achdiani, Y.; Kuntadi, I.; Mubaroq, S. R.; Zakaria, D.
2018-02-01
The aim of this research is to make 3D digital Story-telling Media on Batik Learning in Vocational High School. The digital story-telling developed in this research is focused on 3D-based story-telling. In contrast to the digital story-telling that has been developed in existing learning, this research is expected to be able to improve understanding of vocational students about the value of local wisdom batik more meaningful and “live”. The process of making 3D digital story-telling media consists of two processes, namely the creation of 3D objects and the creation of 3D object viewer.
Digital Histories for the Digital Age: Collaborative Writing in Large Lecture Courses
ERIC Educational Resources Information Center
Soh, Leen-Kiat; Khandaker, Nobel; Thomas, William G.
2013-01-01
The digital environment has had an immense effect on American society, learning, and education: we have more sources available at our fingertips than any previous generation. Teaching and learning with these new sources, however, has been a challenging transition. Students are confronted with an ocean of digital objects and need skills to navigate…
Digital Media's Transformative Role in Education: Beyond Potential to Essential
ERIC Educational Resources Information Center
Chien, Ming-tso
2012-01-01
Achieving effective learning via digital media continues to be a major concern in contemporary education. The daily use of all forms of digital media is part of our lives and therefore becomes a key component of education. Educators must consider the process of digital media curriculum as a learning model and form of experience adapted to…
Visual Design Guidelines for Improving Learning from Dynamic and Interactive Digital Text
ERIC Educational Resources Information Center
Jin, Sung-Hee
2013-01-01
Despite the dynamic and interactive features of digital text, the visual design guidelines for digital text are similar to those for printed text. The purpose of this study was to develop visual design guidelines for improving learning from dynamic and interactive digital text and to validate them by controlled testing. Two structure design…
ERIC Educational Resources Information Center
Shelton, Catharyn C.; Warren, Annie E.; Archambault, Leanna M.
2016-01-01
This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials. When digital storytelling is used as the main source of course content, tensions arise regarding how to engage and support student learning while…
Hall, Jenny; Skinner, Fiona; Tilley, Phil; MacRury, Sandra
2018-03-01
Diabetes prevalence in Scotland is 5.3%, with type 2 diabetes accounting for 86.7% of all cases in the National Health Service Highlands health board area and 85.7% in the Western Isles. Structured education is a key component in the management of this chronic disease. However, current group session models are less feasible in lower-population non-urban environments due to distance, participant numbers and access to appropriately trained healthcare professionals. Group sessions may also be a less attractive option in small communities, where people tend to have close day-to-day personal contact. This study assesses the access and delivery preferences of remote and rural service users in the Highlands and Western Isles to structured diabetes education programs. The study used a mixed methods approach of focus groups and questionnaires with people with type 2 diabetes in the Highlands and Islands of Scotland. Both modes of participation were designed to explore perception of diabetes knowledge, diabetes education and use of technology. One-to-one delivery was the delivery method of choice; however, there was a preference for a digital approach over group education sessions. Service users expressed a strong desire to be able to learn at their own pace, when and where they wanted to, and with no requirement to travel. To address these requirements an online resource, providing access to both learning sessions and trusted sources of information, was the preferred mode of delivery. People with type 2 diabetes living in remote and rural areas of the Scottish Highlands and Islands who already use the internet are receptive to the use of digital technology for delivery of diabetes education and are interested in learning more about management of their condition through this medium. They believe that a technology approach will provide them with more control over the pace of learning, and where and when this learning can take place.
Learning Behaviors and Interaction Patterns among Students in Virtual Learning Worlds
ERIC Educational Resources Information Center
Lin, Chi-Syan; Ma, Jung Tsan; Chen, Yi-Lung; Kuo, Ming-Shiou
2010-01-01
The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is…
ERIC Educational Resources Information Center
Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.
2018-01-01
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…
Use of learning media by undergraduate medical students in pharmacology: a prospective cohort study.
Gutmann, Joanna; Kühbeck, Felizian; Berberat, Pascal O; Fischer, Martin R; Engelhardt, Stefan; Sarikas, Antonio
2015-01-01
The ubiquity of the internet and computer-based technologies has an increasing impact on higher education and the way students access information for learning. Moreover, there is a paucity of information about the quantitative and qualitative use of learning media by the current student generation. In this study we systematically analyzed the use of digital and non-digital learning resources by undergraduate medical students. Daily online surveys and semi-structured interviews were conducted with a cohort of 338 third year medical students enrolled in a general pharmacology course. Our data demonstrate a predominant use of digital over non-digital learning resources (69 ± 7% vs. 31 ± 7%; p < 0.01) by students. Most used media for learning were lecture slides (26.8 ± 3.0%), apps (22.0 ± 3.7%) and personal notes (15.5 ± 2.7%), followed by textbooks (> 300 pages) (10.6 ± 3.3%), internet search (7.9 ± 1.6%) and e-learning cases (7.6 ± 3.0%). When comparing learning media use of teaching vs. pre-exam self-study periods, textbooks were used significantly less during self-study (-55%; p < 0.01), while exam questions (+334%; p < 0.01) and e-learning cases (+176%; p < 0.01) were utilized more. Taken together, our study revealed a high prevalence and acceptance of digital learning resources by undergraduate medical students, in particular mobile applications.
Use of Learning Media by Undergraduate Medical Students in Pharmacology: A Prospective Cohort Study
Gutmann, Joanna; Kühbeck, Felizian; Berberat, Pascal O.; Fischer, Martin R.; Engelhardt, Stefan; Sarikas, Antonio
2015-01-01
The ubiquity of the internet and computer-based technologies has an increasing impact on higher education and the way students access information for learning. Moreover, there is a paucity of information about the quantitative and qualitative use of learning media by the current student generation. In this study we systematically analyzed the use of digital and non-digital learning resources by undergraduate medical students. Daily online surveys and semi-structured interviews were conducted with a cohort of 338 third year medical students enrolled in a general pharmacology course. Our data demonstrate a predominant use of digital over non-digital learning resources (69 ± 7% vs. 31 ± 7%; p < 0.01) by students. Most used media for learning were lecture slides (26.8 ± 3.0%), apps (22.0 ± 3.7%) and personal notes (15.5 ± 2.7%), followed by textbooks (> 300 pages) (10.6 ± 3.3%), internet search (7.9 ± 1.6%) and e-learning cases (7.6 ± 3.0%). When comparing learning media use of teaching vs. pre-exam self-study periods, textbooks were used significantly less during self-study (-55%; p < 0.01), while exam questions (+334%; p < 0.01) and e-learning cases (+176%; p < 0.01) were utilized more. Taken together, our study revealed a high prevalence and acceptance of digital learning resources by undergraduate medical students, in particular mobile applications. PMID:25849565
3D interactive augmented reality-enhanced digital learning systems for mobile devices
NASA Astrophysics Data System (ADS)
Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie
2013-03-01
With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.
Approaches to Learning Design: Past the Head and the Hands to the HEART of the Matter
ERIC Educational Resources Information Center
Donald, Claire; Blake, Adam; Girault, Isabelle; Datt, Ashwini; Ramsay, Elizabeth
2009-01-01
Digital technologies have been used increasingly in open, distance, and flexible learning to both facilitate learning and depict learning designs. While the portable nature of a learning design once captured in digital form appears to offer limitless possibilities for sharing and reuse, dissemination initiatives have failed to thrive. This may be…
Psychology Teaching Resources in the MERLOT Digital Learning Objects Catalog
ERIC Educational Resources Information Center
Brinthaupt, Thomas M.; Pilati, Michelle L.; King, Beverly R.
2008-01-01
MERLOT (Multimedia Educational Resource for Learning and Online Teaching) is a free multidisciplinary catalog of digital learning materials, peer reviews, learning assignments, and member comments designed to facilitate faculty instruction. The catalog's goal is to expand the quantity and quality of peer-reviewed online teaching materials. We…
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
ERIC Educational Resources Information Center
Woo, Jeng-Chung
2014-01-01
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Profiling Language Learners in Hybrid Learning Contexts: Learners' Perceptions
ERIC Educational Resources Information Center
Lintunen, Pekka; Mutta, Maarit; Pelttari, Sanna
2017-01-01
This article discusses formal and informal foreign language learning before university level. The focus is on beginning university students' perceptions of their earlier learning experiences, especially in digital contexts. Language learners' digital competence is a part of their everyday lives, but its relationship to learning in and outside…
ERIC Educational Resources Information Center
Benini, Silvia; Murray, Liam
2013-01-01
More than 10 years have passed since the first introduction of the term "digital natives" in Prensky's (2001a, 2001b) two seminal articles. Prensky argues that students today, having grown up in the Digital Age, learn differently from their predecessors, or "digital immigrants". As such, the pedagogical tools and methods used…
The Digital Skills Paradox: How Do Digitally Excluded Youth Develop Skills to Use the Internet?
ERIC Educational Resources Information Center
Eynon, Rebecca; Geniets, Anne
2016-01-01
Digital skills are an important aspect of ensuring that all young people are digitally included. Yet, there tends to be an assumption in popular discourse that young people can simply learn these skills by themselves. While experience of technologies forms an important part of the learning process, other resources (i.e., access to technology and…
Cross-disciplinary Undergraduate Research: A Case Study in Digital Mapping, western Ireland
NASA Astrophysics Data System (ADS)
Whitmeyer, S. J.; de Paor, D. G.; Nicoletti, J.; Rivera, M.; Santangelo, B.; Daniels, J.
2008-12-01
As digital mapping technology becomes ever more advanced, field geologists spend a greater proportion of time learning digital methods relative to analyzing rocks and structures. To explore potential solutions to the time commitment implicit in learning digital field methods, we paired James Madison University (JMU) geology majors (experienced in traditional field techniques) with Worcester Polytechnic Institute (WPI) engineering students (experienced in computer applications) during a four week summer mapping project in Connemara, western Ireland. The project consisted of approximately equal parts digital field mapping (directed by the geology students), and lab-based map assembly, evaluation and formatting for virtual 3D terrains (directed by the engineering students). Students collected geologic data in the field using ruggedized handheld computers (Trimble GeoExplorer® series) with ArcPAD® software. Lab work initially focused on building geologic maps in ArcGIS® from the digital field data and then progressed to developing Google Earth-based visualizations of field data and maps. Challenges included exporting GIS data, such as locations and attributes, to KML tags for viewing in Google Earth, which we accomplished using a Linux bash script written by one of our engineers - a task outside the comfort zone of the average geology major. We also attempted to expand the scope of Google Earth by using DEMs of present-day geologically-induced landforms as representative models for paleo-geographic reconstructions of the western Ireland field area. As our integrated approach to digital field work progressed, we found that our digital field mapping produced data at a faster rate than could be effectively managed during our allotted time for lab work. This likely reflected the more developed methodology for digital field data collection, as compared with our lab-based attempts to develop new methods for 3D visualization of geologic maps. However, this experiment in cross-disciplinary undergraduate research was a big success, with an enthusiastic interchange of expertise between undergraduate geology and engineering students that produced new, cutting-edge methods for visualizing geologic data and maps.
Christiansen, Angela
2011-04-01
This paper reports the findings of a phenomenographic study which sought to identify the different ways in which patient digital stories influence students' professional learning. Patient digital stories are short multimedia presentations that combine personal narratives, images and music to create a unique and often emotional story of a patients' experience of health care. While these are increasingly used in professional education little is known about how and what students learn through engagement with patient digital stories. Drawing upon interviews with 20 students within a pre-registration nursing programme in the UK, the study identifies four qualitatively different ways in which students approach and make sense of patient digital stories with implications for learning and professional identity development. Through an identification of the critical aspects of this variation valuable insights are generated into the pedagogic principles likely to engender transformational learning and patient centred practice. Copyright © 2010 Elsevier Ltd. All rights reserved.
Kanthan, Rani; Senger, Jenna-Lynn
2011-01-01
The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.
Di Giacomo, Dina; Ranieri, Jessica; Lacasa, Pilar
2017-01-01
Large use of technology improved quality of life across aging and favoring the development of digital skills. Digital skills can be considered an enhancing to human cognitive activities. New research trend is about the impact of the technology in the elaboration information processing of the children. We wanted to analyze the influence of technology in early age evaluating the impact on cognition. We investigated the performance of a sample composed of n. 191 children in school age distributed in two groups as users: high digital users and low digital users. We measured the verbal and visuoperceptual cognitive performance of children by n. 8 standardized psychological tests and ad hoc self-report questionnaire. Results have evidenced the influence of digital exposition on cognitive development: the cognitive performance is looked enhanced and better developed: high digital users performed better in naming, semantic, visual memory and logical reasoning tasks. Our finding confirms the data present in literature and suggests the strong impact of the technology using not only in the social, educational and quality of life of the people, but also it outlines the functionality and the effect of the digital exposition in early age; increased cognitive abilities of the children tailor digital skilled generation with enhanced cognitive processing toward to smart learning.
NASA Technical Reports Server (NTRS)
Solimani, Jason A.; Rosanova, Santino
2015-01-01
Thermocouples require two thin wires to be routed out of the spacecraft to connect to the ground support equipment used to monitor and record the temperature data. This large number of wires that exit the observatory complicates integration and creates an undesirable heat path during testing. These wires exiting the spacecraft need to be characterized as a thermal short that will not exist during flight. To minimize complexity and reduce thermal variables from these ground support equipment (GSE) wires, MMS pursued a hybrid path for temperature monitoring, utilizing thermocouples and digital 1-wire temperature sensors. Digital 1-wire sensors can greatly reduce harness mass, length and complexity as they can be spliced together. For MMS, 350 digital 1-wire sensors were installed on the spacecraft with only 18 wires exiting as opposed to a potential 700 thermocouple wires. Digital 1-wire sensors had not been used in such a large scale at NASAGSFC prior to the MMS mission. During the MMS thermal vacuum testing a lessons learned matrix was formulated that will assist future integration of 1-wires into thermal testing and one day into flight.
Twelve tips for using digital storytelling to promote reflective learning by medical students.
Sandars, John; Murray, Christopher; Pellow, Andy
2008-01-01
Digital storytelling has potential to motivate students to engage in reflective learning since it uses a range of new technologies and multimedia that are more familiar to young people. The use of visual and audio media offers creative opportunities that can motivate students to develop deeper learning. A structured approach to creating a digital story is essential so that its potential is achieved.
ERIC Educational Resources Information Center
Campana, Joe
2014-01-01
Informal learning networks play a key role in the skill and professional development of professionals, working in micro-businesses within Australia's digital media industry, as they do not have access to learning and development or human resources sections that can assist in mapping their learning pathway. Professionals working in this environment…
ERIC Educational Resources Information Center
Bell, Justine C.
2014-01-01
To test the claim that digital learning tools enhance the acquisition of visual literacy in this generation of biology students, a learning intervention was carried out with 33 students enrolled in an introductory college biology course. This study compared learning outcomes following two types of learning tools: a traditional drawing activity, or…
Digital Badges--Rewards for Learning?
ERIC Educational Resources Information Center
Shields, Rebecca; Chugh, Ritesh
2017-01-01
Digital badges are quickly becoming an appropriate, easy and efficient way for educators, community groups and other professional organisations, to exhibit and reward participants for skills obtained in professional development or formal and informal learning. This paper offers an account of digital badges, how they work and the underlying…
Distributed Leadership and Digital Collaborative Learning: A Synergistic Relationship?
ERIC Educational Resources Information Center
Harris, Alma; Jones, Michelle; Baba, Suria
2013-01-01
This paper explores the synergy between distributed leadership and digital collaborative learning. It argues that distributed leadership offers an important theoretical lens for understanding and explaining how digital collaboration is best supported and led. Drawing upon evidence from two online educational platforms, the paper explores the…
Student Satisfaction with Asynchronous Learning
ERIC Educational Resources Information Center
Dziuban, Charles; Moskal, Patsy; Brophy, Jay; Shea, Peter
2007-01-01
The authors discuss elements that potentially impact student satisfaction with asynchronous learning: the media culture, digital, personal and mobile technologies, student learning preferences, pedagogy, complexities of measurement, and the digital generation. They describe a pilot study to identify the underlying dimensions of student…
ERIC Educational Resources Information Center
Dickey, Michele D.
2015-01-01
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
ERIC Educational Resources Information Center
Nuttall, Joce; Edwards, Susan; Mantilla, Ana; Grieshaber, Sue; Wood, Elizabeth
2015-01-01
Digital technologies are increasingly accepted as a viable aspect of early childhood curriculum. However, teacher uptake of digital technologies in early childhood education and their use with young children in play-based approaches to learning have not been strong. Traditional approaches to the problem of teacher uptake of digital technologies in…
Q & A with Ed Tech Leaders: Interview with Joshua Kim
ERIC Educational Resources Information Center
Shaughnessy, Michael F.; Fulgham, Susan M.
2016-01-01
The authors present this interview with Joshua Kim, Director of Digital Learning Initiatives at the Dartmouth Center for the Advancement of Learning (DCAL). Dr. Kim leads Dartmouth College's efforts around online learning and digital innovation for teaching and learning. He is a well-known conference speaker and consultant in the area of…
On the Need for Research Evidence to Guide the Design of Computer Games for Learning
ERIC Educational Resources Information Center
Mayer, Richard E.
2015-01-01
Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…
The Effects of Digital Learning Material on Students' Mathematics Learning in Vocational Education
ERIC Educational Resources Information Center
Zwart, Diana P.; Van Luit, Johannes E. H.; Noroozi, Omid; Goei, Sui Lin
2017-01-01
This study investigates the effects of Digital Learning Material (DLM) including instructional clips, online guidance, structuring of content, and a collaboration tool on students' mathematics learning in Dutch vocational education. A pretest-posttest design was used. Apprenticeship students were asked to complete assignments and to discuss them…
ERIC Educational Resources Information Center
Costa, Jonathan P., Sr.
2012-01-01
The evidence is undeniable and abundant: the future of learning and work is digital. Yet despite the possibilities, progress toward a truly 21st century learning environment is painfully lacking: the printed page still forms the foundation of learning for most students. How can public schools meet the challenges of the modern learner when they are…
Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts
ERIC Educational Resources Information Center
Denham, André R.; Guyotte, Kelly W.
2018-01-01
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…
User Acceptance of Mobile Knowledge Management Learning System: Design and Analysis
ERIC Educational Resources Information Center
Chen, Hong-Ren; Huang, Hui-Ling
2010-01-01
Thanks to advanced developments in wireless technology, learners can now utilize digital learning websites at anytime and anywhere. Mobile learning captures more and more attention in the wave of digital learning. Evolving use of knowledge management plays an important role to enhance problem solving skills. Recently, innovative approaches for…
Response to "Expanding Access to Learning with Mobile Digital Devices"
ERIC Educational Resources Information Center
Vanek, Jen
2017-01-01
In his article "Expanding Access to Learning with Mobile Digital Devices" (EJ1150752), Jeff Carter recommended a balanced perspective when measuring the potential of mobile learning to redefine teaching and learning for adults with basic skills needs. In response to Carter's article, the author makes some recommendations that she thinks…
ERIC Educational Resources Information Center
Dalton, Elizabeth M.
2017-01-01
Universal Design for Learning (UDL), a framework for designing instruction to address the wide range of learner variation in today's inclusive classrooms, can be applied effectively to broaden access, understanding, and engagement in digital and media literacy learning for ALL. UDL supports constructivist learning principles. UDL strategies and…
Learning Analytics for Communities of Inquiry
ERIC Educational Resources Information Center
Kovanovic, Vitomir; Gaševic, Dragan; Hatala, Marek
2014-01-01
This paper describes doctoral research that focuses on the development of a learning analytics framework for inquiry-based digital learning. Building on the Community of Inquiry model (CoI)--a foundation commonly used in the research and practice of digital learning and teaching--this research builds on the existing body of knowledge in two…
Designing Science Learning with Game-Based Approaches
ERIC Educational Resources Information Center
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina
2014-01-01
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Do pre-trained deep learning models improve computer-aided classification of digital mammograms?
NASA Astrophysics Data System (ADS)
Aboutalib, Sarah S.; Mohamed, Aly A.; Zuley, Margarita L.; Berg, Wendie A.; Luo, Yahong; Wu, Shandong
2018-02-01
Digital mammography screening is an important exam for the early detection of breast cancer and reduction in mortality. False positives leading to high recall rates, however, results in unnecessary negative consequences to patients and health care systems. In order to better aid radiologists, computer-aided tools can be utilized to improve distinction between image classifications and thus potentially reduce false recalls. The emergence of deep learning has shown promising results in the area of biomedical imaging data analysis. This study aimed to investigate deep learning and transfer learning methods that can improve digital mammography classification performance. In particular, we evaluated the effect of pre-training deep learning models with other imaging datasets in order to boost classification performance on a digital mammography dataset. Two types of datasets were used for pre-training: (1) a digitized film mammography dataset, and (2) a very large non-medical imaging dataset. By using either of these datasets to pre-train the network initially, and then fine-tuning with the digital mammography dataset, we found an increase in overall classification performance in comparison to a model without pre-training, with the very large non-medical dataset performing the best in improving the classification accuracy.
Theorizing the Self: Digital Storytelling, Applying Theory, and Multimodal Learning
ERIC Educational Resources Information Center
Kortegast, Carrie; Davis, Jonathan
2017-01-01
This article discusses the use of digital storytelling, a pedagogical tool, to enhance student learning and meaning-making. During the process of creating and sharing their digital stories, students engaged in self-reflexivity and demonstrated the ability to apply theories of student development to their personal experiences. Findings have…
Enriching Critical Thinking and Language Learning with Educational Digital Libraries
ERIC Educational Resources Information Center
Lu, Hsin-lin
2012-01-01
As the amount of information available in online digital libraries increases exponentially, questions arise concerning the most productive way to use that information to advance learning. Applying the earlier information seeking theories advocated by Kelly (1963), Taylor (1968), and Belkin (1980) to the digital libraries experience, Carol Kuhlthau…
Digital Games for Learning Mathematics: Possibilities and Limitations
ERIC Educational Resources Information Center
Jorgensen, Robyn; Lowrie, Tom
2012-01-01
Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback…
ERIC Educational Resources Information Center
Van Rooy, Wilhelmina S.
2012-01-01
Background: The ubiquity, availability and exponential growth of digital information and communication technology (ICT) creates unique opportunities for learning and teaching in the senior secondary school biology curriculum. Digital technologies make it possible for emerging disciplinary knowledge and understanding of biological processes…
Migrant Adult Learners and Digital Literacy: Using DBR to Support Teaching and Learning
ERIC Educational Resources Information Center
Vanek, Jenifer B.
2017-01-01
This research explores the difficulties faced by many migrant, refugee, and immigrant adults confronted with technological ubiquity in economically developed countries. Preparing migrant adult learners for the digital world by building digital literacy skills can help to maintain home language proficiency, support English language learning, and…
Agoras: Towards Collaborative Game-Based Learning Experiences on Surfaces
ERIC Educational Resources Information Center
Catala, Alejandro; Garcia-Sanjuan, Fernando; Pons, Patricia; Jaen, Javier; Mocholi, Jose A.
2012-01-01
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of…
ERIC Educational Resources Information Center
Zoch, Melody; Langston-DeMott, Brooke; Adams-Budde, Melissa
2014-01-01
Elementary students find themselves engaged and learning at a digital writing camp. The authors find that such elementary students usually have limited access to technology at home and school, and posit that teachers should do all they can to give them more access to and experience in digital composing. Students were motivated and learned to use…
ERIC Educational Resources Information Center
Horn, Michael B.
2013-01-01
State policy is crucial to the spread of digital-learning opportunities at the elementary and secondary level. A review of recent legislative action reveals policies that are constantly in flux and differ quite markedly from one state to another. Some have hoped for model digital-learning legislation that could handle all the various issues…
Interactive Digital Textbooks and Engagement: A Learning Strategies Framework
ERIC Educational Resources Information Center
Bikowski, Dawn; Casal, J. Elliott
2018-01-01
This mixed-methods study explored non-native English speaking students' learning processes and engagement as they used a customized interactive digital textbook housed on a mobile device. Think aloud protocols, surveys of anticipated and actual engagement with the digital textbook, reflective journals, and member checking constituted data…
Digital Learning in Schools: Conceptualizing the Challenges and Influences on Teacher Practice
ERIC Educational Resources Information Center
Blundell, Christopher; Lee, Kar-Tin; Nykvist, Shaun
2016-01-01
Digital technologies are an important requirement for curriculum expectations, including general ICT capability and STEM education. These technologies are also positioned as mechanisms for educational reform via transformation of teacher practice. It seems, however, that wide-scale transformation of teacher practice and digital learning remain…
Learning the Virtual Life: Public Pedagogy in a Digital World
ERIC Educational Resources Information Center
Trifonas, Peter Pericles, Ed.
2011-01-01
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. "Living the Virtual Life" offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations…
Digital Storytelling: An Alternative Way of Expressing Oneself
ERIC Educational Resources Information Center
Hartsell, Taralynn
2017-01-01
Digital storytelling has many implications in teaching and learning. As a way to communicate ideas, experiences, beliefs, and topics to an audience through the use of technology and multimedia, digital stories help storytellers acquire many different skills and literacies. The most important aspect is that the storyteller learns to create stories…
NASA Astrophysics Data System (ADS)
Van Rooy, Wilhelmina S.
2012-04-01
Background: The ubiquity, availability and exponential growth of digital information and communication technology (ICT) creates unique opportunities for learning and teaching in the senior secondary school biology curriculum. Digital technologies make it possible for emerging disciplinary knowledge and understanding of biological processes previously too small, large, slow or fast to be taught. Indeed, much of bioscience can now be effectively taught via digital technology, since its representational and symbolic forms are in digital formats. Purpose: This paper is part of a larger Australian study dealing with the technologies and modalities of learning biology in secondary schools. Sample: The classroom practices of three experienced biology teachers, working in a range of NSW secondary schools, are compared and contrasted to illustrate how the challenges of limited technologies are confronted to seamlessly integrate what is available into a number of molecular genetics lessons to enhance student learning. Design and method: The data are qualitative and the analysis is based on video classroom observations and semi-structured teacher interviews. Results: Findings indicate that if professional development opportunities are provided where the pedagogy of learning and teaching of both the relevant biology and its digital representations are available, then teachers see the immediate pedagogic benefit to student learning. In particular, teachers use ICT for challenging genetic concepts despite limited computer hardware and software availability. Conclusion: Experienced teachers incorporate ICT, however limited, in order to improve the quality of student learning.
ERIC Educational Resources Information Center
Afify, Mohammed Kamal
2018-01-01
The present study aims to identify standards of interactive digital concepts maps design and their measurement indicators as a tool to develop, organize and administer e-learning content in the light of Meaningful Learning Theory and Constructivist Learning Theory. To achieve the objective of the research, the author prepared a list of E-learning…
Tsai, Jason Sheng-Hong; Du, Yan-Yi; Huang, Pei-Hsiang; Guo, Shu-Mei; Shieh, Leang-San; Chen, Yuhua
2011-07-01
In this paper, a digital redesign methodology of the iterative learning-based decentralized adaptive tracker is proposed to improve the dynamic performance of sampled-data linear large-scale control systems consisting of N interconnected multi-input multi-output subsystems, so that the system output will follow any trajectory which may not be presented by the analytic reference model initially. To overcome the interference of each sub-system and simplify the controller design, the proposed model reference decentralized adaptive control scheme constructs a decoupled well-designed reference model first. Then, according to the well-designed model, this paper develops a digital decentralized adaptive tracker based on the optimal analog control and prediction-based digital redesign technique for the sampled-data large-scale coupling system. In order to enhance the tracking performance of the digital tracker at specified sampling instants, we apply the iterative learning control (ILC) to train the control input via continual learning. As a result, the proposed iterative learning-based decentralized adaptive tracker not only has robust closed-loop decoupled property but also possesses good tracking performance at both transient and steady state. Besides, evolutionary programming is applied to search for a good learning gain to speed up the learning process of ILC. Copyright © 2011 ISA. Published by Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Eagle, Sarah
2012-01-01
This paper develops an approach to thinking about young children, digital technologies and learning, drawing on research literature that relates children's learning to the use of books, and on literature that discusses the nature of interaction between adults and children and its relationship to children's learning. An analysis is given of parents…
ERIC Educational Resources Information Center
Krull, G. E.; Mallinson, B. J.; Sewry, D. A.
2006-01-01
The development of Internet technologies has the ability to provide a new era of easily accessible and personalised learning, facilitated through the flexible deployment of small, reusable pieces of digital learning content over networks. Higher education institutions can share and reuse digital learning resources in order to improve their…
The Need for a Strategic Foundation for Digital Learning and Knowledge Management Solutions
ERIC Educational Resources Information Center
Asgarkhani, Mehdi
2004-01-01
This paper elaborates on the importance of a strategic foundation when digital learning or knowledge management (KM) solutions are planned and developed. It looks at some key issues of e-Learning and knowledge management (KM) through discussing the various stages (technologies) and potential benefits of e-Learning; the state of the e-Learning…
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…
ERIC Educational Resources Information Center
Engeness, Irina; Edwards, Anne
2017-01-01
The relationship between the different mediational means for supporting students' learning with digital tools in science group work in a Norwegian lower-secondary school is examined. Analyses of teacher-student and student-student interactions are located in cultural-historical theory and draw on Galperin's conceptualisation of learning processes.…
A Digital Coach That Provides Affective and Social Learning Support to Low-Literate Learners
ERIC Educational Resources Information Center
Schouten, Dylan G. M.; Venneker, Fleur; Bosse, Tibor; Neerincx, Mark A.; Cremers, Anita H. M.
2018-01-01
In this study, we investigate if a digital coach for low-literate learners that provides cognitive learning support based on scaffolding can be improved by adding affective learning support based on motivational interviewing, and social learning support based on small talk. Several knowledge gaps are identified: motivational interviewing and small…
Weblogs for English Language Learning: Students' Perceptions
ERIC Educational Resources Information Center
Wan, Juida; Tan, Bee Hoon
2011-01-01
The digital explosion of information on the Internet has resulted in a need for a new and up-to-date way for Digital Natives to learn English. Educators have reported numerous benefits of using weblogs in English language learning. This article presents a small scale study on the use of weblogs for English language learning at tertiary level in…
ERIC Educational Resources Information Center
Sun, Zhong; Jiang, Yuzhen
2015-01-01
Digital textbooks that offer multimedia features, interactive controls, e-annotation and learning process tracking are gaining increasing attention in today's mobile learning era, particularly with the rapid development of mobile learning terminals such as Apple's iPad series and Android-based models. Accordingly, this study explores how…
ERIC Educational Resources Information Center
Bannin, B. Pidgeon
2016-01-01
The adult learner has experienced a massive change in learning options. From a traditional face-to-face classroom with the professor imparting knowledge to a mobile digital learning venue that encourages self-direction and transformative learning, the student is the focus and the professor becomes the facilitator. Adult learners seek out learning…
Assessment of Learning in Digital Interactive Social Networks: A Learning Analytics Approach
ERIC Educational Resources Information Center
Wilson, Mark; Gochyyev, Perman; Scalise, Kathleen
2016-01-01
This paper summarizes initial field-test results from data analytics used in the work of the Assessment and Teaching of 21st Century Skills (ATC21S) project, on the "ICT Literacy--Learning in digital networks" learning progression. This project, sponsored by Cisco, Intel and Microsoft, aims to help educators around the world enable…
Cognitive Learning Styles and Digital Equity: Searching for the Middle Way
ERIC Educational Resources Information Center
Hardaker, Glenn; Dockery, Richard; Sabki, A'ishah Ahmad
2010-01-01
This research is driven by a desire to understand the lifelong learner in the context of styles of learning and the emerging implications of technology enhanced learning for digital equity. Recognising cognitive learning styles is the first step educators need to take in order to be most effective in working with students of diversity and bridging…
Learning Design and Inquiry in Australian History Classrooms
ERIC Educational Resources Information Center
Carroll, Kay
2012-01-01
Global and digital connectivity transform Australian classrooms by creating rich environments for inquiry learning. Developing inquiry learning in this Information Communication Technology (ICT) context is an Australian educational goal. Recently the Australian Curriculum reform and the Digital Education Revolution has become a catalyst for…
Li, Jie; Li, Qing Ling; Li, Ji; Chen, Ming Liang; Xie, Hong Fu; Li, Ya Ping; Chen, Xiang
2013-01-01
The precise effect and the quality of different cases used in dermatology problem-based learning (PBL) curricula are yet unclear. To prospectively compare the impact of real patients, digital, paper PBL (PPBL) and traditional lecture-based learning (LBL) on academic results and student perceptions. A total of 120 students were randomly allocated into either real-patients PBL (RPBL) group studied via real-patient cases, digital PBL (DPBL) group studied via digital-form cases, PPBL group studied via paper-form cases, or conventional group who received didactic lectures. Academic results were assessed through review of written examination, objective structured clinical examination and student performance scores. A five-point Likert scale questionnaire was used to evaluate student perceptions. Compared to those receiving lectures only, all PBL participants had better results for written examination, clinical examination and overall performance. Students in RPBL group exhibited better overall performance than those in the other two PBL groups. Real-patient cases were more effective in helping develop students' self-directed learning skills, improving their confidence in future patient encounters and encouraging them to learn more about the discussed condition, compared to digital and paper cases. Both real patient and digital triggers are helpful in improving students' clinical problem-handling skills. However, real patients provide greater benefits to students.
Intergenerational Learning Practices--Digital Leaders in Schools
ERIC Educational Resources Information Center
Passey, Don
2014-01-01
This paper explores the management and outcomes of a specific model of intergenerational learning, concerned with student digital leader support in a number of secondary schools in England. A local educational partnership set up a student digital leader project late in 2011, which aimed to develop a range of skills and outcomes for both the…
Supporting Teachers' Reflection and Learning through Structured Digital Teaching Portfolios
ERIC Educational Resources Information Center
Sung, Y. -T.; Chang, K. -E.; Yu, W. -C.; Chang, T. -H.
2009-01-01
Digital teaching portfolios have been proposed as an effective tool for teacher learning and professional development, but there is a lack of empirical evidence supporting their effectiveness. This study proposed the design of a structured digital portfolio equipped with multiple aids (e.g. self-assessment, peer assessment, discussion and journal…
ERIC Educational Resources Information Center
Henderson, Michael; Selwyn, Neil; Aston, Rachel
2017-01-01
Digital technologies are now an integral aspect of the university student experience. As such, academic research has understandably focused on the potential of various digital technologies to enable, extend and even "enhance" student learning. This paper offers an alternate perspective on these issues by exploring students' actual…
Digital Learning: Meeting the Challenges and Embracing the Opportunities for Teachers. Issue Brief
ERIC Educational Resources Information Center
Collier, Denise; Burkholder, Karla; Branum, Tabitha
2013-01-01
Today's students are often called "digital-age learners"--reflecting their technological savvy and free-agent approach to learning. With their iPods, iPhones, computer games, social media pages, and text messaging, these digital-age students have access to resources and knowledge beyond traditional school structures and practices. These…
ERIC Educational Resources Information Center
Fuller, Ian C.; France, Derek
2016-01-01
The connection between fieldwork and development of graduate attributes is explored in this paper. Digital technologies present opportunities to potentially enhance the learning experience of students undertaking fieldwork, and develop core digital attributes and competencies required by Higher Education Institutions (HEIs) and employers. This…
Digital Portfolios and Learning: The Students' Voices
ERIC Educational Resources Information Center
Donnelly, Brian Francis
2010-01-01
The convergence of innovations in digital technologies and expanding global internet connectivity has given rise to an emerging field of study identified as Digital Media and Learning (DML). (Davidson and Goldberg, 2009; Gee, 2009; Ito, Horst and Bittanti, 2008; Jenkins and Purushotma, 2008). In describing his work for the MacArthur Foundation's…
Identifying Different Registers of Digital Literacy in Virtual Learning Environments
ERIC Educational Resources Information Center
Knutsson, Ola; Blasjo, Mona.; Hallsten, Stina; Karlstrom, Petter
2012-01-01
In this paper social semiotics, and systemic functional linguistics in particular, are used in order to identify registers of digital literacy in the use of virtual learning environments. The framework of social semiotics provides means to systemize and discuss digital literacy as a linguistic and semiotic issue. The following research question…
ERIC Educational Resources Information Center
Gobel, Peter; Kano, Makimi
2016-01-01
Digital storytelling projects provide a variety of opportunities for learning in the language classroom, but along with these opportunities come a number of challenges for both pedagogy and technology. This presentation describes an ongoing multi-method study into factors involved in task-based learning using digital storytelling. Using intact…
Student Adoption & Development of Digital Learning Media: Action Research and Recommended Practices
ERIC Educational Resources Information Center
Tabor, Sharon W.; Minch, Robert P.
2013-01-01
Digital technologies offer many opportunities for creating engaging course content. In this study we captured student perceptions and adoption choices related to creating and using digital media as learning tools. Podcasts, video and other media were integrated in a variety of contexts and tasks in two undergraduate information technology (IT)…
Endogenous Fantasy and Learning in Digital Games
ERIC Educational Resources Information Center
Habgood, M. P. J.; Ainsworth, S. E.; Benford, S.
2005-01-01
Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…
A Principled Approach to Utilizing Digital Games in the Language Learning Classroom
ERIC Educational Resources Information Center
Baierschmidt, Jared
2013-01-01
Empirical research into the use of digital games for educational purposes has shown promising results such as increased learner motivation, improved learner retention of information, and increased learner interest in subject matter. Furthermore, in the field of language learning, digital games have been used successfully in a variety of ways such…
Literary Education and Digital Learning: Methods and Technologies for Humanities Studies
ERIC Educational Resources Information Center
van Peer, Willie, Ed.; Zyngier, Sonia, Ed.; Viana, Vander, Ed.
2010-01-01
Today's popularization of modern technologies has allowed literature specialists to access an array of new opportunities in the digital medium, which have brought about an equal number of challenges and questions. This book provides insight into the most relevant issues in literary education and digital learning. This unique reference fills a gap…
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
Mohamed Razali, Abu Bakar
2013-01-01
Very little is known about how teachers' "conceptualizations" of digital technology and their "uses" of the technology evolve and relate. Yet knowing about and understanding teachers' conceptions and uses of digital technology are essential for learning how teachers integrate it effectively for student learning. By applying…
Designing Social Media for Informal Learning and Knowledge Maturing in the Digital Workplace
ERIC Educational Resources Information Center
Ravenscroft, A.; Schmidt, A.; Cook, J.; Bradley, C.
2012-01-01
This paper presents an original approach to designing social media that support informal learning in the digital workplace. It adapts design-based research to take into account the embeddedness of interactions within digitally mediated work-based contexts. The approach is demonstrated through the design, implementation, and evaluation of software…
Designing Computer-Based Learning Contents: Influence of Digital Zoom on Attention
ERIC Educational Resources Information Center
Glaser, Manuela; Lengyel, Dominik; Toulouse, Catherine; Schwan, Stephan
2017-01-01
In the present study, we investigated the role of digital zoom as a tool for directing attention while looking at visual learning material. In particular, we analyzed whether minimal digital zoom functions similarly to a rhetorical device by cueing mental zooming of attention accordingly. Participants were presented either static film clips, film…
Young Children's Learning with Digital Media
ERIC Educational Resources Information Center
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon
2009-01-01
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Brain-Based Teaching in the Digital Age
ERIC Educational Resources Information Center
Sprenger, Marilee
2010-01-01
In the digital age, your students have the ways, means, and speed to gather any information they want. But they need your guidance more than ever. Discover how digital technology is actually changing your students' brains. Learn why this creates new obstacles for teachers, but also opens up potential new pathways for learning. You will understand…
Introduction of Digital Storytelling in Preschool Education: A Case Study from Croatia
ERIC Educational Resources Information Center
Preradovic, Nives Mikelic; Lesin, Gordana; Boras, Damir
2016-01-01
Our case study from Croatia showed the benefits of digital storytelling in a preschool as a basis for the formal ICT education. The statistical analysis revealed significant differences between children aged 6-7 who learned mathematics by traditional storytelling compared to those learning through digital storytelling. The experimental group that…
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.
Accelerating Development of Expertise: A Digital Tutor for Navy Technical Training
2014-11-01
assess the fairness or equality of learning provided to learners across the spectrum. They found the digital tutoring to be more equitably distributed...7 A. Why Information Technology? ...........................................................................7 B. Identifying Learning ...Focus— Learning or Theory ........................................................................51 4. Blending with Human Monitors and Mentors
Health professional learner attitudes and use of digital learning resources.
Maloney, Stephen; Chamberlain, Michael; Morrison, Shane; Kotsanas, George; Keating, Jennifer L; Ilic, Dragan
2013-01-16
Web-based digital repositories allow educational resources to be accessed efficiently and conveniently from diverse geographic locations, hold a variety of resource formats, enable interactive learning, and facilitate targeted access for the user. Unlike some other learning management systems (LMS), resources can be retrieved through search engines and meta-tagged labels, and content can be streamed, which is particularly useful for multimedia resources. The aim of this study was to examine usage and user experiences of an online learning repository (Physeek) in a population of physiotherapy students. The secondary aim of this project was to examine how students prefer to access resources and which resources they find most helpful. The following data were examined using an audit of the repository server: (1) number of online resources accessed per day in 2010, (2) number of each type of resource accessed, (3) number of resources accessed during business hours (9 am to 5 pm) and outside business hours (years 1-4), (4) session length of each log-on (years 1-4), and (5) video quality (bit rate) of each video accessed. An online questionnaire and 3 focus groups assessed student feedback and self-reported experiences of Physeek. Students preferred the support provided by Physeek to other sources of educational material primarily because of its efficiency. Peak usage commonly occurred at times of increased academic need (ie, examination times). Students perceived online repositories as a potential tool to support lifelong learning and health care delivery. The results of this study indicate that today's health professional students welcome the benefits of online learning resources because of their convenience and usability. This represents a transition away from traditional learning styles and toward technological learning support and may indicate a growing link between social immersions in Internet-based connections and learning styles. The true potential for Web-based resources to support student learning is as yet unknown.
Health Professional Learner Attitudes and Use of Digital Learning Resources
Chamberlain, Michael; Morrison, Shane; Kotsanas, George; Keating, Jennifer L; Ilic, Dragan
2013-01-01
Background Web-based digital repositories allow educational resources to be accessed efficiently and conveniently from diverse geographic locations, hold a variety of resource formats, enable interactive learning, and facilitate targeted access for the user. Unlike some other learning management systems (LMS), resources can be retrieved through search engines and meta-tagged labels, and content can be streamed, which is particularly useful for multimedia resources. Objective The aim of this study was to examine usage and user experiences of an online learning repository (Physeek) in a population of physiotherapy students. The secondary aim of this project was to examine how students prefer to access resources and which resources they find most helpful. Methods The following data were examined using an audit of the repository server: (1) number of online resources accessed per day in 2010, (2) number of each type of resource accessed, (3) number of resources accessed during business hours (9 am to 5 pm) and outside business hours (years 1-4), (4) session length of each log-on (years 1-4), and (5) video quality (bit rate) of each video accessed. An online questionnaire and 3 focus groups assessed student feedback and self-reported experiences of Physeek. Results Students preferred the support provided by Physeek to other sources of educational material primarily because of its efficiency. Peak usage commonly occurred at times of increased academic need (ie, examination times). Students perceived online repositories as a potential tool to support lifelong learning and health care delivery. Conclusions The results of this study indicate that today’s health professional students welcome the benefits of online learning resources because of their convenience and usability. This represents a transition away from traditional learning styles and toward technological learning support and may indicate a growing link between social immersions in Internet-based connections and learning styles. The true potential for Web-based resources to support student learning is as yet unknown. PMID:23324800
ERIC Educational Resources Information Center
Granger, Stewart; Dekkers, Makx; Weibel, Stuart L.; Kirriemuir, John; Lensch, Hendrik P. A.; Goesele, Michael; Seidel, Hans-Peter; Birmingham, William; Pardo, Bryan; Meek, Colin; Shifrin, Jonah; Goodvin, Renee; Lippy, Brooke
2002-01-01
One opinion piece and five articles in this issue discuss: digital preservation infrastructure; accomplishments and changes in the Dublin Core Metadata Initiative in 2001 and plans for 2002; video gaming and how it relates to digital libraries and learning technologies; overview of a music retrieval system; and the online version of the…
ERIC Educational Resources Information Center
Guthrie, Patricia Ann
2010-01-01
In recent years, learning objects have emerged as an instructional tool for teachers. Digital libraries and collections provide teachers with free or fee-base access to a variety of learning objects from photos and famous speeches to Flash animations and interactive Java Applets. Learning objects offer opportunities for students to interact with…
Designing Digital Game-Based Learning Environments
ERIC Educational Resources Information Center
An, Yun-Jo; Bonk, Curtis J.
2009-01-01
With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…
ERIC Educational Resources Information Center
Olkun, Sinan; Altun, Arif; Deryakulu, Deniz
2009-01-01
It is important for teachers of mathematics to know how pupils react to certain mathematical situations and what these reactions imply, in order to design more effective instructional environments based on their learning needs. This study reports the development processes of a digital learning tool (Learning Tool for Elementary School Teachers…
Use of Personal Digital Assistants (PDAs) in Reflection on Learning and Practice
ERIC Educational Resources Information Center
Ranson, Sonya L.; Boothby, John; Mazmanian, Paul E.; Alvanzo, Anika
2007-01-01
Introduction: As the use of personal digital assistants (PDAs) grows, the value of reflection of learning and practice draws increased attention from policymakers and evaluators. To learn more about the use of PDAs in practice and learning, the present study describes use of (1) PDAs in patient care and (2) a PDA version of the Virginia Board of…
ERIC Educational Resources Information Center
Hung, Chun-Ming; Hwang, Gwo-Jen; Huang, Iwen
2012-01-01
Although project-based learning is a well-known and widely used instructional strategy, it remains a challenging issue to effectively apply this approach to practical settings for improving the learning performance of students. In this study, a project-based digital storytelling approach is proposed to cope with this problem. With a…
Digital learning objects in nursing consultation: technology assessment by undergraduate students.
Silveira, DeniseTolfo; Catalan, Vanessa Menezes; Neutzling, Agnes Ludwig; Martinato, Luísa Helena Machado
2010-01-01
This study followed the teaching-learning process about the nursing consultation, based on digital learning objects developed through the active Problem Based Learning method. The goals were to evaluate the digital learning objects about nursing consultation, develop cognitive skills on the subject using problem based learning and identify the students' opinions on the use of technology. This is an exploratory and descriptive study with a quantitative approach. The sample consisted of 71 students in the sixth period of the nursing program at the Federal University of Rio Grande do Sul. The data was collected through a questionnaire to evaluate the learning objects. The results showed positive agreement (58%) on the content, usability and didactics of the proposed computer-mediated activity regarding the nursing consultation. The application of materials to the students is considered positive.
[Digital learning object for diagnostic reasoning in nursing applied to the integumentary system].
da Costa, Cecília Passos Vaz; Luz, Maria Helena Barros Araújo
2015-12-01
To describe the creation of a digital learning object for diagnostic reasoning in nursing applied to the integumentary system at a public university of Piaui. A methodological study applied to technological production based on the pedagogical framework of problem-based learning. The methodology for creating the learning object observed the stages of analysis, design, development, implementation and evaluation recommended for contextualized instructional design. The revised taxonomy of Bloom was used to list the educational goals. The four modules of the developed learning object were inserted into the educational platform Moodle. The theoretical assumptions allowed the design of an important online resource that promotes effective learning in the scope of nursing education. This study should add value to nursing teaching practices through the use of digital learning objects for teaching diagnostic reasoning applied to skin and skin appendages.
Compensation Still Matters: Language Learning Strategies in Third Millennium ESL Learners
ERIC Educational Resources Information Center
Shakarami, Alireza; Hajhashemi, Karim; Caltabiano, Nerina J.
2017-01-01
Digital media play enormous roles in much of the learning, communication, socializing, and ways of working for "Net-Generation" learners who are growing up in a wired world. Living in this digital era may require different ways of communicating, thinking, approaching learning, prioritizing strategies, interpersonally communicating, and…
Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?
ERIC Educational Resources Information Center
Nesbitt, Dallas; Müller, Amanda
2016-01-01
Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…
Leveraging Digital Technology in Social Studies Education
ERIC Educational Resources Information Center
Lundy, Sarah Elizabeth
2014-01-01
Today's K-12 classrooms are increasingly comprised of students who accomplish much of their informal learning through digital media and technology. In response, a growing number of educators are considering how they might draw upon these informal learning experiences to support student engagement and learning in the classroom through technology.…
A Reflexive Evaluation of Technology-Enhanced Learning
ERIC Educational Resources Information Center
Young, Suzanne; Nichols, Helen
2017-01-01
This article explores the lived experiences of two academics in a UK Higher Education Institution who have embedded digital learning approaches within their curriculum delivery. Achieving student excellence can be impeded by a lack of engagement and sense of identity on large courses. Digital learning strategies can offer opportunities to overcome…
Digital Game-Based Learning: What's Literacy Got to Do With It?
ERIC Educational Resources Information Center
Spires, Hiller A.
2015-01-01
Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…
Supporting Lifelong Learning in the Information Age
ERIC Educational Resources Information Center
Zhou, Wei; Yasuda, Takami; Yokoi, Shigeki
2007-01-01
Many countries are considering lifelong learning, which is becoming an important education goal, and promoting lifelong learning in the information age. With the development of Information and Communications Technology (ICT), digital divides have become a major concern in the world. In this study, we focus on three dimensions of digital divides in…
Digital Games: Changing Education, One Raid at a Time
ERIC Educational Resources Information Center
Pivec, Paul; Pivec, Maja
2011-01-01
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
Digital Learning: Strengthening and Assessing 21st Century Skills, Grades 5-8
ERIC Educational Resources Information Center
Serim, Ferdi
2012-01-01
This comprehensive book offers a practical pathway for developing twenty-first-century skills while simultaneously strengthening content-area learning. "Digital Learning" contains a wealth of research-based practices to integrate the International Society for Technology in Education (ISTE) National Education Technology Standards (NETS) for both…
Digital Communication Applications in the Online Learning Environment
ERIC Educational Resources Information Center
Lambeth, Krista Jill
2011-01-01
Scope and method of study. The purpose of this study was for the researcher to obtain a better understanding of the online learning environment, to explore the various ways online class instructors have incorporated digital communication applications to try and provide learner-centered online learning environments, and to examine students'…
Digital Badges for Staff Training: Motivate Employees to Learn with Micro-Credentials
ERIC Educational Resources Information Center
Copenhaver, Kimberly; Pritchard, Liz
2017-01-01
Integrating micro-credentialing into employee training programs offers libraries an innovative and individualized way to recognize and certify learning and achievement. Digital badges provide a low-cost initiative to support learning benefiting both the individual and institution, offering evidence of skill development that transcends the library…
Mobile Learning Devices. Essentials for Principals
ERIC Educational Resources Information Center
Rogers, Kipp D.
2011-01-01
In "Mobile Learning Devices," the author helps educators confront and overcome their fears and doubts about using mobile learning devices (MLDs) such as cell phones, personal digital assistants, MP3 players, handheld games, digital audio players, and laptops in classrooms. School policies that ban such tools are outdated, the author suggests;…
Intentional Vocabulary Learning Using Digital Flashcards
ERIC Educational Resources Information Center
Hung, Hsiu-Ting
2015-01-01
As an attempt to follow through on the claims made by proponents of intentional vocabulary learning, the present study set out to examine whether and how digital flashcards can be incorporated into a university course to promote the vocabulary learning of English language learners. The overall research findings underscore the value of learning…
Engaging Students Online with the Smithsonian: A Case Study
ERIC Educational Resources Information Center
Engelke, Lynn-Steven
2015-01-01
In 2012, the Smithsonian Center for Learning and Digital Access (SCLDA) launched Smithsonian Quests, an online program for student self-directed learning that is recognized and rewarded with digital badges. This article examines the rationale, development, implementation, and outcomes of the Smithsonian Quests program, lessons learned along the…
Teaching, Learning, and Sharing Openly Online
ERIC Educational Resources Information Center
O'Byrne, W. Ian; Roberts, Verena; LaBonte, Randy; Graham, Lee
2015-01-01
Open learning is becoming a critical focus for K-12 technology-supported programs as the importance of digital literacy and digital freedoms for all learners grows. This article describes current open learning policy, open educational resources and potential implications for open practice and ends with suggestions for future research in open…
Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning
ERIC Educational Resources Information Center
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng
2012-01-01
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
CSU Digital Ambassadors: An Empowering and Impactful Faculty Learning Community
ERIC Educational Resources Information Center
Soodjinda, Daniel; Parker, Jessica K.; Ross, Donna L.; Meyer, Elizabeth J.
2014-01-01
This article chronicles the work of the California State University Digital Ambassador Program (DA), a Faculty Learning Community (FLC), which brought together 13 faculty members across the state to create ongoing, targeted spaces of support for colleagues and educational partners to learn about innovative technological and pedagogical practices…
Learning to Draw through Digital Modelling
ERIC Educational Resources Information Center
Temple, Stephen
2016-01-01
The education of architectural designers begins by learning drawing and digital modelling following the notion that students learn these new modes as instruments of thinking in design process. Curricular arguments persist about which mode should follow the other. Difficulties occur when one mode replaces the other. Students uninitiated to design…
Jongsma, Marijtje L A; Gerrits, Niels J H M; van Rijn, Clementina M; Quiroga, Rodrigo Quian; Maes, Joseph H R
2012-07-01
The aim of this study was to track recall performance and event-related potentials (ERPs) across multiple trials in a digit-learning task. When a sequence is practiced by repetition, the number of errors typically decreases and a learning curve emerges. Until now, almost all ERP learning and memory research has focused on effects after a single presentation and, therefore, fails to capture the dynamic changes that characterize a learning process. However, the current study used a free-recall task in which a sequence of ten auditory digits was presented repeatedly. Auditory sequences of ten digits were presented in a logical order (control sequences) or in a random order (experimental sequences). Each sequence was presented six times. Participants had to reproduce the sequence after each presentation. EEG recordings were made at the time of the digit presentations. Recall performance for the control sequences was close to asymptote right after the first learning trial, whereas performance for the experimental sequences initially displayed primacy and recency effects. However, these latter effects gradually disappeared over the six repetitions, resulting in near-asymptotic recall performance for all digits. The performance improvement for the middle items of the list was accompanied by an increase in P300 amplitude, implying a close correspondence between this ERP component and the behavioral data. These results, which were discussed in the framework of theories on the functional significance of the P300 amplitude, add to the scarce empirical data on the dynamics of ERP responses in the process of intentional learning. Copyright © 2011 Elsevier B.V. All rights reserved.
Effects of digital game-based learning on student engagement and academic achievement
NASA Astrophysics Data System (ADS)
Little, Timothy W.
This experimental study was designed to determine the effect of digital game-based learning on student engagement and academic achievement. The sample was comprised of 34 students enrolled in a secondary Biology class in a rural public school. The study utilized an experimental pretest-posttest design with switching replications. After random assignment, students participated in one of two supplemental learning activities: playing a digital game designed to review science concepts or participating in a lab to review the same concepts. Students subsequently switched activities. Student achievement data were collected on mastery of science concepts, and student engagement data were collected utilizing self- and teacher-reported measures. Data were analyzed using analysis of variance (ANOVA) with repeated measures. Results demonstrated that the digital game was as effective as the lab activity at increasing teacher-reported student engagement and academic achievement. These findings may be of interest to school administrators or directors of teacher preparation programs on the potential effectiveness of digital games as a learning tool.
Dealing with Unseen Obstacles to Education in the Digital Age
ERIC Educational Resources Information Center
Powell, Valerie J. H.; Sirinterlikci, Arif; Zomp, Christopher; Johnson, Randall S.; Miller, Phillip; Powell, James C.
2013-01-01
This paper updates the efforts to educate blind students in higher education in the digital age and describes how to support the development of mental models in learning through tactile learning and 3D-printing technology. It cites research documenting a drop in Braille literacy along with the growth in use of digital technologies by blind…
Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis
ERIC Educational Resources Information Center
Byun, JaeHwan; Joung, Eunmi
2018-01-01
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
The Relationship between Digital Leadership and Digital Implementation in Elementary Schools
ERIC Educational Resources Information Center
Domeny, Jami V.
2017-01-01
New technological advances are changing the landscape for both teaching and learning at a rapid pace. With an increase in the focus and allocation of funding on technology, schools need leaders who can facilitate the change process and support a digital learning culture for technology integration. As with any focus and initiative in education, the…
A Study of Supplementing Conventional Business Education with Digital Games
ERIC Educational Resources Information Center
Ellahi, Abida; Zaka, Bilal; Sultan, Fahd
2017-01-01
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…
Moving Digital Libraries into the Student Learning Space: The GetSmart Experience
ERIC Educational Resources Information Center
Marshall, Byron B.; Chen, Hsinchun; Shen, Rao; Fox, Edward A.
2006-01-01
The GetSmart system was built to support theoretically sound learning processes in a digital library environment by integrating course management, digital library, and concept mapping components to support a constructivist, six-step, information search process. In the fall of 2002 more than 100 students created 1400 concept maps as part of…
ERIC Educational Resources Information Center
Phillips, Michael
2016-01-01
This book advances an alternative reading of the social, political and cultural issues surrounding schools and technology and develops a comprehensive overview of the interplay between policy, practice and identity in school workplaces. It explores how digital technologies have become an integral element of the politics and socially negotiated…
The Nerdy Teacher: Pedagogical Identities for a Digital Age
ERIC Educational Resources Information Center
Hull, Glynda; Scott, John; Higgs, Jennifer
2014-01-01
Professional learning around digital media often focuses on tool use and neglects consideration of teachers as interested, creative producers of digital media artifacts. The best way to help teachers learn about and adapt technology in their classrooms is by immersing them in hands-on work in the same way their students use social networks and…
ERIC Educational Resources Information Center
Rimando, Marylen; Smalley, K. Bryant; Warren, Jacob C.
2015-01-01
This article describes the design, implementation and lessons learned from a digital storytelling project in a health promotion theory course. From 2011-2012, 195 health promotion majors completed a digital storytelling project at a Midwestern university. The instructor observed students' understanding of theories and models. This article adds to…
Examining Digital Literacy Competences and Learning Habits of Open and Distance Learners
ERIC Educational Resources Information Center
Ozdamar-Keskin, Nilgun; Ozata, Fatma Zeynep; Banar, Kerim; Royle, Karl
2015-01-01
The purpose of the study is to examine digital literacy competences and learning habits of learners enrolled in the open and distance education system of Anadolu University in Turkey. Data were gathered from 20.172 open and distance learners through a survey which included four parts: demographic information, abilities to use digital technologies,…
Applying the Quadratic Usage Framework to Research on K-12 STEM Digital Learning Resources
ERIC Educational Resources Information Center
Luetkemeyer, Jennifer R.
2016-01-01
Numerous policymakers have called for K-12 educators to increase their effectiveness by transforming science, technology, engineering, and mathematics (STEM) learning and teaching with digital resources and tools. In this study we outline the significance of studying pressing issues related to use of digital resources in the K-12 environment and…
Greening the Net Generation: Outdoor Adult Learning in the Digital Age
ERIC Educational Resources Information Center
Walter, Pierre
2013-01-01
Adult learning today takes place primarily within walled classrooms or in other indoor settings, and often in front of various types of digital screens. As adults have adopted the digital technologies and indoor lifestyle attributed to the so-called "Net Generation," we have become detached from contact with the natural world outdoors.…
PATRON: Using a Multimedia Digital Library for Learning and Teaching in the Performing Arts.
ERIC Educational Resources Information Center
Lyon, Elizabeth
The creation and application of a multimedia digital library to support learning and teaching in the performing arts is described. PATRON (Performing Arts Teaching Resources Online) delivers audio, video, music scores, dance notation, and theater scripts to the desktop via an innovative Web-based interface. Digital objects are linked subjectively…
Toward a New Approach to the Evaluation of a Digital Curriculum Using Learning Analytics
ERIC Educational Resources Information Center
Rangel, Virginia Snodgrass; Bell, Elizabeth R.; Monroy, Carlos; Whitaker, J. Reid
2015-01-01
Understanding how an educational intervention is implemented is essential to evaluating its effectiveness. With the increased use of digital tools in classrooms, however, traditional methods of measuring implementation fall short. Fortunately, there is a way to learn about the interactions that users have with digital tools that are embedded into…
ERIC Educational Resources Information Center
Vickery, Jacqueline Ryan
2014-01-01
This article considers how after-school digital media clubs, as an example of informal learning, can provide meaningful opportunities for youth to participate in the creation of interest-driven learning ecologies through media production. Ethnographic research was conducted in two after-school digital media clubs at a large, ethnically diverse,…
How Digital Technologies, Blended Learning and MOOCs Will Impact the Future of Higher Education
ERIC Educational Resources Information Center
Morris, Neil P.
2014-01-01
Digital technologies are revolutionizing all parts of society, including higher education. Universities are rapidly adapting to the prevalence of staff and student mobile devices, digital tools and services on campus, and are developing strategies to harness these technologies to enhance student learning. In this paper, I explore the use of…
The Digital Natives as Learners: Technology Use Patterns and Approaches to Learning
ERIC Educational Resources Information Center
Thompson, Penny
2013-01-01
This study investigated the claims made in the popular press about the "digital native" generation as learners. Because students' lives today are saturated with digital media at a time when their brains are still developing, many popular press authors claim that this generation of students thinks and learns differently than any generation that has…
The Effect of Digital Video Games on EFL Students' Language Learning Motivation
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2017-01-01
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
ERIC Educational Resources Information Center
Dube, Sibusisiwe; Scott, Elsje
2017-01-01
This study investigated the perspectives of university students on the use of digital technologies as tools for teaching and learning. Digital technologies are an essential asset for academic institutions as they can support strategic teaching and learning objectives for education institutions. Studies have shown that limited use of digital…
English Digital Dictionaries as Valuable Blended Learning Tools for Palestinian College Students
ERIC Educational Resources Information Center
Dwaik, Raghad A. A.
2015-01-01
Digital technology has become an indispensable aspect of foreign language learning around the globe especially in the case of college students who are often required to finish extensive reading assignments within a limited time period. Such pressure calls for the use of efficient tools such as digital dictionaries to help them achieve their…
Digital lectures for learning gross anatomy: a study of their efficacy.
Singh, Anudeep; Min, Aung Ko Ko
2017-03-01
The current study investigates the level of students' learning and attitudes towards the teaching and learning process when using digital lectures to teach gross anatomy to year 1 medical students. The study sampled year 1 medical students of cohorts 2013 and 2014. The year 1 medical students in 2013 were taught gross anatomy of the heart by didactic classroom lectures while those in 2014 were taught with digital lectures using the same content. A review session was conducted for the 2014 cohort. A 19-item survey was distributed amongst students to investigate their attitudes and feedback. The data were analysed using SPSS software. The 2014 cohort had a mean score of 47.65 for short essay questions and 51.19 for multiple choice questions, while the 2013 cohort scored an average of 36.80 for short essay questions and 49.22 for multiple choice questions. The difference in scores for each type of question was found to be significant. Using a 5-point Likert scale, students gave an average of 4.11 when asked if they liked the teaching and learning process and would like it to be applied further. The results of the study provide strong evidence that the digital teaching and learning process was well received by students and could also lead to improved performance. Digital lectures can provide a satisfactory substitute for classroom lectures to teach gross anatomy, thus providing flexibility in learning and efficient learning, whilst also freeing lecture slots to promote mastery learning.
Learning in Stochastic Bit Stream Neural Networks.
van Daalen, Max; Shawe-Taylor, John; Zhao, Jieyu
1996-08-01
This paper presents learning techniques for a novel feedforward stochastic neural network. The model uses stochastic weights and the "bit stream" data representation. It has a clean analysable functionality and is very attractive with its great potential to be implemented in hardware using standard digital VLSI technology. The design allows simulation at three different levels and learning techniques are described for each level. The lowest level corresponds to on-chip learning. Simulation results on three benchmark MONK's problems and handwritten digit recognition with a clean set of 500 16 x 16 pixel digits demonstrate that the new model is powerful enough for the real world applications. Copyright 1996 Elsevier Science Ltd
ERIC Educational Resources Information Center
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun
2017-01-01
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2016-01-01
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
Is an attention-based associative account of adjacent and nonadjacent dependency learning valid?
Pacton, Sébastien; Sobaco, Amélie; Perruchet, Pierre
2015-05-01
Pacton and Perruchet (2008) reported that participants who were asked to process adjacent elements located within a sequence of digits learned adjacent dependencies but did not learn nonadjacent dependencies and conversely, participants who were asked to process nonadjacent digits learned nonadjacent dependencies but did not learn adjacent dependencies. In the present study, we showed that when participants were simply asked to read aloud the same sequences of digits, a task demand that did not require the intentional processing of specific elements as in standard statistical learning tasks, only adjacent dependencies were learned. The very same pattern was observed when digits were replaced by syllables. These results show that the perfect symmetry found in Pacton and Perruchet was not due to the fact that the processing of digits is less sensitive to their distance than the processing of syllables, tones, or visual shapes used in most statistical learning tasks. Moreover, the present results, completed with a reanalysis of the data collected in Pacton and Perruchet (2008), demonstrate that participants are highly sensitive to violations involving the spacing between paired elements. Overall, these results are consistent with the Pacton and Perruchet's single-process account of adjacent and nonadjacent dependencies, in which the joint attentional processing of the two events is a necessary and sufficient condition for learning the relation between them, irrespective of their distance. However, this account should be completed to encompass the notion that the presence or absence of an intermediate event is an intrinsic component of the representation of an association. Copyright © 2015 Elsevier B.V. All rights reserved.
Inquiry-based Learning and Digital Libraries in Undergraduate Science Education
NASA Astrophysics Data System (ADS)
Apedoe, Xornam S.; Reeves, Thomas C.
2006-12-01
The purpose of this paper is twofold: to describe robust rationales for integrating inquiry-based learning into undergraduate science education, and to propose that digital libraries are potentially powerful technological tools that can support inquiry-based learning goals in undergraduate science courses. Overviews of constructivism and situated cognition are provided with regard to how these two theoretical perspectives have influenced current science education reform movements, especially those that involve inquiry-based learning. The role that digital libraries can play in inquiry-based learning environments is discussed. Finally, the importance of alignment among critical pedagogical dimensions of an inquiry-based pedagogical framework is stressed in the paper, and an example of how this can be done is presented using earth science education as a context.
NASA Astrophysics Data System (ADS)
Serkan Güllüoüǧlu, Sabri
2013-03-01
This paper outlines the main infrastructure for implicating mobile learning in medicine and present a sample mobile learning application for medical learning within the framework of mobile learning systems. Mobile technology is developing nowadays. In this case it will be useful to develop different learning environments using these innovations in internet based distance education. M-learning makes the most of being on location, providing immediate access, being connected, and acknowledges learning that occurs beyond formal learning settings, in places such as the workplace, home, and outdoors. Central to m-learning is the principle that it is the learner who is mobile rather than the device used to deliver m learning. The integration of mobile technologies into training has made learning more accessible and portable. Mobile technologies make it possible for a learner to have access to a computer and subsequently learning material and activities; at any time and in any place. Mobile devices can include: mobile phone, personal digital assistants (PDAs), personal digital media players (eg iPods, MP3 players), portable digital media players, portable digital multimedia players. Mobile learning (m-learning) is particularly important in medical education, and the major users of mobile devices are in the field of medicine. The contexts and environment in which learning occurs necessitates m-learning. Medical students are placed in hospital/clinical settings very early in training and require access to course information and to record and reflect on their experiences while on the move. As a result of this paper, this paper strives to compare and contrast mobile learning with normal learning in medicine from various perspectives and give insights and advises into the essential characteristics of both for sustaining medical education.
NASA Astrophysics Data System (ADS)
Kholis, Nur; Syariffuddien Zuhrie, Muhamad; Rahmadian, Reza
2018-04-01
Demands the competence (competence) needs of the industry today is a competent workforce to the field of work. However, during this lecture material Digital Engineering (Especially Digital Electronics Basics and Digital Circuit Basics) is limited to the delivery of verbal form of lectures (classical method) is dominated by the Lecturer (Teacher Centered). Though the subject of Digital Engineering requires learning tools and is required understanding of electronic circuits, digital electronics and high logic circuits so that learners can apply in the world of work. One effort to make it happen is by creating an online teaching module and educational aids (Kit) with the help of Proteus software that can improve the skills of learners. This study aims to innovate online teaching modules plus kits in Proteus-assisted digital engineering courses through hybrid learning approaches to improve the skills of learners. The process of innovation is done by considering the skills and mastery of the technology of students (students) Department of Electrical Engineering - Faculty of Engineering – Universitas Negeri Surabaya to produce quality graduates Use of online module plus Proteus software assisted kit through hybrid learning approach. In general, aims to obtain adequate results with affordable cost of investment, user friendly, attractive and interactive (easily adapted to the development of Information and Communication Technology). With the right design, implementation and operation, both in the form of software both in the form of Online Teaching Module, offline teaching module, Kit (Educational Viewer), and e-learning learning content (both online and off line), the use of the three tools of the expenditure will be able to adjust the standard needs of Information and Communication Technology world, both nationally and internationally.
The Comprehensive Evaluation of Electronic Learning Tools and Educational Software (CEELTES)
ERIC Educational Resources Information Center
Karolcík, Štefan; Cipková, Elena; Hrušecký, Roman; Veselský, Milan
2015-01-01
Despite the fact that digital technologies are more and more used in the learning and education process, there is still lack of professional evaluation tools capable of assessing the quality of used digital teaching aids in a comprehensive and objective manner. Construction of the Comprehensive Evaluation of Electronic Learning Tools and…
It's in the Bag: Digital Backpacks for Project-Based Learning
ERIC Educational Resources Information Center
Basham, James D.; Perry, Ernest; Meyer, Helen
2011-01-01
When it comes to technology, many schools know what they want. They want targeted and scalable solutions that enhance learning and meet the NETS.S. And the teachers in those schools want simple, strategic instructional frameworks for developing their students' basic and digital age skills while meeting diverse learning needs. But as many…
Digital Video: The Impact on Children's Learning Experiences in Primary Physical Education
ERIC Educational Resources Information Center
O'Loughlin, Joe; Chroinin, Deirdre Ni; O'Grady, David
2013-01-01
Technology can support teaching, learning and assessment in physical education. The purpose of this study was to examine children's perspectives and experiences of using digital video in primary physical education. The impact on motivation, feedback, self-assessment and learning was examined. Twenty-three children aged 9-10 years participated in a…
Quality Assurance for Digital Learning Object Repositories: Issues for the Metadata Creation Process
ERIC Educational Resources Information Center
Currier, Sarah; Barton, Jane; O'Beirne, Ronan; Ryan, Ben
2004-01-01
Metadata enables users to find the resources they require, therefore it is an important component of any digital learning object repository. Much work has already been done within the learning technology community to assure metadata quality, focused on the development of metadata standards, specifications and vocabularies and their implementation…
Researching Photographic Participatory Inquiry in an E-Learning Environment
ERIC Educational Resources Information Center
Grushka, Kathryn Meyer; Bellette, Aaron; Holbrook, Allyson
2014-01-01
This article focuses on the use of Photographic Participatory Inquiry (PPI) in researching the teaching and learning of photography in the e-learning environment. It is an arts-informed method drawing on digital tools to capture collective information as digital artefacts, which can then be accessed and harnessed to build critical and reflective…
Work Place Oriented Learning With Digital Media--Consequences for Competency Development
ERIC Educational Resources Information Center
Spottl, Georg; Schulte, Sven; Grantz, Torsten
2012-01-01
Due to their increasing availability and prevalence, digital media allow for a relocation of learning to work processes and support work process oriented learning. This can be put into practice with the aid of different medial/technological and didactical settings. Some examples are the application of mobile terminals, interactive platforms, or…
ERIC Educational Resources Information Center
Krumm, Andrew E.; Beattie, Rachel; Takahashi, Sola; D'Angelo, Cynthia; Feng, Mingyu; Cheng, Britte
2016-01-01
This paper outlines the development of practical measures of productive persistence using digital learning system data. Practical measurement refers to data collection and analysis approaches originating from improvement science; productive persistence refers to the combination of academic and social mindsets as well as learning behaviours that…
Blended Learning, E-Learning and Mobile Learning in Mathematics Education
ERIC Educational Resources Information Center
Borba, Marcelo C.; Askar, Petek; Engelbrecht, Johann; Gadanidis, George; Llinares, Salvador; Aguilar, Mario Sánchez
2016-01-01
In this literature survey we focus on identifying recent advances in research on digital technology in the field of mathematics education. To conduct the survey we have used internet search engines with keywords related to mathematics education and digital technology and have reviewed some of the main international journals, including the ones in…
Composing with New Technology: Teacher Reflections on Learning Digital Video
ERIC Educational Resources Information Center
Bruce, David L.; Chiu, Ming Ming
2015-01-01
This study explores teachers' reflections on their learning to compose with new technologies in the context of teacher education and/or teacher professional development. English language arts (ELA) teachers (n = 240) in 15 courses learned to use digital video (DV), completed at least one DV group project, and responded to open-ended survey…
Evaluating Learning in the 21st Century: A Digital Age Learning Matrix
ERIC Educational Resources Information Center
Starkey, Louise
2011-01-01
If the purpose of secondary schooling is to educate the upcoming generation to become active participants in society, evaluation of teaching and learning in the information-rich digital age should be underpinned by relevant theories and models. This article describes an evaluation tool developed using emerging ideas about knowledge creation and…
Children Learning to Use Technologies through Play: A Digital Play Framework
ERIC Educational Resources Information Center
Bird, Jo; Edwards, Susan
2015-01-01
Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…
Toward User Interfaces and Data Visualization Criteria for Learning Design of Digital Textbooks
ERIC Educational Resources Information Center
Railean, Elena
2014-01-01
User interface and data visualisation criteria are central issues in digital textbooks design. However, when applying mathematical modelling of learning process to the analysis of the possible solutions, it could be observed that results differ. Mathematical learning views cognition in on the base on statistics and probability theory, graph…
ERIC Educational Resources Information Center
Flavin, Michael
2017-01-01
This book is about how technologies are used in practice to support learning and teaching in higher education. Despite digitization and e-learning becoming ever-increasingly popular in university teaching settings, this book convincingly argues instead in favour of simple and convenient technologies, thus disrupting traditional patterns of…
A Comparative Study of E-Learning System for Smart Education
ERIC Educational Resources Information Center
An, SangJin; Lee, Eunkyoung; Lee, YoungJun
2013-01-01
Korean government aims to implement SMART education nationwide, so it is planning many ways to provide digital learning contents. There are some ways of distributing digital contents, and each way has its own characteristics. Edunet is a nationwide system for providing educational resource. Cyber Home Learning System is a regional service which…
SCCR Digital Learning System for Scientific Conceptual Change and Scientific Reasoning
ERIC Educational Resources Information Center
She, H. C.; Lee, C. Q.
2008-01-01
This study reports an adaptive digital learning project, scientific concept construction and reconstruction (SCCR), that was developed based on the theories of Dual Situated Learning Model (DSLM) and scientific reasoning. In addition, the authors investigated the effects of an SCCR related to a "combustion" topic for sixth grade students…
Digital Game Building: Learning in a Participatory Culture
ERIC Educational Resources Information Center
Li, Qing
2010-01-01
Background: The emergence of a participatory culture, brought about mainly by the use of Web2.0 technology, is challenging us to reconsider aspects of teaching and learning. Adapting the learning-as-digital-game-building approach, this paper explores how new educational practices can help students build skills for the 21st century. Purpose: This…
ERIC Educational Resources Information Center
Hoffman, Daniel L.
2013-01-01
The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…
ERIC Educational Resources Information Center
Murphy, Janet; Lebans, Robert
2009-01-01
Providing just-in-time job-embedded professional learning using a technologically mediated model achieves professional growth goals and encourages teachers to build digital literacy competencies and incorporate new technologies in instructional approaches in the classroom. This article highlights the lessons learned from an award-winning…
ERIC Educational Resources Information Center
Kjällander, Susanne
2018-01-01
Assessment in the much-discussed digital divide in Scandinavian technologically advanced schools, is the study object of this article. Interaction is studied to understand assessment; and to see how assessment can be didactically designed to recognise students' learning. With a multimodal, design theoretical perspective on learning teachers' and…
Beyond Access: Effective Digital Learning for a Globalized World
ERIC Educational Resources Information Center
Best, Jane; Dunlap, Allison
2012-01-01
Digital learning, supporters say, has the power to help prepare students for the workforce, improve student learning and educator effectiveness, and bring high-quality education to those who can't otherwise access it. However, great variability exists among schools and districts in terms of level of development and needs. This policy brief serves…
Leading Personalized and Digital Learning: A Framework for Implementing School Change
ERIC Educational Resources Information Center
Wolf, Mary Ann; Bobst, Elizabeth; Mangum, Nancy
2017-01-01
"Leading Personalized and Digital Learning" provides needed guidance for principals, aspiring principals, and other school leaders at a critical time when educators are looking to put the power of technology to work for student-centered learning. The authors identify eight leadership essentials that school leaders must attend to if they…
Digital Game's Impacts on Students' Learning Effectiveness of Correct Medication
ERIC Educational Resources Information Center
Shiue, Ya-Ming; Hsu, Yu-Chiung
2017-01-01
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
ERIC Educational Resources Information Center
Wu, Yun-Wu; Weng, Apollo; Weng, Kuo-Hua
2017-01-01
The purpose of this study is to design a knowledge conversion and management digital learning system for architecture design learning, helping students to share, extract, use and create their design knowledge through web-based interactive activities based on socialization, internalization, combination and externalization process in addition to…
Interactive Learning Units on Museum Websites
ERIC Educational Resources Information Center
Chong, Cordelia; Smith, Diantha
2017-01-01
Though it is well known that museums should embrace digital learning, many museum websites have not fully utilized digital learning resources, especially in interactive ways. In fact, in a survey of 225 websites of selected U.S. cultural institutions that have informal science education at the heart of their operations, we found that just 5% of…
Digital Doings: Curating Work-Learning Practices and Ecologies
ERIC Educational Resources Information Center
Thompson, Terrie Lynn
2016-01-01
Workers are faced with wider networks of knowledge generation amplified by the scale, diffusion, and critical mass of digital artefacts and web technologies globally. In this study of mobilities of work-learning practices, I draw on sociomaterial theorizing to explore how the work and everyday learning practices of self-employed workers or…
iLOG: A Framework for Automatic Annotation of Learning Objects with Empirical Usage Metadata
ERIC Educational Resources Information Center
Miller, L. D.; Soh, Leen-Kiat; Samal, Ashok; Nugent, Gwen
2012-01-01
Learning objects (LOs) are digital or non-digital entities used for learning, education or training commonly stored in repositories searchable by their associated metadata. Unfortunately, based on the current standards, such metadata is often missing or incorrectly entered making search difficult or impossible. In this paper, we investigate…
ERIC Educational Resources Information Center
Tucker-Raymond, Eli; Gravel, Brian E.; Wagh, Aditi; Wilson, Naeem; Manderino, Michael; Castek, Jill
2016-01-01
Digital literacies for disciplinary learning explores intersections of digital and disciplinary literacies across learning contexts such as community makerspaces and schools and examines learning across disciplines including the arts, engineering, science, social studies, language arts, and math. Columns will address work with both youth and…
Blended Learning in the Visual Communications Classroom: Student Reflections on a Multimedia Course
ERIC Educational Resources Information Center
George-Palilonis, Jennifer; Filak, Vincent
2009-01-01
Advances in digital technology and a rapidly evolving media landscape continue to dramatically change teaching and learning. Among these changes is the emergence of multimedia teaching and learning tools, online degree programs, and hybrid classes that blend traditional and digital content delivery. At the same time, visual communication programs…
ERIC Educational Resources Information Center
Gamrat, Christopher; Zimmerman, Heather Toomey; Dudek, Jaclyn; Peck, Kyle
2014-01-01
To provide customized workplace learning opportunities, a digital badge system was designed by a university, governmental agency and national professional association to support teachers' implementation of professional development (PD). Teacher Learning Journeys (TLJ) is an approach that allows for teachers to customize their PD experience to…
A digital peer-to-peer learning platform for clinical skills development.
Basnak, Jesse; Ortynski, Jennifer; Chow, Meghan; Nzekwu, Emeka
2017-02-01
Due to constraints in time and resources, medical curricula may not provide adequate opportunities for pre-clerkship students to practice clinical skills. To address this, medical students at the University of Alberta developed a digital peer-to-peer learning initiative. The initiative assessed if students can learn clinical skills from their peers in co-curricular practice objective structured clinical exams (OSCEs). A total of 144 first-year medical students participated. Students wrote case scenarios that were reviewed by physicians. Students enacted the cases in practice OSCEs, acting as the patient, physician, and evaluator. Verbal and electronic evaluations were completed. A digital platform was used to automate the process. Surveys were disseminated to assess student perceptions of their experience. Seventy-five percent of participants said they needed opportunities to practice patient histories and physical exams in addition to those provided in the medical school curriculum. All participants agreed that the co-curricular practice OSCEs met this need. The majority of participants also agreed that the digital platform was efficient and easy to use. Students found the practice OSCEs and digital platform effective for learning clinical skills. Thus, peer-to-peer learning and computer automation can be useful adjuncts to traditional medical curricula.
NASA Astrophysics Data System (ADS)
Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.
2015-08-01
This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.
Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment
NASA Astrophysics Data System (ADS)
Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel
Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.
ERIC Educational Resources Information Center
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley
2015-01-01
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Effects of Gender Differences and Spatial Abilities within a Digital Pentominoes Game
ERIC Educational Resources Information Center
Yang, Jie Chi; Chen, Sherry Y.
2010-01-01
Spatial ability is a critical skill in geometric learning. Several studies investigate how to use digital games to improve spatial abilities. However, not every learner favors this kind of support. To this end, there is a need to examine how human factors affect learners' reactions to the use of a digital game to support geometric learning. In…
ERIC Educational Resources Information Center
Dennen, Vanessa P.
2016-01-01
Digital learning environments are spaces in which data are shared, generated, and recorded. At the end of an online course, a rich collection of digital artifacts are left behind by the instructor and learners. Some artifacts are intentionally created learning materials and assignments, some are the products of class interaction in discussion…
A Dynamic Bayesian Network Based Structural Learning towards Automated Handwritten Digit Recognition
NASA Astrophysics Data System (ADS)
Pauplin, Olivier; Jiang, Jianmin
Pattern recognition using Dynamic Bayesian Networks (DBNs) is currently a growing area of study. In this paper, we present DBN models trained for classification of handwritten digit characters. The structure of these models is partly inferred from the training data of each class of digit before performing parameter learning. Classification results are presented for the four described models.
The Use of Digital Storytelling for ESP in a Technical English Course for Aerospace Engineers
ERIC Educational Resources Information Center
Sevilla-Pavón, Ana; Serra-Cámara, Belén; Gimeno-Sanz, Ana
2012-01-01
Digital Storytelling is a powerful pedagogical tool for both students and educators, which started to be used for teaching and learning purposes a few years ago, becoming more and more popular over time. The use of digital storytelling in non-specific language learning contexts has been widely explored, as shown in the literature. However, its use…
Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model
ERIC Educational Resources Information Center
Sundqvist, Pia
2013-01-01
The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…
ERIC Educational Resources Information Center
Folkestad, James E.; Banning, James
2010-01-01
Digital media applications (DMAs) have emerged in abundance over the last ten years. Enabled by exponential growth in computing power and inexpensive data storage, these applications are easy to use and inexpensive (often free) to own. DMAs not only allow users to produce digital content efficiently they allow users to exploit the connective power…
ERIC Educational Resources Information Center
Williamson, Ben
2013-01-01
Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations in the United States, Great Britain, and Australia that…
Niamtu, Joseph
2004-01-01
Cosmetic surgery and photography are inseparable. Clinical photographs serve as diagnostic aids, medical records, legal protection, and marketing tools. In the past, taking high-quality, standardized images and maintaining and using them for presentations were tasks of significant proportion when done correctly. Although the cosmetic literature is replete with articles on standardized photography, this has eluded many practitioners in part to the complexity. A paradigm shift has occurred in the past decade, and digital technology has revolutionized clinical photography and presentations. Digital technology has made it easier than ever to take high-quality, standardized images and to use them in a multitude of ways to enhance the practice of cosmetic surgery. PowerPoint presentations have become the standard for academic presentations, but many pitfalls exist, especially when taking a backup disc to play on an alternate computer at a lecture venue. Embracing digital technology has a mild to moderate learning curve but is complicated by old habits and holdovers from the days of slide photography, macro lenses, and specialized flashes. Discussion is presented to circumvent common problems involving computer glitches with PowerPoint presentations. In the past, high-quality clinical photography was complex and sometimes beyond the confines of a busy clinical practice. The digital revolution of the past decade has removed many of these associated barriers, and it has never been easier or more affordable to take images and use them in a multitude of ways for learning, judging surgical outcomes, teaching and lecturing, and marketing. Even though this technology has existed for years, many practitioners have failed to embrace it for various reasons or fears. By following a few simple techniques, even the most novice practitioner can be on the forefront of digital imaging technology. By observing a number of modified techniques with digital cameras, any practitioner can take high-quality, standardized clinical photographs and can make and use these images to enhance his or her practice. This article deals with common pitfalls of digital photography and PowerPoint presentations and presents multiple pearls to achieve proficiency quickly with digital photography and imaging as well as avoid malfunction of PowerPoint presentations in an academic lecture venue.
Learning Mediated by an Educational Hypermedia
NASA Astrophysics Data System (ADS)
Fagundes, Adriano Luiz; da Silva, Tatiana; Barroso, Marta Feijó
2015-12-01
The phases of the Moon is a learning subject composed of smaller units here elaborated by adopting the theory of cognitive load, including aspects related to visualization in science education and taking into account learning difficulties documented in the research literature on science/astronomy teaching as theoretical guiding. The complete research process involved 77 students attending an undergraduate physics course and included data collection instruments to investigate technical aspects of the material, quality of contents and learning. This work focused on learning mediated by a hypermedia digital resource. The instruments used at this stage were pre-testing and learning evaluation allowing a qualitative and quantitative assessment. The questions pointed to the knowledge of the Moon as a body without its own light, to representations of schematic diagrams with sequences of lunar phases and the possibility of observing the Sun and the Moon according to the time of the day, an explanation and a representation of the dynamics of synchronous rotation motion of the Moon. The result provided an overall average increase of 33% in learning. We point out the features of the material that may have contributed to a highest quality as a learning tool.
Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.
NASA Astrophysics Data System (ADS)
Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.
2016-12-01
Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.
Ethical implications of digital images for teaching and learning purposes: an integrative review.
Kornhaber, Rachel; Betihavas, Vasiliki; Baber, Rodney J
2015-01-01
Digital photography has simplified the process of capturing and utilizing medical images. The process of taking high-quality digital photographs has been recognized as efficient, timely, and cost-effective. In particular, the evolution of smartphone and comparable technologies has become a vital component in teaching and learning of health care professionals. However, ethical standards in relation to digital photography for teaching and learning have not always been of the highest standard. The inappropriate utilization of digital images within the health care setting has the capacity to compromise patient confidentiality and increase the risk of litigation. Therefore, the aim of this review was to investigate the literature concerning the ethical implications for health professionals utilizing digital photography for teaching and learning. A literature search was conducted utilizing five electronic databases, PubMed, Embase (Excerpta Medica Database), Cumulative Index to Nursing and Allied Health Literature, Educational Resources Information Center, and Scopus, limited to English language. Studies that endeavored to evaluate the ethical implications of digital photography for teaching and learning purposes in the health care setting were included. The search strategy identified 514 papers of which nine were retrieved for full review. Four papers were excluded based on the inclusion criteria, leaving five papers for final analysis. Three key themes were developed: knowledge deficit, consent and beyond, and standards driving scope of practice. The assimilation of evidence in this review suggests that there is value for health professionals utilizing digital photography for teaching purposes in health education. However, there is limited understanding of the process of obtaining and storage and use of such mediums for teaching purposes. Disparity was also highlighted related to policy and guideline identification and development in clinical practice. Therefore, the implementation of policy to guide practice requires further research.
ERIC Educational Resources Information Center
Chesney, Sarah; Marcangelo, Caroline
2010-01-01
This small scale action research study investigated the experiences of learners over two iterations as they completed a patchwork text assignment within the digital medium of a personal learning system (PLS). The aim was to investigate the extent to which using a PLS can facilitate formative and collaborative feedback to assist student learning. A…
The Personal Digital Library (PDL)-based e-learning: Using the PDL as an e-learning support tool
NASA Astrophysics Data System (ADS)
Deng, Xiaozhao; Ruan, Jianhai
The paper describes a support tool for learners engaged in e-learning, the Personal Digital Library (PDL). The characteristics and functionality of the PDL are presented. Suggested steps for constructing and managing a PDL are outlined and discussed briefly. The authors believe that the PDL as a support tool of e-learning will be important and essential in the future.
ERIC Educational Resources Information Center
Zhan, Zehui; Xu, Fuyin; Ye, Huiwen
2011-01-01
The purpose of this study was to examine the effects of an Online Learning Community (OLC) on active and reflective learners' learning performance and attitude in a face-to-face undergraduate digital design course. 814 freshmen in an introductory digital design course were randomly assigned to one of two treatments: one offered students an OLC,…
NASA Astrophysics Data System (ADS)
Rajbanshi, Roshani
With access to technology and expectation by the mainstream, the use of technology in the classroom has become essential these days. However, the problem in science education is that with classrooms filled with technological equipment, the teaching style is didactic, and teachers employ traditional teacher-centered methods in the classroom. In addition, results of international assessments indicate that students' science learning needs to be improved. The purpose of this study is to analyze and document the lived experience of middle-school science teachers and their use of technology in personal, professional lives as well as in their classroom and to describe the phenomenon of middle-school science teachers' technological beliefs for integration of digital devices or technology as an instructional delivery tool, knowledge construction tool and learning tool. For this study, technology is defined as digital devices such as computer, laptops, digital camera, iPad that are used in the science classroom as an instructional delivery tool, as a learning tool, and as a knowledge construction tool. Constructivism is the lens, the theoretical framework that guides this qualitative phenomenological research. Observation, interview, personal journal, photo elicitation, and journal reflection are used as methods of data collection. Data was analyzed based on a constructivist theoretical framework to construct knowledge and draw conclusion. MAXQDA, a qualitative analysis software, was also used to analyze the data. The findings indicate that middle-school science teachers use technology in various ways to engage and motivate students in science learning; however, there are multiple factors that influence teachers' technology use in the class. In conclusion, teacher, students, and technology are the three sides of the triangle where technology acts as the third side or the bridge to connect teachers' content knowledge to students through the tool with which students are familiar. Keywords: Teachers' belief, science and technology, knowledge construction.
Design Guidelines for Digital Learning Material for Food Chemistry Education.
ERIC Educational Resources Information Center
Diederen, Julia; Gruppen, Harry; Voragen, Alphons G. J.; Hartog, Rob; Mulder, Martin; Biemans, Harm
This paper describes the first stage of a 4-year research project on the design, development and use of Web-based digital learning material for food chemistry education. The paper discusses design guidelines, based on principles that were selected from theories on learning and instruction, and illustrates in detail how these guidelines were used…
ERIC Educational Resources Information Center
Thomas, Wayne W.; Boechler, Patricia M.
2014-01-01
With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (Eschenbrenner, Nah, & Siau, 2008). In this study, the authors sought to determine if learning style or digital literacy predict incidental…
ERIC Educational Resources Information Center
Burke, Anne, Ed.; Marsh, Jackie, Ed.
2013-01-01
As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…
Affect and Willingness to Communicate in Digital Game-Based Learning
ERIC Educational Resources Information Center
Reinders, Hayo; Wattana, Sorada
2015-01-01
The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…
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…
A Constructionist Learning Environment for Teachers to Model Learning Designs
ERIC Educational Resources Information Center
Laurillard, D.; Charlton, P.; Craft, B.; Dimakopoulos, D.; Ljubojevic, D.; Magoulas, G.; Masterman, E.; Pujadas, R.; Whitley, E.A.; Whittlestone, K.
2013-01-01
The use of digital technologies is now widespread and increasing, but is not always optimized for effective learning. Teachers in higher education have little time or support to work on innovation and improvement of their teaching, which often means they simply replicate their current practice in a digital medium. This paper makes the case for a…
Eye Tracking and Early Detection of Confusion in Digital Learning Environments: Proof of Concept
ERIC Educational Resources Information Center
Pachman, Mariya; Arguel, Amaël; Lockyer, Lori; Kennedy, Gregor; Lodge, Jason M.
2016-01-01
Research on incidence of and changes in confusion during complex learning and problem-solving calls for advanced methods of confusion detection in digital learning environments (DLEs). In this study we attempt to address this issue by investigating the use of multiple measures, including psychophysiological indicators and self-ratings, to detect…
Mapping the Digital Divide in Britain: Implications for Learning and Education
ERIC Educational Resources Information Center
Eynon, Rebecca
2009-01-01
The internet presents many potential opportunities for people to learn for both formal and informal purposes. However, not everyone is able to make the most of the internet for learning. This paper utilises quantitative nationally representative survey data of internet use in Britain in order to explore the digital divide in relation to learning…
ERIC Educational Resources Information Center
Reece, Amanda A.
2016-01-01
A program of development of online learning resources should provide content, resources, support and activities to promote excellence and innovation in instructional quality and assessment. This article provides details on five best practices in digital object development for teaching and learning. In addition, an evaluation of the learning object…
Embedding Diagnostic Mechanisms in a Digital Game for Learning Mathematics
ERIC Educational Resources Information Center
Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting
2014-01-01
Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…
ERIC Educational Resources Information Center
McKaveney, Edward W.
2017-01-01
A number of national directives and successful case studies, focus on the need for change in teaching and learning, particularly emphasizing increasingly rigorous STEM learning tied to the use of ICT and digital tools for technological literacy and future workforce development. This action research study investigated the role of instructional…
Integrating Digital Learning Objects in the Classroom: A Need for Educational Leadership
ERIC Educational Resources Information Center
Janson, Annick; Janson, Robin
2009-01-01
In this article, Annick Janson and Robin Janson introduce research from the Microsoft New Zealand's Partners in Learning Programme by documenting the impact of digital learning objects (DLOs) on educational practice. Janson and Janson describe the impact of DLOs on the teaching practice of a primary school in New Zealand, tracing the effects of…
Gamification of Learning and Teaching in Schools--A Critical Stance
ERIC Educational Resources Information Center
Buck, Marc Fabian
2017-01-01
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
The Digital Learning Imperative: How Technology and Teaching Meet Today's Education Challenges
ERIC Educational Resources Information Center
Schwartzbeck, Terri Duggan; Wolf, Mary Ann
2012-01-01
This report outlines how digital learning can connect middle and high school students with better teaching and learning experiences while also addressing three major challenges facing the nation's education system--access to good teaching, tight budgets, and boosting student achievement. But simply slapping a netbook on top of a textbook will not…
Crossing the Digital Divide Safely and Trustingly: How Ecologies of Learning Scaffold the Journey
ERIC Educational Resources Information Center
Henning, Elizabeth; Van der Westhuizen, Duan
2004-01-01
The article addresses the issue of "learning to elearn" in borderless programs in a globalised learning landscape and the associated problems of scaffolding the journey across the digital divide. The authors argue that the assumption underlying such courses is that cross-cultural programs are viable because they are conceived and…
Teachers' Critical Reflective Practice in the Context of Twenty-First Century Learning
ERIC Educational Resources Information Center
Benade, Leon
2015-01-01
In the twenty-first century, learning and teaching at school must prepare young people for engaging in a complex and dynamic world deeply influenced by globalisation and the revolution in digital technology. In addition to the use of digital technologies, is the development of flexible learning spaces. It is claimed that these developments demand,…
ERIC Educational Resources Information Center
Dede, Chris, Ed.; Richards, John, Ed.
2012-01-01
The Digital Teaching Platform (DTP) brings the power of interactive technology to teaching and learning in classrooms. In this authoritative book, top researchers in the field of learning science and educational technology examine the current state of design and research on DTPs, the principles for evaluating them, and their likely evolution as a…
Digital Distinction: Badges Add a New Dimension to Adult Learning
ERIC Educational Resources Information Center
Ady, Kellie; Kinsella, Keli; Paynter, Amber
2015-01-01
As a part of a professional learning team, educators are constantly looking for new approaches and designs that promote deeper adult learning. This article describes how educators at Cherry Creek School District in Colorado developed a digital badge system that recognizes the work teachers are doing, supports a culture and climate of celebration,…
College Students' Perspectives of E-Learning System Use in High Education
ERIC Educational Resources Information Center
Yanga, Ju-Yin; Yenb, Yen-Chen
2016-01-01
The purpose of this study was primarily to create, on a digital learning platform, a digital learning environment with freedom from such constraints for a group of seven college students. The researchers selected seven students from the Applied English program that were taking part in an internship combination program at San Diego State…
ERIC Educational Resources Information Center
Yang, Ya-Ting Carolyn
2012-01-01
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
ERIC Educational Resources Information Center
Niinivaara, Janne; Vaattovaara, Johanna
2018-01-01
This article deals with a learning environment survey conducted among University of Helsinki students and language teachers in the university's Language Centre (LC). The survey was designed to acquire information for the development of a practical strategy for the digitalization of language learning and teaching by the local LC. The article…
Factors Influencing Teachers' Integration of ICT in Teaching and Learning
ERIC Educational Resources Information Center
Lawrence, Japhet E.
2018-01-01
There is a growing demand on educational institutions to use ICT to teach the skills and knowledge students need for the digital age. The integration of ICT into education provides opportunities for teachers and students to work better in a globalized digital age, particularly in teaching and learning environment, where teaching and learning can…
ERIC Educational Resources Information Center
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara
2017-01-01
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
ERIC Educational Resources Information Center
Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista
2016-01-01
This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…
Moving across Physical and Online Spaces: A Case Study in a Blended Primary Classroom
ERIC Educational Resources Information Center
Thibaut, Patricia; Curwood, Jen Scott; Carvalho, Lucila; Simpson, Alyson
2015-01-01
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and…
ERIC Educational Resources Information Center
Donnison, Sharn
2009-01-01
This paper analyses Gen Y pre-service primary school teachers' conceptualisations of lifelong learning. It is situated within a context of improving the provision and delivery of pre-service teacher education. This paper argues that Gen Y's understanding of lifelong learning has been influenced by their engagements with digital technologies and…
ERIC Educational Resources Information Center
Ko, Chao-Jung; Thang, Siew Ming; Ou, Shu-chen
2014-01-01
This article reports key findings of a study which investigated the use of technology by 569 "digital natives" students for English Language learning and recreational purposes. Their views on the applicability of technological tools such as Facebook, blogging and Skype for English Language teaching and learning were also investigated.…
Digital lectures for learning gross anatomy: a study of their efficacy
2017-01-01
Purpose The current study investigates the level of students’ learning and attitudes towards the teaching and learning process when using digital lectures to teach gross anatomy to year 1 medical students. Methods The study sampled year 1 medical students of cohorts 2013 and 2014. The year 1 medical students in 2013 were taught gross anatomy of the heart by didactic classroom lectures while those in 2014 were taught with digital lectures using the same content. A review session was conducted for the 2014 cohort. A 19-item survey was distributed amongst students to investigate their attitudes and feedback. The data were analysed using SPSS software. Results The 2014 cohort had a mean score of 47.65 for short essay questions and 51.19 for multiple choice questions, while the 2013 cohort scored an average of 36.80 for short essay questions and 49.22 for multiple choice questions. The difference in scores for each type of question was found to be significant. Using a 5-point Likert scale, students gave an average of 4.11 when asked if they liked the teaching and learning process and would like it to be applied further. Conclusion The results of the study provide strong evidence that the digital teaching and learning process was well received by students and could also lead to improved performance. Digital lectures can provide a satisfactory substitute for classroom lectures to teach gross anatomy, thus providing flexibility in learning and efficient learning, whilst also freeing lecture slots to promote mastery learning. PMID:28264551
Multi-scale learning based segmentation of glands in digital colonrectal pathology images.
Gao, Yi; Liu, William; Arjun, Shipra; Zhu, Liangjia; Ratner, Vadim; Kurc, Tahsin; Saltz, Joel; Tannenbaum, Allen
2016-02-01
Digital histopathological images provide detailed spatial information of the tissue at micrometer resolution. Among the available contents in the pathology images, meso-scale information, such as the gland morphology, texture, and distribution, are useful diagnostic features. In this work, focusing on the colon-rectal cancer tissue samples, we propose a multi-scale learning based segmentation scheme for the glands in the colon-rectal digital pathology slides. The algorithm learns the gland and non-gland textures from a set of training images in various scales through a sparse dictionary representation. After the learning step, the dictionaries are used collectively to perform the classification and segmentation for the new image.
Multi-scale learning based segmentation of glands in digital colonrectal pathology images
NASA Astrophysics Data System (ADS)
Gao, Yi; Liu, William; Arjun, Shipra; Zhu, Liangjia; Ratner, Vadim; Kurc, Tahsin; Saltz, Joel; Tannenbaum, Allen
2016-03-01
Digital histopathological images provide detailed spatial information of the tissue at micrometer resolution. Among the available contents in the pathology images, meso-scale information, such as the gland morphology, texture, and distribution, are useful diagnostic features. In this work, focusing on the colon-rectal cancer tissue samples, we propose a multi-scale learning based segmentation scheme for the glands in the colon-rectal digital pathology slides. The algorithm learns the gland and non-gland textures from a set of training images in various scales through a sparse dictionary representation. After the learning step, the dictionaries are used collectively to perform the classification and segmentation for the new image.
Inspiring Students through Digital Media Teleschool Teacher, Hawaii Schools Digital Media Program
ERIC Educational Resources Information Center
Yamashita, Irene
2005-01-01
Video is a powerful tool, and it can be used to motivate student achievement and learning. One of the greatest advantages in getting students to work with digital media is that they can retake and re-edit a project until they are satisfied with it. Students become very occupied in applying what they have learned by producing mini-documentaries,…
ERIC Educational Resources Information Center
Kumar, Vikas; Sharma, Deepika
2016-01-01
Students in the digital era are habitual of using digital devices not only for playing and interacting with their friends and peers, but also as a tool for education and learning. These digital natives are highly obsessed with the internet driven portable devices and always demand for a multimedia rich content. This specific demand needs to be…
Renegotiating the pedagogic contract: Teaching in digitally enhanced secondary science classrooms
NASA Astrophysics Data System (ADS)
Ajayi, Ajibola Oluneye
This qualitative case study explores the effects of emerging digital technology as a teaching and learning tool in secondary school science classrooms. The study examines three teachers' perspectives on how the use of technology affects the teacher-student pedagogic relationship. The "pedagogic contract" is used as a construct to analyze the changes that took place in these teachers' classrooms amid the use of this new technology. The overarching question for this research is: How was the pedagogic contract renegotiated in three secondary science teachers' classrooms through the use of digitally enhanced science instruction. To answer this question, data was collected via semi-structured teacher interviews, classroom observations, and analysis of classroom documents such as student assignments, tests and Study Guides. This study reveals that the everyday use of digital technologies in these classrooms resulted in a re-negotiated pedagogic contract across three major dimensions: content of learning, method and management of learning activities, and assessment of learning. The extent to which the pedagogic contract was renegotiated varied with each of the teachers studied. Yet in each case, the content of learning was extended to include new topics, and greater depth of learning within the mandated curriculum. The management of learning was reshaped around metacognitive strategies, personal goal-setting, individual pacing, and small-group learning activities. With the assessment of learning, there was increased emphasis on self-directed interactive testing as a formative assessment tool. This study highlights the aspects of science classrooms that are most directly affected by the introduction of digital technologies and demonstrates how those changes are best understood as a renegotiation of the teacher-student pedagogic contract.
Arús, Nádia A; da Silva, Átila M; Duarte, Rogério; da Silveira, Priscila F; Vizzotto, Mariana B; da Silveira, Heraldo L D; da Silveira, Heloisa E D
2017-06-01
The aims of this study were to evaluate and compare the performance of dental students in interpreting the temporomandibular joint (TMJ) with magnetic resonance imaging (MRI) scans using two learning methods (conventional and digital interactive learning) and to examine the usability of the digital learning object (DLO). The DLO consisted of tutorials about MRI and anatomic and functional aspects of the TMJ. In 2014, dental students in their final year of study who were enrolled in the elective "MRI Interpretation of the TMJ" course comprised the study sample. After exclusions for nonattendance and other reasons, 29 of the initial 37 students participated in the study, for a participation rate of 78%. The participants were divided into two groups: a digital interactive learning group (n=14) and a conventional learning group (n=15). Both methods were assessed by an objective test applied before and after training and classes. Aspects such as support and training requirements, complexity, and consistency of the DLO were also evaluated using the System Usability Scale (SUS). A significant between-group difference in the posttest results was found, with the conventional learning group scoring better than the DLO group, indicated by mean scores of 9.20 and 8.11, respectively, out of 10. However, when the pretest and posttest results were compared, both groups showed significantly improved performance. The SUS score was 89, which represented a high acceptance of the DLO by the users. The students who used the conventional method of learning showed superior performance in interpreting the TMJ using MRI compared to the group that used digital interactive learning.
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.
In-Factory Learning - Qualification For The Factory Of The Future
NASA Astrophysics Data System (ADS)
Quint, Fabian; Mura, Katharina; Gorecky, Dominic
2015-07-01
The Industry 4.0 vision anticipates that internet technologies will find their way into future factories replacing traditional components by dynamic and intelligent cyber-physical systems (CPS) that combine the physical objects with their digital representation. Reducing the gap between the real and digital world makes the factory environment more flexible, more adaptive, but also more complex for the human workers. Future workers require interdisciplinary competencies from engineering, information technology, and computer science in order to understand and manage the diverse interrelations between physical objects and their digital counterpart. This paper proposes a mixed-reality based learning environment, which combines physical objects and visualisation of digital content via Augmented Reality. It uses reality-based interaction in order to make the dynamic interrelations between real and digital factory visible and tangible. We argue that our learning system does not work as a stand-alone solution, but should fit into existing academic and advanced training curricula.
Digital Game-Based Learning: A Didactic Experience in the Pre-Degree Nursing Career.
Solís de Ovando, A; Rodríguez, A; Hullin, C
2018-01-01
Nowadays we are faced with a society immersed in globalization and native technology, causing a great challenge in the university teaching staff. The gamification, as teaching-learning didactic methodology, gathers the characteristics that allow to motivate and achieve an active and significant learning. The objective of this work is to show the experience of the nursing career, which combines the learning based on games and the use of digital applications.
39 CFR Appendix A to Part 121 - Tables Depicting Service Standard Day Ranges
Code of Federal Regulations, 2014 CFR
2014-07-01
... (Days) Alaska Hawaii, Guam, & American Samoa Puerto Rico & USVI Periodicals 1 1-3 1 1-3 1-4 (AK)11 (JNU... 2-3 12 11 11 AK = Alaska 3-digit ZIP Codes 995-997; JNU = Juneau AK 3-digit ZIP Code 998; KTN = Ketchikan AK 3-digit ZIP Code 999; HI = Hawaii 3-digit ZIP Codes 967 and 968; GU = Guam 3-digit ZIP Code 969...
Research challenges in digital education.
Norman, Geoff
2014-09-01
Simulation and other forms of digital learning will occupy a place of increasing prominence in medical education in the future. However, to maximally use the potential of these media, we must go beyond a research agenda dictated by a 'Does it work?' question to one driven by careful analysis of the nature of the task to be learned and its relation to the characteristics of the technology. Secondly, we must change the focus from the characteristics of individual devices to a broader approach to design of a digital curriculum based on current understanding of the nature of human learning.
Using Online Digital Tools and Video to Support International Problem-Based Learning
ERIC Educational Resources Information Center
Lajoie, Susanne P.; Hmelo-Silver, Cindy; Wiseman, Jeffrey; Chan, Lap Ki; Lu, Jingyan; Khurana, Chesta; Cruz-Panesso, Ilian; Poitras, Eric; Kazemitabar, Maedeh
2014-01-01
The goal of this study is to examine how to facilitate cross-cultural groups in problem-based learning (PBL) using online digital tools and videos. The PBL consisted of two video-based cases used to trigger student-learning issues about giving bad news to HIV-positive patients. Mixed groups of medical students from Canada and Hong Kong worked with…
ERIC Educational Resources Information Center
Squire, Kurt
2011-01-01
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
ERIC Educational Resources Information Center
Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca
2016-01-01
In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…
ERIC Educational Resources Information Center
Yang, Fang-Ying; Tsai, Meng-Jung; Chiou, Guo-Li; Lee, Silvia Wen-Yu; Chang, Cheng-Chieh; Chen, Li-Ling
2018-01-01
The main purpose of this study was to provide instructional suggestions for supporting science learning in digital environments based on a review of eye tracking studies in e-learning related areas. Thirty-three eye-tracking studies from 2005 to 2014 were selected from the Social Science Citation Index (SSCI) database for review. Through a…
ERIC Educational Resources Information Center
Hayashi, Christine A.; Fisher-Adams, Grace
2015-01-01
This study surveys graduates of a west-coast university regarding their perception of how well their graduate degree programs prepared them to meet the challenge of leading for learning in the digital age, particularly in the areas of visionary leadership, student learning, organizational management, working with diverse families, ethics, and the…
ERIC Educational Resources Information Center
Tait, Alan
2014-01-01
This article examines the impact of digital technologies on student support in distance and e-learning, drawing on the case of Open University UK. Giving a historical perspective on the use of technologies in learning over many centuries, it argues that the dominant paradigm of geography--which has defined the structures for student support…
ERIC Educational Resources Information Center
Castaño Muñoz, Jonatan; Colucci, Elizabeth; Smidt, Hanne
2018-01-01
The increasing number of migrants and refugees arriving in Europe places new demands on European education systems. In this context, the role that free digital learning (FDL) could play in fostering inclusion has attracted renewed interest. While the existing literature highlights some general design principles for developing FDL for migrants and…
Implementing Blended Self-Managed Action Learning for Digital Entrepreneurs in Higher Education
ERIC Educational Resources Information Center
Shurville, Simon; Rospigliosi, Asher
2009-01-01
We report upon implementing blended self-managed action learning (SMAL) within graduate and postgraduate courses in digital entrepreneurship. In four out of five cases, we found that SMAL was highly motivating to our learners and integrated well with a blended and flexible approach to learning. We report a case where a SMAL set broke down due to…
ERIC Educational Resources Information Center
Aktas, Elif; Yurt, Serap Uzuner
2017-01-01
The aim of this study was to determine the effect of the learning environment where digital stories are used as a learning material on the motivation, academic success, retention, and students' opinions. The study was carried out with mixed method which is a combination of quantitative and qualitative research approach. The study was implemented…
ERIC Educational Resources Information Center
Edwards, Susan; Bird, Jo
2017-01-01
Early childhood education settings are characterized by the use of play-based learning and the assessment of children's play by teachers to promote further learning. A problem with technology use in early childhood settings is that little is known about how children learn to use technologies through play. This lack of knowledge makes it difficult…
ERIC Educational Resources Information Center
Ruiter, Margina; Loyens, Sofie; Paas, Fred
2015-01-01
It was investigated whether task-related body movements yield beneficial effects on children's learning of two-digit numbers and whether these learning effects are affected by mirror-based self-observation of those movements. Participants were 118 first-graders, who were randomly assigned to two movement conditions and two non-movement control…
ERIC Educational Resources Information Center
Chin, Jui-Chih; Tsuei, Mengping
2014-01-01
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
ERIC Educational Resources Information Center
Petrou, Stella; Korfiatis, Konstantinos
2013-01-01
This study presents the results of a pilot learning intervention for improving children's ideas about plant protection. The research was executed in two phases. The first phase aimed at exploring children's ideas about plant protection. These ideas were taken into account for the design and development of a digital learning environment. The second…
Proposal of a Framework for Internet Based Licensing of Learning Objects
ERIC Educational Resources Information Center
Santos, Osvaldo A.; Ramos, Fernando M. S.
2004-01-01
This paper presents a proposal of a framework whose main objective is to manage the delivery and rendering of learning objects in a digital rights controlled environment. The framework is based on a digital licensing scheme that requires each learning object to have the proper license in order to be rendered by a trusted player. A conceptual model…
ERIC Educational Resources Information Center
Adekola, Josephine; Dale, Vicki H. M.; Gardiner, Kerr
2017-01-01
The rapidly changing digital landscape is having a significant influence on learning and teaching. Our study assesses the response of one higher education institution (HEI) to the changing digital landscape and its transition into enhanced blended learning, which seeks to go beyond the early implementation stage to make the most effective use of…
Digital game based learning: A new method in teaching and learning mathematics
NASA Astrophysics Data System (ADS)
Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin
2017-05-01
Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.
ERIC Educational Resources Information Center
Reins, Kevin
2007-01-01
The purpose of this study was to investigate effective uses of digital ink technology in an elementary mathematics methods course. A survey methodology was used in the study to examine the participants' perceptions toward this technology for teaching and learning. All of the items on the survey produced response means between 5.0 and 6.0, with a…
ERIC Educational Resources Information Center
Dugan, Therese E.
2012-01-01
Digital media is a broad concept that includes everything from movies to video games to websites. These media are cultural norms for young people, becoming part of their identity as they use and create content. In this dissertation I discuss the observed diversity of interactions that children from infancy through kindergarten have with digital…
Kong, Jun; Li, Xiaoyan; Wang, Youdong; Sun, Wei; Zhang, Jinsong
2009-09-01
To assess the impact of digital problem-based learning (PBL) cases on student learning in ophthalmology courses. Ninety students were randomly divided into 3 classes (30 students per class). The first class studied under a didactic model. The other 2 classes were divided into 6 groups (10 students per group) and received PBL teaching; 3 groups studied via cases presented in digital form and the others studied via paper-form cases. The results of theoretical and case analysis examinations were analyzed using the chi(2) test. Student performance on the interval practice was analyzed using the Kruskal-Wallis test. Questionnaires were used to evaluate student and facilitator perceptions. Students in the digital groups exhibited better performance in the practice procedures according to tutorial evaluations compared with the other groups (P < .05). The 2 PBL classes had significantly higher mean results of theoretical and case analysis examinations (P < .001), but there was no significant difference between the 2 PBL classes. Ninety-three percent of students in the digital groups (vs 73% in the paper groups) noted that the cases greatly stimulated their interest. Introducing PBL into ophthalmology could improve educational quality and effectiveness. Digital PBL cases stimulate interest and motivate students to further improve diagnosis and problem-handling skills.
Digital Literacy Learning in Higher Education through Digital Storytelling Approach
ERIC Educational Resources Information Center
Chan, Banny S. K.; Churchill, Daniel; Chiu, Thomas K. F.
2017-01-01
It is necessary to develop digital literacy skills with which students can communicate and express their ideas effectively using digital media. The educational sectors around the world are beginning to incorporate digital literacy into the curriculum. Digital storytelling, one of the possible classroom activities, is an approach which may help…
The direction of cloud computing for Malaysian education sector in 21st century
NASA Astrophysics Data System (ADS)
Jaafar, Jazurainifariza; Rahman, M. Nordin A.; Kadir, M. Fadzil A.; Shamsudin, Syadiah Nor; Saany, Syarilla Iryani A.
2017-08-01
In 21st century, technology has turned learning environment into a new way of education to make learning systems more effective and systematic. Nowadays, education institutions are faced many challenges to ensure the teaching and learning process is running smoothly and manageable. Some of challenges in the current education management are lack of integrated systems, high cost of maintenance, difficulty of configuration and deployment as well as complexity of storage provision. Digital learning is an instructional practice that use technology to make learning experience more effective, provides education process more systematic and attractive. Digital learning can be considered as one of the prominent application that implemented under cloud computing environment. Cloud computing is a type of network resources that provides on-demands services where the users can access applications inside it at any location and no time border. It also promises for minimizing the cost of maintenance and provides a flexible of data storage capacity. The aim of this article is to review the definition and types of cloud computing for improving digital learning management as required in the 21st century education. The analysis of digital learning context focused on primary school in Malaysia. Types of cloud applications and services in education sector are also discussed in the article. Finally, gap analysis and direction of cloud computing in education sector for facing the 21st century challenges are suggested.
The contributions of digital technologies in the teaching of nursing skills: an integrative review.
Silveira, Maurício de Souza; Cogo, Ana Luísa Petersen
2017-07-13
To analyze the contributions of digital educational technologies used in teaching nursing skills. Integrative literature review, search in five databases, from 2006 to 2015 combining the descriptors 'education, nursing', 'educational technology', 'computer-assisted instruction' or related terms in English. Sample of 30 articles grouped in the thematic categories 'technology in the simulation with manikin', 'incentive to learning' and 'teaching of nursing skills'. It was identified different formats of digital educational technologies used in teaching Nursing skills such as videos, learning management system, applications, hypertext, games, virtual reality simulators. These digital materials collaborated in the acquisition of theoretical references that subsidize the practices, enhancing the teaching and enable the use of active learning methods, breaking with the traditional teaching of demonstrating and repeating procedures.
Connectivist Communication Networks
ERIC Educational Resources Information Center
Waßmann, Ingolf; Nicolay, Robin; Martens, Alke
2016-01-01
Facing the challenges of the digital age concerning lifelong learning, this contribution presents an approach to dynamically establish Connectivist communication networks. According the statement "the pipe is more important than the content within the pipe" by Georg Siemens, learning in digital age includes the connection of people to…
Digital Learning Resources and Ubiquitous Technologies in Education
ERIC Educational Resources Information Center
Camilleri, Mark Anthony; Camilleri, Adriana Caterina
2017-01-01
This research explores the educators' attitudes and perceptions about their utilisation of digital learning technologies. The methodology integrates measures from "the pace of technological innovativeness" and the "technology acceptance model" to understand the rationale for further ICT investment in compulsory education. A…
Digital learning programs - competition for the classical microscope?
Schmidt, Peter
2013-01-01
The development of digital media has been impressive in recent years which is also among the reason for their increasing use in academic teaching. This is especially true for teaching Anatomy and Histology in the first two years in medical and dental curricula. Modern digital technologies allow for efficient, affordable and easily accessible distribution of histological images in high quality. Microscopy depends almost exclusively on such images. Since 20 years numerous digital teaching systems have been developed for this purpose. Respective developments have changed the ways students acquire knowledge and prepare for exams. Teaching staff should adapt lectures, seminars and labs accordingly. As a first step, a collection of high resolution digital microscopic slides was made available for students at the Friedrich-Schiller-University in Jena. The aim of the present study was to evaluate the importance of conventional light microscopy and related technologies in current and future medical and dental education aswell. A survey was done among 172 medical and dental students at the Friedrich-Schiller-University Jena. 51% of students use now frequently new digital media for learning histology in contrast to 5% in the year 2000 [1]. Digital media including Internet, CD- based learning combined with social networks successfully compete with classical light microscopy.
Rozenberg, P; Porcher, R; Salomon, L J; Boirot, F; Morin, C; Ville, Y
2008-03-01
To evaluate the learning curve of transabdominal sonography for the determination of fetal head position in labor and to compare it with that of digital vaginal examination. A student midwife who had never performed digital vaginal examination or ultrasound examination was recruited for this study. Instructions on how to perform digital vaginal examination and ultrasound examination were given before and after completing the first vaginal and ultrasound examinations, and repeated for each subsequent examination for as long as necessary. Digital and ultrasound diagnoses of the fetal head position were always performed first by the student midwife, and repeated by an experienced midwife or physician. The learning curve for identification of the fetal head position by either one of the two methods was analyzed using the cumulative sums (CUSUM) method for measurement errors. One hundred patients underwent digital vaginal examination and 99 had transabdominal sonography for the determination of fetal head position. An error rate of around 50% for vaginal examination was nearly constant during the first 50 examinations. It decreased subsequently, to stabilize at a low level from the 82(nd) patient. Errors of +/- 180 degrees were the most frequent. The learning curve for ultrasound imaging stabilized earlier than that of vaginal examination, after the 32(nd) patient. The most frequent errors with ultrasound examination were the inability to conclude on a diagnosis, particularly at the beginning of training, followed by errors of +/- 45 degrees. Based on our findings for the student tested, learning and accuracy of the determination of fetal head position in labor were easier and higher, respectively, with transabdominal sonography than with digital examination. This should encourage physicians to introduce clinical ultrasound examination into their practice. CUSUM charts provide a reliable representation of the learning curve, by accumulating evidence of performance. Copyright (c) 2008 ISUOG. Published by John Wiley & Sons, Ltd.
Army Illumination Model v2 User’s Manual
2011-09-01
Fraction of city luminosity escaping above the horizontal from lamp fixtures 10–15% suggested month4 integer Month of year 2 digits day4 integer Day...of month 2 digits yr4 integer Year 4 digits utc4 real UTC time of observer Equivalent to Zulu or GMT 4 Table 1. AIM input values, their...from 0.10 to 0.15. 2.1.4 Record 4 2.1.4.1 Date and Time The month (1–12), day (1–31), 4- digit year and coordinated universal time (UTC) for the
Digital Storytelling as an Interactive Digital Media Context
ERIC Educational Resources Information Center
Anderson, Kate T.; Chua, Puay Hoe
2010-01-01
Digital storytelling involves the creation of short, personal narratives combining images, sounds, and text in a multimedia computer-based platform. In education, digital storytelling has been used to foster learning in formal and informal spaces worldwide. The authors offer a critical discussion of claims about digital storytelling's usefulness…
Digital Downsides: Exploring University Students' Negative Engagements with Digital Technology
ERIC Educational Resources Information Center
Selwyn, Neil
2016-01-01
Digital technologies are now an integral feature of university study. As such, academic research has tended to concentrate on the potential of digital technologies to support, extend and even "enhance" student learning. This paper, in contrast, explores the rather more messy realities of students' engagements with digital technology. In…
5 Myths about Classroom Technology: How Do We Integrate Digital Tools to Truly Enhance Learning?
ERIC Educational Resources Information Center
Renwick, Matt
2015-01-01
What's keeping your school behind the technology curve? Is it a fear of the unfamiliar? Expenses? Or some other myth? Have you considered how students with special needs or students learning a second language may benefit from using digital tools? If you've fallen for the perception that technology is too expensive, unnecessary for real learning,…
ERIC Educational Resources Information Center
Lin, Yi-Hui; Hou, Huei-Tse
2016-01-01
Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to promote children's route-planning ability, to empirically explore children's learning performance…
Keeping Pace with K-12 Digital Learning: An Annual Review of Policy and Practice. Eleventh Edition
ERIC Educational Resources Information Center
Watson, John; Pape, Larry; Murin, Amy; Gemin, Butch; Vashaw, Lauren
2014-01-01
"Keeping Pace with K-12 Digital Learning" (2014) is the 11th in a series of annual reports that began in 2004 that examine the status of K-12 online education across the country. The report provides an overview of the latest policies, practices, and trends affecting online learning programs across all 50 states. It summarizes that at a…
ERIC Educational Resources Information Center
Yang, Ya-Ting C.; Wu, Wan-Chi I.
2012-01-01
The purpose of this study was to explore the impact of Digital storytelling (DST) on the academic achievement, critical thinking, and learning motivation of senior high school students learning English as a foreign language. The one-year study adopted a pretest and posttest quasi-experimental design involving 110 10th grade students in two English…
High School Students' Use of Digital Tools for Learning English Vocabulary in an EFL Context
ERIC Educational Resources Information Center
Cojocnean, Diana
2015-01-01
This study investigated Romanian high school students' use of digital tools for learning vocabulary in English. Although students have a wide range of technological affordances at their disposal, little is known about how they make use of them or the extent to which they are aware of how to use them in their vocabulary learning. The study features…
Diaz-Orueta, Unai; Facal, David; Nap, Henk Herman; Ranga, Myrto-Maria
2012-04-01
Learning digital games can influence both older adults' health condition and their capacity to carry on activities in their actual environment. The goal of the current study was to explore and define the user requirements for developing digital learning games for older Europeans, focusing on types of learning games, motivational and social aspects, and preferences on game controllers. For this initial stage, a qualitative focus group study was performed in three participating countries (Spain, The Netherlands, and Greece) where both games existing in the market and others developed in other European Commission projects like HERMES were presented to them, both on video presentations and also with the possibility to actually test some of them. Challenge, socialization, fun, providing learning opportunities, and escape from daily routine were extracted as the main keys why older people would be interested in playing digital games. Users described themselves as active and participating in many leisure activities, and this level of activity appeared to be related with the contents proposed for digital games, such as physical activity, culture, arts, and other human sciences (history, geography, traveling, foreign languages, music), and daily life skills (cooking, computer use, first aid). The knowledge gathered from the focus groups will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of older Europeans.
Digital Literacy and Netiquette: Awareness and Perception in EFL Learning Context
ERIC Educational Resources Information Center
Nia, Sara Farshad; Marandi, Susan
2014-01-01
With the growing popularity of digital technologies and computer-mediated communication (CMC), various types of interactive communication technology are being increasingly integrated into foreign/second language learning environments. Nevertheless, due to its nature, online communication is susceptible to misunderstandings and miscommunications,…
The Digital Learning Faculty Certificate Program
ERIC Educational Resources Information Center
Ginzburg, Ekaterina; Chepya, Peter; Demers, David
2010-01-01
To assist in the training and professional development of faculty new to teaching online, Sacred Heart University established the Digital Learning Faculty Certificate Program. This 8-week online cohort program provides faculty with best practices for teaching online, including instructional design, effective online communication and appropriate…
Research and Policy: Can Online Learning Communities Foster Professional Development?
ERIC Educational Resources Information Center
Beach, Richard
2012-01-01
This column posits enhancing professional development through uses of digital tools to create professional learning communities (PLCs) designed to support collective inquiry and action research leading to schoolwide improvement. These digital tools include a social networking/discussion forum for teacher collaboration; teachers' individual…
ERIC Educational Resources Information Center
Choudhury, Sayeed; Hobbs, Benjamin; Lorie, Mark; Flores, Nicholas; Coleman, Anita; Martin, Mairead; Kuhlman, David L.; McNair, John H.; Rhodes, William A.; Tipton, Ron; Agnew, Grace; Nicholson, Dennis; Macgregor, George
2002-01-01
Includes four articles that address issues related to digital libraries. Highlights include a framework for evaluating digital library services, particularly academic research libraries; interdisciplinary approaches to education about digital libraries that includes library and information science and computing; digital rights management; and the…
Huang, Sha; Deshpande, Aadya; Yeo, Sing-Chen; Lo, June C; Chee, Michael W L; Gooley, Joshua J
2016-09-01
The ability to recall facts is improved when learning takes place at spaced intervals, or when sleep follows shortly after learning. However, many students cram for exams and trade sleep for other activities. The aim of this study was to examine the interaction of study spacing and time in bed (TIB) for sleep on vocabulary learning in adolescents. In the Need for Sleep Study, which used a parallel-group design, 56 adolescents aged 15-19 years were randomly assigned to a week of either 5 h or 9 h of TIB for sleep each night as part of a 14-day protocol conducted at a boarding school. During the sleep manipulation period, participants studied 40 Graduate Record Examination (GRE)-type English words using digital flashcards. Word pairs were presented over 4 consecutive days (spaced items), or all at once during single study sessions (massed items), with total study time kept constant across conditions. Recall performance was examined 0 h, 24 h, and 120 h after all items were studied. For all retention intervals examined, recall of massed items was impaired by a greater amount in adolescents exposed to sleep restriction. In contrast, cued recall performance on spaced items was similar between sleep groups. Spaced learning conferred strong protection against the effects of sleep restriction on recall performance, whereas students who had insufficient sleep were more likely to forget items studied over short time intervals. These findings in adolescents demonstrate the importance of combining good study habits and good sleep habits to optimize learning outcomes. © 2016 Associated Professional Sleep Societies, LLC.
Code of Federal Regulations, 2011 CFR
2011-01-01
.... Distance learning means any digital public television broadcast to a school, library, home, or other end... PUBLIC TELEVISION STATION DIGITAL TRANSITION GRANT PROGRAM Public Television Station Digital Transition... 75% covered, by a digital television transmitter or translator. Coverage contour area is the area...
Code of Federal Regulations, 2013 CFR
2013-01-01
.... Distance learning means any digital public television broadcast to a school, library, home, or other end... PUBLIC TELEVISION STATION DIGITAL TRANSITION GRANT PROGRAM Public Television Station Digital Transition... 75% covered, by a digital television transmitter or translator. Coverage contour area is the area...
Code of Federal Regulations, 2012 CFR
2012-01-01
.... Distance learning means any digital public television broadcast to a school, library, home, or other end... PUBLIC TELEVISION STATION DIGITAL TRANSITION GRANT PROGRAM Public Television Station Digital Transition... 75% covered, by a digital television transmitter or translator. Coverage contour area is the area...
Code of Federal Regulations, 2014 CFR
2014-01-01
.... Distance learning means any digital public television broadcast to a school, library, home, or other end... PUBLIC TELEVISION STATION DIGITAL TRANSITION GRANT PROGRAM Public Television Station Digital Transition... 75% covered, by a digital television transmitter or translator. Coverage contour area is the area...
Code of Federal Regulations, 2010 CFR
2010-01-01
.... Distance learning means any digital public television broadcast to a school, library, home, or other end... PUBLIC TELEVISION STATION DIGITAL TRANSITION GRANT PROGRAM Public Television Station Digital Transition... 75% covered, by a digital television transmitter or translator. Coverage contour area is the area...
de Carvalho, Lilian Regina; Évora, Yolanda Dora Martinez; Zem-Mascarenhas, Silvia Helena
2016-01-01
ABSTRACT Objective: to assess the usability of a digital learning technology prototype as a new method for minimally invasive monitoring of intracranial pressure. Method: descriptive study using a quantitative approach on assessing the usability of a prototype based on Nielsen's ten heuristics. Four experts in the area of Human-Computer interaction participated in the study. Results: the evaluation delivered eight violated heuristics and 31 usability problems in the 32 screens of the prototype. Conclusion: the suggestions of the evaluators were critical for developing an intuitive, user-friendly interface and will be included in the final version of the digital learning technology. PMID:27579932
Can YouTube enhance student nurse learning?
Clifton, Andrew; Mann, Claire
2011-05-01
The delivery of nurse education has changed radically in the past two decades. Increasingly, nurse educators are using new technology in the classroom to enhance their teaching and learning. One recent technological development to emerge is the user-generated content website YouTube. Originally YouTube was used as a repository for sharing home-made videos, more recently online content is being generated by political parties, businesses and educationalists. We recently delivered a module to undergraduate student nurses in which the teaching and learning were highly populated with YouTube resources. We found that the use of YouTube videos increased student engagement, critical awareness and facilitated deep learning. Furthermore, these videos could be accessed at any time of the day and from a place to suit the student. We acknowledge that there are some constraints to using YouTube for teaching and learning particularly around the issue of unregulated content which is often misleading, inaccurate or biased. However, we strongly urge nurse educators to consider using YouTube for teaching and learning, in and outside the classroom, to a generation of students who are native of a rapidly changing digital world. Copyright © 2010 Elsevier Ltd. All rights reserved.
Digital Storytelling: Expanding Media Possibilities for Learning
ERIC Educational Resources Information Center
McLellan, Hilary, Ed.
2008-01-01
Stories offer a powerful framework for engagement, reflection, and other important skills that young people need to learn. As digital media have expanded, so have the possibilities for creating stories. Here, several examples of those new possibilities are examined, examples that highlight student-produced online broadcasting initiatives,…
Autism and Digital Learning Environments: Processes of Interaction and Mediation
ERIC Educational Resources Information Center
Passerino, Liliana M.; Santarosa, Lucila M. Costi
2008-01-01
Using a socio-historical perspective to explain social interaction and taking advantage of information and communication technologies (ICTs) currently available for creating digital learning environments (DLEs), this paper seeks to redress the absence of empirical data concerning technology-aided social interaction between autistic individuals. In…
ERIC Educational Resources Information Center
Renard, Lisa
2005-01-01
Instant digital communication is going to say and the wise teacher needs to acknowledge and keep pace with the technology that eases and speeds up the way the DIG (digital immediate gratification) generation learns. Some DIG- friendly strategies that teachers can employ to make learning more attractive and meaningful are presented.
Opportunities and Challenges with Digital Open Badges
ERIC Educational Resources Information Center
Farmer, Tadd; West, Richard E.
2016-01-01
With increasing interest in competency and outcome-based education, and the blending of formal and informal learning, there is increasing need for credentials to match these learning paradigms. In this article, the authors discuss the benefits, challenges, and potential future directions for open digital badges--one potential alternative…
Digital Hardware Design Teaching: An Alternative Approach
ERIC Educational Resources Information Center
Benkrid, Khaled; Clayton, Thomas
2012-01-01
This article presents the design and implementation of a complete review of undergraduate digital hardware design teaching in the School of Engineering at the University of Edinburgh. Four guiding principles have been used in this exercise: learning-outcome driven teaching, deep learning, affordability, and flexibility. This has identified…
Powerful Practices in Digital Learning Processes
ERIC Educational Resources Information Center
Sørensen, Birgitte Holm; Levinsen, Karin Tweddell
2015-01-01
The present paper is based on two empirical research studies. The "Netbook 1:1" project (2009-2012), funded by the municipality of Gentofte and Microsoft Denmark, is complete, while "Students' digital production and students as learning designers" (2013-2015), funded by the Danish Ministry of Education, is ongoing. Both…
Extending the Classroom: Digital Micro-Narratives for Novice Language Learners
ERIC Educational Resources Information Center
Kronenberg, Felix A.
2014-01-01
Digital Storytelling offers many advantages for language learning, especially within a project-based framework. In this article, the use of Digital Micro-Narratives is proposed as particularly useful for second language learners at the novice level. As a sub-genre of Digital Storytelling, Digital Micro-Narratives focus more on frequently updated…
A Conceptual Framework for Emergent Digital Literacy
ERIC Educational Resources Information Center
Neumann, Michelle M.; Finger, Glenn; Neumann, David L.
2017-01-01
As we progress in the 21st century, children learn to become proficient readers and writers of both digital and non-digital texts. Knowledge, skills, and understandings of literacy emerge through sociocultural interactions with non-digital tools (e.g., paper-printed books) and digital tools (e.g., touch screen tablets). However, debate is ongoing…
The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework-Based View of Meta-Analysis
ERIC Educational Resources Information Center
Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan
2018-01-01
This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…
Elsherif, Mohamed; Tawfick, Wael; Canning, Patrick; Hynes, Niamh; Sultan, Sherif
2018-04-01
Aim We aim to compare the outcome of diabetic patients with gangrenous toes who were managed initially either by digital amputation or by transmetatarsal amputation. The null hypothesis is that transmetatarsal amputation had less theatre trips and better healing. Materials and Methods A parallel observational comparative study of all diabetic patients who underwent either digital or transmetatarsal amputation in a tertiary referral center from 2002 through 2015. Comorbid conditions, subsequent amputations, hospital stay, and readmission were noted. Results A total of 223 patients underwent minor amputation during the study period, of which 147 patients were diabetic and 76 patients were non-diabetic. Seventy-seven patients had digital amputation and 70 transmetatarsal amputation in diabetic patients. Demographics were similar in both groups. The median time to major amputation was (400 ± IQR 1205 days) in the digital amputation group, compared to 690 ± IQR 891 days in the transmetatarsal amputation group ( P = 0.974). 29.9% of digital amputations and 15.7% of transmetatarsal amputations in diabetic patients, required minor amputations or revision procedures ( P = 0.04). Median length of hospital stay was (20 days, IQR 27) in the digital group and (17 days, IQR17) in the transmetatarsal amputation group ( P = 0.17). Need for re-admission was 48.1% in digital patients compared to 50% in transmetatarsal amputation patients ( P = 0.81). Quality of time spent without symptoms of disease or toxicity of treatment (Q-TWiST) was (315 days, IQR 45) in digital group and (346 days, IQR 48) in the transmetatarsal amputation patients ( P = 0.099). Conclusion Despite the lack of statistical significance, transmetatarsal amputation offered better outcome in the diabetic patients, with less re-intervention rate, shorter hospital stays, less theatre trips, and longer time without toxicity (TWiST).
NASA Astrophysics Data System (ADS)
Wiana, W.
2018-01-01
The learning process is believed will reach optimal results if facilitated by diversity of learning’s device from aspects of the approach, method, media or it’s evaluation system, in individually, groups, or as well as classical. One of the learning’s Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.
Yardley, Lucy; West, Robert; Patrick, Kevin; Greaves, Felix
2017-01-01
Devices and programs using digital technology to foster or support behavior change (digital interventions) are increasingly ubiquitous, being adopted for use in patient diagnosis and treatment, self-management of chronic diseases, and in primary prevention. They have been heralded as potentially revolutionizing the ways in which individuals can monitor and improve their health behaviors and health care by improving outcomes, reducing costs, and improving the patient experience. However, we are still mainly in the age of promise rather than delivery. Developing and evaluating these digital interventions presents new challenges and new versions of old challenges that require use of improved and perhaps entirely new methods for research and evaluation. This article discusses these challenges and provides recommendations aimed at accelerating the rate of progress in digital behavior intervention research and practice. Areas addressed include intervention development in a rapidly changing technological landscape, promoting user engagement, advancing the underpinning science and theory, evaluating effectiveness and cost-effectiveness, and addressing issues of regulatory, ethical, and information governance. This article is the result of a two-day international workshop on how to create, evaluate, and implement effective digital interventions in relation to health behaviors. It was held in London in September 2015 and was supported by the United Kingdom’s Medical Research Council (MRC), the National Institute for Health Research (NIHR), the Methodology Research Programme (PI Susan Michie), and the Robert Wood Johnson Foundation of the United States (PI Kevin Patrick). Important recommendations to manage the rapid pace of change include considering using emerging techniques from data science, machine learning, and Bayesian approaches and learning from other disciplines including computer science and engineering. With regard to assessing and promoting engagement, a key conclusion was that sustained engagement is not always required and that for each intervention it is useful to establish what constitutes “effective engagement,” that is, sufficient engagement to achieve the intended outcomes. The potential of digital interventions for testing and advancing theories of behavior change by generating ecologically valid, real-time objective data was recognized. Evaluations should include all phases of the development cycle, designed for generalizability, and consider new experimental designs to make the best use of rich data streams. Future health economics analyses need to recognize and model the complex and potentially far-reaching costs and benefits of digital interventions. In terms of governance, developers of digital behavior interventions should comply with existing regulatory frameworks, but with consideration for emerging standards around information governance, ethics, and interoperability. PMID:28663162
Six to Ten Digits Multiplication Fun Learning Using Puppet Prototype
NASA Astrophysics Data System (ADS)
Islamiah Rosli, D.'oria; Ali, Azita; Peng, Lim Soo; Sujardi, Imam; Usodo, Budi; Adie Perdana, Fengky
2017-01-01
Logic and technical subjects require students to understand basic knowledge in mathematic. For instance, addition, minus, division and multiplication operations need to be mastered by students due to mathematic complexity as the learning mathematic grows higher. Weak foundation in mathematic also contribute to high failure rate in mathematic subjects in schools. In fact, students in primary schools are struggling to learn mathematic because they need to memorize formulas, multiplication or division operations. To date, this study will develop a puppet prototyping for learning mathematic for six to ten digits multiplication. Ten participants involved in the process of developing the prototype in this study. Students involved in the study were those from the intermediate class students whilst teachers were selected based on their vast knowledge and experiences and have more than five years of experience in teaching mathematic. Close participatory analysis will be used in the prototyping process as to fulfil the requirements of the students and teachers whom will use the puppet in learning six to ten digit multiplication in mathematic. Findings showed that, the students had a great time and fun learning experience in learning multiplication and they able to understand the concept of multiplication using puppet. Colour and materials of the puppet also help to attract student attention during learning. Additionally, students able to visualized and able to calculate accurate multiplication value and the puppet help them to recall in multiplying and adding the digits accordingly.
Clinical case in digital technology for nursing students' learning: An integrative review.
Hara, Cristina Yuri Nakata; Aredes, Natália Del Angelo; Fonseca, Luciana Mara Monti; Silveira, Renata Cristina de Campos Pereira; Camargo, Rosangela Andrade Aukar; de Goes, Fernanda Santos Nogueira
2016-03-01
This review aimed to analyze the available evidences in literature about clinical case studies inserted in digital technologies for nursing education, characterizing the technology resources and cognitive, procedural and attitudinal learnings. Integrative review of literature with the following steps: development of the research problem, data collection, data extraction and critic evaluation, data analysis and interpretation and presentation of results. The research question was: how does the clinical case study inserted in educational digital technology collaborate for cognitive, attitudinal and procedural learning of nursing students? data bases LILACS, PUBMED, CINAHL and Scopus. the search resulted in 437 studies: 136 from LILACS, 122 from PUBMED, 104 from Scopus and 75 from CINAHL. Of these, 143 did not meet the including criteria, 93 were duplicated and four studies were unavailable. After analyzing all abstracts based on inclusion and exclusion criteria, there were selected 197 studies and after full text analysis the final sample resulted in 21 primary studies. Case study use in educational digital technologies allowed the students to build different types of learning: cognitive learning (n 16 studies), attitudinal learning (n=12 studies) and procedural learning (n=8 studies). It is possible to conclude that case studies can collaborate with the students to develop different learnings which can be built integrate, continuous, informative and formative, aiming integral formation and aligned to policies of formation in nursing, both national and international. Copyright © 2015 Elsevier Ltd. All rights reserved.
From Digital Administration to Organisational Learning
ERIC Educational Resources Information Center
Elkjaer, Bente
2005-01-01
Purpose: To explore whether deliberate organisational change of a public sector organisation (a local municipality) would create an avenue for organisational learning. Design/methodology/approach: A case study was set up to study the means by which the organisational change towards a digital administration was to come about. The organisational…
Bridging the Digital Divide with Off-Line E-Learning
ERIC Educational Resources Information Center
Hillier, Mathew
2018-01-01
This paper explores a proposal for an off-line e-learning platform that will provide a bridge for digitally unconnected students and educators to join the contemporary information and communications technology (ICT) intensive world. Individual remote and unconnected learners face a chicken and egg problem for engagement with contemporary…
Use of Digital Storytelling in Biology Teaching
ERIC Educational Resources Information Center
Karakoyun, Ferit; Yapici, I. Ümit
2016-01-01
With the technological developments in the 21st century, it is now necessary to integrate technological renovations effectively into teaching-learning environments. There are several approaches that allow integration of technology into teaching-learning environments. One of these approaches is digital storytelling. The purpose of this study was to…
A Critical Review of Digital Storyline-Enhanced Learning
ERIC Educational Resources Information Center
Novak, Elena
2015-01-01
Storyline is one of the major motivators that lead people to play video games. However, little empirical evidence exists on the instructional effectiveness of integrating a storyline into digital learning materials. This systematic literature review presents current empirical findings on the effects of a storyline game design element for human…
A Flipped First-Year Digital Circuits Course for Engineering and Technology Students
ERIC Educational Resources Information Center
Yelamarthi, Kumar; Drake, Eron
2015-01-01
This paper describes a flipped and improved first-year digital circuits (DC) course that incorporates several active learning strategies. With the primary objective of increasing student interest and learning, an integrated instructional design framework is proposed to provide first-year engineering and technology students with practical knowledge…
Unravelling Secondary Students' Challenges in Digital Literacy: A Gender Perspective
ERIC Educational Resources Information Center
Argelagós, Esther; Pifarré, Manoli
2017-01-01
The use of the Internet to learn involves complex cognitive activities. Educational researchers claim more attention in studying the nature of students' challenges when using digital information for learning purposes. Our research investigated in depth the challenges that secondary students face when solving web information-problem tasks. We…
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…
A Learning Design for Student-Generated Digital Storytelling
ERIC Educational Resources Information Center
Kearney, Matthew
2011-01-01
The literature on digital video in education emphasises the use of pre-fabricated, instructional-style video assets. Learning designs for supporting the use of these expert-generated video products have been developed. However, there has been a paucity of pedagogical frameworks for facilitating specific genres of learner-generated video projects.…
Capturing Creativity Using Digital Video
ERIC Educational Resources Information Center
Toyn, Mike
2008-01-01
This paper evaluates the use of a creative learning activity in which postgraduate student teachers were required to collaboratively make short digital videos. The purpose was for student teachers to experience and evaluate a meaningful learning activity and to consider how they might reconstruct such an activity within their own teaching practice…
Using a Digital Pen to Support Secondary Students with Learning Disabilities
ERIC Educational Resources Information Center
Ok, Min Wook; Rao, Kavita
2017-01-01
Secondary students with learning disabilities (LD) can benefit from using assistive and instructional technologies to support content and skill acquisition. Digital pens have features that can be beneficial for students who struggle with comprehension, note taking, and organization. Livescribe pens, in particular, provide a variety features that…
Designing Learning Object Repositories as Systems for Managing Educational Communities Knowledge
ERIC Educational Resources Information Center
Sampson, Demetrios G.; Zervas, Panagiotis
2013-01-01
Over the past years, a number of international initiatives that recognize the importance of sharing and reusing digital educational resources among educational communities through the use of Learning Object Repositories (LORs) have emerged. Typically, these initiatives focus on collecting digital educational resources that are offered by their…
Scientific Inquiry, Digital Literacy, and Mobile Computing in Informal Learning Environments
ERIC Educational Resources Information Center
Marty, Paul F.; Alemanne, Nicole D.; Mendenhall, Anne; Maurya, Manisha; Southerland, Sherry A.; Sampson, Victor; Douglas, Ian; Kazmer, Michelle M.; Clark, Amanda; Schellinger, Jennifer
2013-01-01
Understanding the connections between scientific inquiry and digital literacy in informal learning environments is essential to furthering students' critical thinking and technology skills. The Habitat Tracker project combines a standards-based curriculum focused on the nature of science with an integrated system of online and mobile computing…
Teacher Learning in the Digital Age: Online Professional Development in STEM Education
ERIC Educational Resources Information Center
Dede, Chris, Ed.; Eisenkraft, Arthur, Ed.; Frumin, Kim, Ed.; Hartley, Alex, Ed.
2016-01-01
With an emphasis on science, technology, engineering, and mathematics (STEM) training, "Teacher Learning in the Digital Age" examines exemplary models of online and blended teacher professional development, including information on the structure and design of each model, intended audience, and existing research and evaluation data. From…
Experiential Learning of Digital Communication Using LabVIEW
ERIC Educational Resources Information Center
Zhan, Wei; Porter, Jay R.; Morgan, Joseph A.
2014-01-01
This paper discusses the design and implementation of laboratories and course projects using LabVIEW in an instrumentation course. The pedagogical challenge is to enhance students' learning of digital communication using LabVIEW. LabVIEW was extensively used in the laboratory sessions, which better prepared students for the course projects. Two…
Digital Game-Based Language Learning in Foreign Language Teacher Education
ERIC Educational Resources Information Center
Alyaz, Yunus; Genc, Zubeyde Sinem
2016-01-01
New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of…
Does Transformational Leadership Encourage Teachers' Use of Digital Learning Materials
ERIC Educational Resources Information Center
Vermeulen, Marjan; Van Acker, Frederik; Kreijns, Karel; van Buuren, Hans
2015-01-01
To gain insight into how to promote teachers' use of digital learning materials (DLMs) in their pedagogical practices we adopted the Integrated Model of Behaviour Prediction to investigate the relationships between organizational and teacher-related variables. A representative sample of 772 teachers from primary, secondary or vocational education…
ERIC Educational Resources Information Center
Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim
2015-01-01
Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…
Can Digital Learning Transform Education?
ERIC Educational Resources Information Center
Finn, Chester E., Jr.; Horn, Michael B.
2013-01-01
The enthusiasm for digital learning is contagious. More than 2 million K-12 students are enrolled in online courses today, and research firm Ambient Insight projects that figure will hit 10 million by 2014. Will today's wave of technology inexorably change the face of schooling, or must school administrators first alter policy? This article…
Mobile Learning: Geocaching to Learn about Energy Systems
ERIC Educational Resources Information Center
Rose, Mary Annette; Gosman, Derek; Shoemaker, Korbin
2014-01-01
The children of "Generation Z"--today's American teens--are digital natives (Prensky, 2001) who have come to expect high-speed Internet service, high-resolution multimedia, and instant communication using wireless mobile technology. Teen ownership of digital devices is at a new high according to national surveys. School…
Video Making, Production Pedagogies, and Educational Policy
ERIC Educational Resources Information Center
Smythe, Suzanne; Toohey, Kelleen; Dagenais, Diane
2016-01-01
The promise of "21st century learning" is that digital technologies will transform traditional learning and mobilize skills deemed necessary in an emerging digital culture. In two case studies of video making, one in a Grade 4 classroom, and one in an adult literacy setting, the authors develop the concept of "production…
A Digital Ecosystems Model of Assessment Feedback on Student Learning
ERIC Educational Resources Information Center
Gomez, Stephen; Andersson, Holger; Park, Julian; Maw, Stephen; Crook, Anne; Orsmond, Paul
2013-01-01
The term ecosystem has been used to describe complex interactions between living organisms and the physical world. The principles underlying ecosystems can also be applied to complex human interactions in the digital world. As internet technologies make an increasing contribution to teaching and learning practice in higher education, the…
Teacher Candidates' Views of Digital Games as Learning Devices
ERIC Educational Resources Information Center
Sardone, Nancy B.; Devlin-Scherer, Roberta
2009-01-01
The objective of this research study was to explore teacher candidate views toward digital learning games using an immersive strategy. Specifically, we were interested in finding out what game use in classroom settings taught candidates about the role of teacher as facilitator of instruction. The procedures first focused teacher candidate…
Konstantinidis, Stathis Th; Wharrad, Heather; Windle, Richard; Bamidis, Panagiotis D
2017-01-01
The knowledge existing in the World Wide Web is exponentially expanding, while continuous advancements in health sciences contribute to the creation of new knowledge. There are a lot of efforts trying to identify how the social connectivity can endorse patients' empowerment, while other studies look at the identification and the quality of online materials. However, emphasis has not been put on the big picture of connecting the existing resources with the patients "new habits" of learning through their own Personal Learning Networks. In this paper we propose a framework for empowering patients' digital health literacy adjusted to patients' currents needs by utilizing the contemporary way of learning through Personal Learning Networks, existing high quality learning resources and semantics technologies for interconnecting knowledge pieces. The framework based on the concept of knowledge maps for health as defined in this paper. Health Digital Literacy needs definitely further enhancement and the use of the proposed concept might lead to useful tools which enable use of understandable health trusted resources tailored to each person needs.
NASA Astrophysics Data System (ADS)
Tan, Kian Lam; Lim, Chen Kim
2017-10-01
In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO, digital heritage defines as "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie's Castle at Perak. The objectives of this research is two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners.
Digital learning programs - competition for the classical microscope?
Schmidt, Peter
2013-01-01
The development of digital media has been impressive in recent years which is also among the reason for their increasing use in academic teaching. This is especially true for teaching Anatomy and Histology in the first two years in medical and dental curricula. Modern digital technologies allow for efficient, affordable and easily accessible distribution of histological images in high quality. Microscopy depends almost exclusively on such images. Since 20 years numerous digital teaching systems have been developed for this purpose. Respective developments have changed the ways students acquire knowledge and prepare for exams. Teaching staff should adapt lectures, seminars and labs accordingly. As a first step, a collection of high resolution digital microscopic slides was made available for students at the Friedrich-Schiller-University in Jena. The aim of the present study was to evaluate the importance of conventional light microscopy and related technologies in current and future medical and dental education aswell. A survey was done among 172 medical and dental students at the Friedrich-Schiller-University Jena. 51% of students use now frequently new digital media for learning histology in contrast to 5% in the year 2000 [1]. Digital media including Internet, CD- based learning combined with social networks successfully compete with classical light microscopy. PMID:23467698
An analysis of a digital variant of the Trail Making Test using machine learning techniques.
Dahmen, Jessamyn; Cook, Diane; Fellows, Robert; Schmitter-Edgecombe, Maureen
2017-01-01
The goal of this work is to develop a digital version of a standard cognitive assessment, the Trail Making Test (TMT), and assess its utility. This paper introduces a novel digital version of the TMT and introduces a machine learning based approach to assess its capabilities. Using digital Trail Making Test (dTMT) data collected from (N = 54) older adult participants as feature sets, we use machine learning techniques to analyze the utility of the dTMT and evaluate the insights provided by the digital features. Predicted TMT scores correlate well with clinical digital test scores (r = 0.98) and paper time to completion scores (r = 0.65). Predicted TICS exhibited a small correlation with clinically derived TICS scores (r = 0.12 Part A, r = 0.10 Part B). Predicted FAB scores exhibited a small correlation with clinically derived FAB scores (r = 0.13 Part A, r = 0.29 for Part B). Digitally derived features were also used to predict diagnosis (AUC of 0.65). Our findings indicate that the dTMT is capable of measuring the same aspects of cognition as the paper-based TMT. Furthermore, the dTMT's additional data may be able to help monitor other cognitive processes not captured by the paper-based TMT alone.
The Learning Preferences of Digital Learners in K-12 Schools in China
ERIC Educational Resources Information Center
Yang, Junfeng; Huang, Ronghuai; Kinshuk
2016-01-01
Students grown up with digital technology and Internet are called digital natives or net generation. All others, who grew up without so much immersion with digital technologies are called digital immigrants. Researchers held different ideas on whether a new generation of learners existed. One of the foci of the debate is on the appropriateness of…
Conceptualizing Learning from the Everyday Activities of Digital Kids
ERIC Educational Resources Information Center
Hsi, Sherry
2007-01-01
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining "digital fluency"--the competencies, new representational practises, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design,…
Blumberg, Fran C; Fisch, Shalom M
2013-01-01
The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons with the goal of introducing or reintroducing to developmental psychologists a rich and very relevant context in which to examine children's and adolescents' applied cognitive development. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.
Video copy protection and detection framework (VPD) for e-learning systems
NASA Astrophysics Data System (ADS)
ZandI, Babak; Doustarmoghaddam, Danial; Pour, Mahsa R.
2013-03-01
This Article reviews and compares the copyright issues related to the digital video files, which can be categorized as contended based and Digital watermarking copy Detection. Then we describe how to protect a digital video by using a special Video data hiding method and algorithm. We also discuss how to detect the copy right of the file, Based on expounding Direction of the technology of the video copy detection, and Combining with the own research results, brings forward a new video protection and copy detection approach in terms of plagiarism and e-learning systems using the video data hiding technology. Finally we introduce a framework for Video protection and detection in e-learning systems (VPD Framework).
Maltese Primary Teachers' Digital Competence: Implications for Continuing Professional Development
ERIC Educational Resources Information Center
Spiteri, Marthese; Chang Rundgren, Shu-Nu
2017-01-01
Learning with technology during primary school years will equip students with dispositions to continue learning with evolving technology throughout their lifetime and it is the responsibility of the teacher to develop this digital competence (DC) in the classroom. The aim of this research was to investigate Maltese primary class teachers' DC and…
Aggregate-Then-Curate: How Digital Learning Champions Help Communities Nurture Online Content
ERIC Educational Resources Information Center
Whitworth, Andrew; Garnett, Fred; Pearson, Diana
2012-01-01
Informational resources are essential for communities, rooting them in their own history, helping them learn and solve problems, giving them a voice in decisionmaking and so on. For digital inclusion and inclusion in the informational and democratic processes of society more generally it is essential that communities retain the skills, awareness…
The Challenge to Situate Digital Learning Technologies in Preservice Teacher Mathematics Education
ERIC Educational Resources Information Center
McDonald, Susan
2012-01-01
This paper focuses on how preservice primary teachers can be supported to embrace digital learning technologies (DLTs) in their teaching of mathematics. The nature of the instruction and the assessment in the final mathematics unit of the bachelor of education program were changed. Despite being tagged as "tech-savvy," preservice…
Digital Rights Management Implemented by RDF Graph Approach
ERIC Educational Resources Information Center
Yang, Jin Tan; Horng, Huai-Chien
2006-01-01
This paper proposes a design framework for constructing Digital Rights Management (DRM) that enables learning objects in legal usage. The central theme of this framework is that any design of a DRM must have theories as foundations to make the maintenance, extension or interoperability easy. While a learning objective consists of learning…
Perceptions and Uses of Digital Badges for Professional Learning Development in Higher Education
ERIC Educational Resources Information Center
Dyjur, Patti; Lindstrom, Gabrielle
2017-01-01
Few instructors in higher education have completed a formal teaching program and, therefore, rely on informal professional development opportunities to enhance their teaching practice. Micro-credentialing in the form of digital badges is one way in which instructors can document their non-credit learning and accomplishments. This mixed methods…
ERIC Educational Resources Information Center
Rupp, Andre A.; Levy, Roy; Dicerbo, Kristen E.; Sweet, Shauna J.; Crawford, Aaron V.; Calico, Tiago; Benson, Martin; Fay, Derek; Kunze, Katie L.; Mislevy, Robert J.; Behrens, John T.
2012-01-01
In this paper we describe the development and refinement of "evidence rules" and "measurement models" within the "evidence model" of the "evidence-centered design" (ECD) framework in the context of the "Packet Tracer" digital learning environment of the "Cisco Networking Academy." Using…
Parental Acceptance of Digital Game-Based Learning
ERIC Educational Resources Information Center
Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy
2011-01-01
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…
ERIC Educational Resources Information Center
Selwyn, Neil
2007-01-01
Government support for the production and consumption of educational software is now a key element of New Labour's education technology drive. At present much attention is being directed towards marketing "digital learning" to an educational sector traditionally wary of technological innovation. In an effort to understand the social…
ERIC Educational Resources Information Center
Leppisaari, Irja; Lee, Okhwa
2012-01-01
A new generation of young learners often described as digital native school children are attitudinally and technically equipped to employ social media as a social process in learning. However, few international virtual learning projects have been implemented and researched. This article examines a trial which aimed to combine viable technology…
Connecting to Learn: Promoting Digital Equity among America's Hispanic Families
ERIC Educational Resources Information Center
Katz, Vikki S.; Levine, Michael H.
2015-01-01
This brief combines original research and policy analysis to examine a key issue that is often overlooked in debates about the proliferation of new technologies, education, and equity: the potential for digital media investments to support a promising learning pathway for children in our nation's increasingly diverse, low-income families. A…
ERIC Educational Resources Information Center
Busstra, Maria C.; Hartog, Rob; Kersten, Sander; Muller, Michael
2007-01-01
Nutritional genomics, or nutrigenomics, can be considered as the combination of molecular nutrition and genomics. Students who attend courses in nutrigenomics differ with respect to their prior knowledge. This study describes digital nutrigenomics learning material suitable for students from various backgrounds and provides design guidelines for…
The Role Distance Learning Has to Play in Offender Education
ERIC Educational Resources Information Center
Seelig, Caroline; Rate, Leanne
2014-01-01
This article looks into the uses of digital and online tools in distance learning to improve literacy and numeracy of offenders in New Zealand prisons. Looking at the benefits and restrictions of digital education within the prison environment, this article discusses the solutions that Open Polytechnic, in partnership with the the New Zealand…
Impact of E-Learning and Digitalization in Primary and Secondary Schools
ERIC Educational Resources Information Center
Tunmibi, Sunday; Aregbesola, Ayooluwa; Adejobi, Pascal; Ibrahim, Olaniyi
2015-01-01
This study examines into the impact of e-learning and digitalization in primary and secondary schools, using Greensprings School in Lagos State, Nigeria as a case study. Questionnaire was used as a data collection instrument, and descriptive statistical method was adopted for analysis. Responses from students and teachers reveal that application…
Teaching Turkish in Low Tech Contexts: Opportunities and Challenges
ERIC Educational Resources Information Center
Antoniou, Katerina; Mbah, Evelyn; Parmaxi, Antigoni
2016-01-01
Language learning has witnessed a series of changes with regards to the use of Information and Communication Technology (ICT). Recently, the digital divide has been a topic of discussion in language learning studies. Digital divide is the inequality that exists between information-poor and information-rich communities. Within the field of…
Increasing Digital Media and Learning in Classrooms through School-University Partnerships
ERIC Educational Resources Information Center
Herro, Danielle; Qian, Meihua; Jacques, Lorraine
2017-01-01
This article describes findings from a faculty-in-residence program at a Southern middle school in the United States. The goal of the school-university partnership was to increase digital media and learning (DML) integration in classrooms and provide the university with contextualized experiences to strengthen its teacher education programs.…
ERIC Educational Resources Information Center
Waters, John K.
2009-01-01
When the John D. and Catherine T. MacArthur Foundation launched its $50 million digital media and learning initiative three years ago, the expectation was that research in this area would expand people's understanding of the impact of digital media and communications technologies on how young people will learn in the future. By the time the first…
Barriers to Blended Digital Distance Vocational Learning for Non-Traditional Students
ERIC Educational Resources Information Center
Safford, Kimberly; Stinton, Julia
2016-01-01
This research identifies and examines the challenges of blending digital distance and vocational learning for non-traditional and low-socio-economic status students who are new to university education. A survey of students in vocational primary education and early years qualifications in a distance university is illuminated by interviews with…
Supporting Collocation Learning with a Digital Library
ERIC Educational Resources Information Center
Wu, Shaoqun; Franken, Margaret; Witten, Ian H.
2010-01-01
Extensive knowledge of collocations is a key factor that distinguishes learners from fluent native speakers. Such knowledge is difficult to acquire simply because there is so much of it. This paper describes a system that exploits the facilities offered by digital libraries to provide a rich collocation-learning environment. The design is based on…
Design Principles for "Thriving in Our Digital World": A High School Computer Science Course
ERIC Educational Resources Information Center
Veletsianos, George; Beth, Bradley; Lin, Calvin; Russell, Gregory
2016-01-01
"Thriving in Our Digital World" is a technology-enhanced dual enrollment course introducing high school students to computer science through project- and problem-based learning. This article describes the evolution of the course and five lessons learned during the design, development, implementation, and iteration of the course from its…
Achieving Digital Literacy through Game Development: An Authentic Learning Experience
ERIC Educational Resources Information Center
Frydenberg, Mark
2015-01-01
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Empowering Students with Digital Reading
ERIC Educational Resources Information Center
Puente, Kelly
2012-01-01
This article describes new digital reading products that are designed to improve aptitude, fulfill Common Core State Standards, provide unlimited access to online libraries, and bring 21st-century learning into the classroom. With a coming wave of the new products, school districts have various options to help bring 21st-century learning into the…
Quality Assurance Model for Digital Adult Education Materials
ERIC Educational Resources Information Center
Dimou, Helen; Kameas, Achilles
2016-01-01
Purpose: This paper aims to present a model for the quality assurance of digital educational material that is appropriate for adult education. The proposed model adopts the software quality standard ISO/IEC 9126 and takes into account adult learning theories, Bloom's taxonomy of learning objectives and two instructional design models: Kolb's model…
Exploring Mobile Affordances in the Digital Classroom
ERIC Educational Resources Information Center
Parsons, David; Thomas, Herbert; Wishart, Jocelyn
2016-01-01
This article reports on a survey of teachers undertaking a postgraduate applied practice certificate in digital and collaborative learning. The survey was intended to capture how mobile learning was currently being used by the teachers both on the course and in their own classrooms. The objective was to investigate to what extent mobile learning…
The Contributions of Digital Concept Maps to Assessment for Learning Practices
ERIC Educational Resources Information Center
Filiz, Mehmet; Trumpower, David; Atas, Sait
2013-01-01
We have been developing a digital concept maps website (www.conceptmapsforlearning.com) based on the principles of effective assessment for learning. The purpose of this paper is to reveal its promising contributions to formative evaluation practices. The website reduces the workload of teachers as well as provides immediate and delayed feedback…
Better Teaching and Learning in the Digital Classroom
ERIC Educational Resources Information Center
Gordon, David T., Ed.
2003-01-01
"Better Teaching and Learning in the Digital Classroom" is essential reading for any education professional or parent who wants to make the most of what the newest technologies have to offer. School spending on new computer technologies has mushroomed in recent years, as educators try to find every strategic advantage to improve teaching…
Digital Portfolios in Action: Acknowledging Student Voice and Metacognitive Understanding in Art
ERIC Educational Resources Information Center
Fahey, Patrick; Cronen, Laura
2016-01-01
Students need a genuine voice in the content, process, outcome, and assessment of their learning so they can take ownership of their education (Jaquith and Hathaway 2012). Digital art portfolios allow students to research, document, and reflect on the development and assessment of their learning. Unlike traditional portfolios, which typically…
A Literature Review of Gaming in Education. Research Report
ERIC Educational Resources Information Center
McClarty, Katie Larsen; Orr, Aline; Frey, Peter M.; Dolan, Robert P.; Vassileva, Victoria; McVay, Aaron
2012-01-01
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind…
Games for Learning: Vast Wasteland or a Digital Promise?
ERIC Educational Resources Information Center
Levine, Michael H.; Vaala, Sarah E.
2013-01-01
Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume,…
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
ERIC Educational Resources Information Center
Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.
2016-01-01
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…