Learning Experiences in a Giant Interactive Environment: Insights from The Cube
ERIC Educational Resources Information Center
Stoodley, Ian; Sayyad Abdi, Elham; Bruce, Christine; Hughes, Hilary
2018-01-01
In November 2012, Queensland University of Technology in Australia launched a giant interactive learning environment known as "The Cube". This article reports a phenomenographic investigation into visitors' different experiences of learning in The Cube. At present very little is known about people's learning experience in spaces…
NASA Astrophysics Data System (ADS)
Villarreal-Stewart, Irene
The purpose guiding this research has been to learn about and describe the phenomena of interactivity from the learners' perspectives and to learn which of the interactivity affordances and practices were actually used by students and why in the process of learning physics using an interactive multimedia distance learning course system. The bigger purpose behind learning about and describing interactivity has been to gain knowledge and perspective for its instructional design to benefit the learner, the school as curriculum implementer, and instructional media designers to create better products. Qualitative methodology in the interpretivist tradition was used, that is, in-depth interviews and on-site observations, to gain understanding of interactivity from the learners' perspective and to gain understanding of the student learning context impacting and shaping the students' interactivity experiences. NVivo was used to sort, organize and index data. All data were read on three levels: literally, interpretively, and reflexively; and were read comparatively to other perspectives to get descriptions and interpretations that were holistic to the implementation and had potential insight to improve practice for instructional designers, teachers, administrators, specifically to improve the learning experience for students. Site-Specific Findings: Students watched videos, resisted using phone and e-mail, and worked math problems to demonstrate learning, which resulted in very little interactivity, virtually no dialogue about physics, no physical activity, one-way communication, multifaceted dissatisfaction, student need for teacher involvement in the learning enterprise, student appreciation for interactivity, and expressed desire for a real, live teacher. I also found that some students did experience the system as interactive, did experience learner control and self-directed learning, and despite dissatisfaction, liked and appreciated the course. Wider Applications: Interactivity, a design element, requires scaffolding and nurturing in implementation. The variable and changing context of implementation suggests the requirement for its consideration in design work. The study suggests that during implementation the integrity of design as a whole and flexibility within the design are important continuing considerations. Recommendations. (1) implementation supervision by the school district, (2) use of a language and activity-based theory of learning and teaching and (3) dialogic inquiry (Wells, 1999) to continue learning about interactivity.
Shimpi, Priya M; Akhtar, Nameera; Moore, Chris
2013-10-01
Three experiments examined the effects of age and familiarity of a model on toddlers' imitative learning in observational contexts (Experiments 1, 2, and 3) and interactive contexts (Experiments 2 and 3). Experiment 1 (N=112 18-month-old toddlers) varied the age (child vs. adult) and long-term familiarity (kin vs. stranger) of the person who modeled the novel actions. Experiment 2 (N=48 18-month-olds and 48 24-month-olds) and Experiment 3 (N=48 24-month-olds) varied short-term familiarity with the model (some or none) and learning context (interactive or observational). The most striking findings were that toddlers were able to learn a new action from observing completely unfamiliar strangers who did not address them and were far less likely to imitate an unfamiliar model who directly interacted with them. These studies highlight the robustness of toddlers' observational learning and reveal limitations of learning from unfamiliar models in interactive contexts. Copyright © 2013 The Authors. Published by Elsevier Inc. All rights reserved.
Building a Learning Experience: What Do Learners' Online Interaction Data Imply?
ERIC Educational Resources Information Center
Kokoç, Mehmet; Altun, Arif
2016-01-01
It is still under debate whether learners' interaction data within e-learning and/or open learning environments could be considered as reflections of their learning experiences to be effective or not. Therefore, it is meaningful to explore the nature of these interactions and to make meaningful conclusions. This study aims to explore what the…
ERIC Educational Resources Information Center
Bassford, Marie L.; Crisp, Annette; O'Sullivan, Angela; Bacon, Joanne; Fowler, Mark
2016-01-01
Interactive experiences are rapidly becoming popular via the surge of "escape rooms"; part game and part theatre, the "escape" experience is exploding globally, having gone from zero offered at the outset of 2010 to at least 2800 different experiences available worldwide today. CrashEd is an interactive learning experience that…
Learning and interactivity in solving a transformation problem.
Guthrie, Lisa G; Vallée-Tourangeau, Frédéric; Vallée-Tourangeau, Gaëlle; Howard, Chelsea
2015-07-01
Outside the psychologist's laboratory, thinking proceeds on the basis of a great deal of interaction with artefacts that are recruited to augment problem-solving skills. The role of interactivity in problem solving was investigated using a river-crossing problem. In Experiment 1A, participants completed the same problem twice, once in a low interactivity condition, and once in a high interactivity condition (with order counterbalanced across participants). Learning, as gauged in terms of latency to completion, was much more pronounced when the high interactivity condition was experienced second. When participants first completed the task in the high interactivity condition, transfer to the low interactivity condition during the second attempt was limited; Experiment 1B replicated this pattern of results. Participants thus showed greater facility to transfer their experience of completing the problem from a low to a high interactivity condition. Experiment 2 was designed to determine the amount of learning in a low and high interactivity condition; in this experiment participants completed the problem twice, but level of interactivity was manipulated between subjects. Learning was evident in both the low and high interactivity groups, but latency per move was significantly faster in the high interactivity group, in both presentations. So-called problem isomorphs instantiated in different task ecologies draw upon different skills and abilities; a distributed cognition analysis may provide a fruitful perspective on learning and transfer.
ERIC Educational Resources Information Center
Ballera, Melvin; Elssaedi, Mosbah Mohamed
2012-01-01
There is an unrealized potential in the use of socially-oriented pedagogical agent and interactive simulation in e-learning system. In this paper, we investigate the impact of having a socially oriented tutor agent and the incorporation of interactive simulation in e-learning into student performances, perceptions and experiences for non-native…
How do general practice registrars learn from their clinical experience? A critical incident study.
Holmwood, C
1997-01-01
This preliminary study of RACGP registrars in the period of subsequent general practice experience examines the types of clinical experiences from which registrars learn, what they learn from the experiences and the process of learning from such experiences. A critical incident method was used on a semi structured interview process. Registrars were asked to recall clinical incidents where they had learnt something of importance. Data were sorted and categorised manually. Nine registrars were interviewed before new categories of data ceased to develop. Registrars learnt from the opportunity to follow up patients. An emotional response to the interaction was an important part of the learning process. Learning from such experiences is haphazard and unstructured. Registrars accessed human resources in response to their clinical difficulties rather than text or electronic based information sources. Registrars should be aware of their emotional responses to interactions with patients; these emotional responses often indicate important learning opportunities. Clinical interactions and resultant learning could be made less haphazard by structuring consultations with patients with specific problems. These learning opportunities should be augmented by the promotion of follow up of patients.
Enhancing E-Learning with Media-Rich Content and Interactions
ERIC Educational Resources Information Center
Caladine, Richard
2008-01-01
Online learning is transcending from the text-rich educational experience of the past to a video- and audio-rich learning transformation. The greater levels of media-rich content and media-rich interaction that are currently prevalent in online leisure experiences will help to increase e-learning's future efficiency and effectiveness. "Enhancing…
Interactive Multimedia-Based E-Learning: A Study of Effectiveness
ERIC Educational Resources Information Center
Zhang, Dongsong
2005-01-01
The author conducted two experiments to assess effectiveness of interactive e-learning. Students in a fully interactive multimedia-based e-learning environment achieved better performance and higher levels of satisfaction than those in a traditional classroom and those in a less interactive e-learning environment.
Mattfeld, Aaron T.; Stark, Craig E. L.
2015-01-01
The hippocampus and striatum are thought to have different functional roles in learning and memory. It is unknown under what experimental conditions their contributions are dissimilar or converge, and the extent to which they interact over the course of learning. In order to evaluate both the functional contributions of as well as the interactions between the human hippocampus and striatum, the present study used high-resolution functional magnetic resonance imaging (fMRI) and variations of a conditional visuomotor associative learning task that either taxed arbitrary associative learning (Experiment 1) or stimulus-response learning (Experiment 2). In the first experiment we observed changes in activity in the hippocampus and anterior caudate that reflect differences between the two regions consistent with distinct computational principles. In the second experiment we observed activity in the putamen that reflected content specific representations during the learning of arbitrary conditional visuomotor associations. In both experiments the hippocampus and ventral striatum demonstrated dynamic functional coupling during the learning of new arbitrary associations, but not during retrieval of well-learned arbitrary associations using control variants of the tasks that did not preferentially tax one system versus the other. These findings suggest that both the hippocampus and subregions of the dorsal striatum contribute uniquely to the learning of arbitrary associations while the hippocampus and ventral striatum interact over the course of learning. PMID:25560298
Duque, Gustavo; Demontiero, Oddom; Whereat, Sarah; Gunawardene, Piumali; Leung, Oliver; Webster, Peter; Sardinha, Luis; Boersma, Derek; Sharma, Anita
2013-06-01
Despite the increasingly ageing population, teaching geriatric medicine at medical schools is a challenge due to the particularities of this subspecialty and the lack of student interest in this subject. We assessed a blended system that combines e-learning and person-to-person interaction. Our program offered the students a hands-on learning experience based on self-reflection, access to technology, interactive learning, frequent interaction with the multidisciplinary team, more exposure to patients, and regular feedback. Our results indicate that the students appreciate this system as a rich and effective learning experience demonstrated by their positive feedback and by their significant improvement in knowledge assessed at the end of their rotation. Implementing an interactive blended system is a beneficial approach to teaching geriatric medicine in medical schools and to motivating medical students' interest in this important medical subspecialty. © 2012 The Authors. Australasian Journal on Ageing © 2012 ACOTA.
Characterizing Navigation in Interactive Learning Environments
ERIC Educational Resources Information Center
Liang, Hai-Ning; Sedig, Kamran
2009-01-01
Interactive learning environments (ILEs) are increasingly used to support and enhance instruction and learning experiences. ILEs maintain and display information, allowing learners to interact with this information. One important method of interacting with information is navigation. Often, learners are required to navigate through the information…
Isaacs, Alex N; Walton, Alison M; Nisly, Sarah A
2015-04-25
To implement and evaluate interactive web-based learning modules prior to advanced pharmacy practice experiences (APPEs) on inpatient general medicine. Three clinical web-based learning modules were developed for use prior to APPEs in 4 health care systems. The aim of the interactive modules was to strengthen baseline clinical knowledge before the APPE to enable the application of learned material through the delivery of patient care. For the primary endpoint, postassessment scores increased overall and for each individual module compared to preassessment scores. Postassessment scores were similar among the health care systems. The survey demonstrated positive student perceptions of this learning experience. Prior to inpatient general medicine APPEs, web-based learning enabled the standardization and assessment of baseline student knowledge across 4 health care systems.
Auditory Learning Using a Portable Real-Time Vocoder: Preliminary Findings
Pisoni, David B.
2015-01-01
Purpose Although traditional study of auditory training has been in controlled laboratory settings, interest has been increasing in more interactive options. The authors examine whether such interactive training can result in short-term perceptual learning, and the range of perceptual skills it impacts. Method Experiments 1 (N = 37) and 2 (N = 21) used pre- and posttest measures of speech and nonspeech recognition to find evidence of learning (within subject) and to compare the effects of 3 kinds of training (between subject) on the perceptual abilities of adults with normal hearing listening to simulations of cochlear implant processing. Subjects were given interactive, standard lab-based, or control training experience for 1 hr between the pre- and posttest tasks (unique sets across Experiments 1 & 2). Results Subjects receiving interactive training showed significant learning on sentence recognition in quiet task (Experiment 1), outperforming controls but not lab-trained subjects following training. Training groups did not differ significantly on any other task, even those directly involved in the interactive training experience. Conclusions Interactive training has the potential to produce learning in 1 domain (sentence recognition in quiet), but the particulars of the present training method (short duration, high complexity) may have limited benefits to this single criterion task. PMID:25674884
Rees, Charlotte E; Kent, Fiona; Brown, Ted; Hood, Kerry; Leech, Michelle; Newton, Jennifer; Storr, Michael; Williams, Brett
2018-01-01
Objectives While postgraduate studies have begun to shed light on informal interprofessional workplace learning, studies with preregistration learners have typically focused on formal and structured work-based learning. The current study investigated preregistration students’ informal interprofessional workplace learning by exploring students’ and clinicians’ experiences of interprofessional student-clinician (IPSC) interactions. Design A qualitative interview study using narrative techniques was conducted. Setting Student placements across multiple clinical sites in Victoria, Australia. Participants Through maximum variation sampling, 61 participants (38 students and 23 clinicians) were recruited from six professions (medicine, midwifery, nursing, occupational therapy, paramedicine and physiotherapy). Methods We conducted 12 group and 10 individual semistructured interviews. Themes were identified through framework analysis, and the similarities and differences in subthemes by participant group were interrogated. Results Six themes relating to four research questions were identified: (1) conceptualisations of IPSC interactions; (2) context for interaction experiences; (3) the nature of interaction experiences; (4) factors contributing to positive or negative interactions; (5) positive or negative consequences of interactions and (6) suggested improvements for IPSC interactions. Seven noteworthy differences in subthemes between students and clinicians and across the professions were identified. Conclusions Despite the results largely supporting previous postgraduate research, the findings illustrate greater breadth and depth of understandings, experiences and suggestions for preregistration education. Educators and students are encouraged to seek opportunities for informal interprofessional learning afforded by the workplace. PMID:29666140
ERIC Educational Resources Information Center
Sayer, Ryan; Maries, Alexandru; Singh, Chandralekha
2017-01-01
Learning quantum mechanics is challenging, even for upper-level undergraduate and graduate students. Research-validated interactive tutorials that build on students' prior knowledge can be useful tools to enhance student learning. We have been investigating student difficulties with quantum mechanics pertaining to the double-slit experiment in…
ERIC Educational Resources Information Center
White, Jonathan R.
2017-01-01
Computer-assisted language learning (CALL) has greatly enhanced the realm of online social interaction and behavior. In language classrooms, it allows the opportunity for students to enhance their learning experiences. "Exploration of Textual Interactions in CALL Learning Communities: Emerging Research and Opportunities" is an ideal…
ERIC Educational Resources Information Center
Salmi, Laura
2013-01-01
Interaction and community building are essential elements of a well functioning online learning environment, especially in learning environments based on investigative learning with a strong emphasis on teamwork. In this paper, practical solutions covering quality criteria for interaction in online education are presented for a simple…
Preferred Learning Style and Educational Technology: Linear vs. Interactive Video.
ERIC Educational Resources Information Center
Yoder, Marianne E.
1994-01-01
A study found that learners with reflective-observing learning styles (n=16) tend to learn better with linear video, and those with active experimenting learning styles (n=42) tend to achieve greater learning with computer-assisted interactive video instruction. (JOW)
Rees, Charlotte E; Crampton, Paul; Kent, Fiona; Brown, Ted; Hood, Kerry; Leech, Michelle; Newton, Jennifer; Storr, Michael; Williams, Brett
2018-04-17
While postgraduate studies have begun to shed light on informal interprofessional workplace learning, studies with preregistration learners have typically focused on formal and structured work-based learning. The current study investigated preregistration students' informal interprofessional workplace learning by exploring students' and clinicians' experiences of interprofessional student-clinician (IPSC) interactions. A qualitative interview study using narrative techniques was conducted. Student placements across multiple clinical sites in Victoria, Australia. Through maximum variation sampling, 61 participants (38 students and 23 clinicians) were recruited from six professions (medicine, midwifery, nursing, occupational therapy, paramedicine and physiotherapy). We conducted 12 group and 10 individual semistructured interviews. Themes were identified through framework analysis, and the similarities and differences in subthemes by participant group were interrogated. Six themes relating to four research questions were identified: (1) conceptualisations of IPSC interactions; (2) context for interaction experiences; (3) the nature of interaction experiences; (4) factors contributing to positive or negative interactions; (5) positive or negative consequences of interactions and (6) suggested improvements for IPSC interactions. Seven noteworthy differences in subthemes between students and clinicians and across the professions were identified. Despite the results largely supporting previous postgraduate research, the findings illustrate greater breadth and depth of understandings, experiences and suggestions for preregistration education. Educators and students are encouraged to seek opportunities for informal interprofessional learning afforded by the workplace. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.
Understanding the optimal learning environment in palliative care.
Connell, Shirley E; Yates, Patsy; Barrett, Linda
2011-07-01
The learning experiences of student nurses undertaking clinical placement are reported widely, however little is known about the learning experiences of health professionals undertaking continuing professional development (CPD) in a clinical setting, especially in palliative care. The aim of this study, which was conducted as part of the national evaluation of a professional development program involving clinical attachments with palliative care services (The Program of Experience in the Palliative Approach [PEPA]), was to explore factors influencing the learning experiences of participants over time. Thirteen semi-structured, one-to-one telephone interviews were conducted with five participants throughout their PEPA experience. The analysis was informed by the traditions of adult, social and psychological learning theories and relevant literature. The participants' learning was enhanced by engaging interactively with host site staff and patients, and by the validation of their personal and professional life experiences together with the reciprocation of their knowledge with host site staff. Self-directed learning strategies maximised the participants' learning outcomes. Inclusion in team activities aided the participants to feel accepted within the host site. Personal interactions with host site staff and patients shaped this social/cultural environment of the host site. Optimal learning was promoted when participants were actively engaged, felt accepted and supported by, and experienced positive interpersonal interactions with, the host site staff. Copyright © 2010 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Russell, Christina; Amod, Zaytoon; Rosenthal, Lesley
2008-01-01
This study addressed the effect of parent-child Mediated Learning Experience (MLE) interaction on cognitive development in early childhood. It measured the MLE interactions of 14 parents with their preschool children in the contexts of free-play and structured tasks. The children were assessed for their manifest cognitive performance and learning…
ERIC Educational Resources Information Center
Szeto, Elson; Cheng, Annie Y. N.
2016-01-01
A synchronous blend of online learning and "face-to-face" teaching is becoming a feasible instructional approach in higher education with the advent of technology. Although this learning mode is not new in higher education, little research has been done to contextualise social presence experiences in which effects of interactions were…
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…
Facilitating interpersonal interaction and learning online: linking theory and practice.
Sargeant, Joan; Curran, Vernon; Allen, Michael; Jarvis-Selinger, Sandra; Ho, Kendall
2006-01-01
An earlier study of physicians' perceptions of interactive online learning showed that these were shaped both by program design and quality and the quality and quantity of interpersonal interaction. We explore instructor roles in enhancing online learning through interpersonal interaction and the learning theories that inform these. This was a qualitative study using focus groups and interviews. Using purposive sampling, 50 physicians were recruited based on their experience with interactive online CME and face-to-face CME. Qualitative thematic and interpretive analysis was used. Two facilitation roles appeared key: creating a comfortable learning environment and enhancing the educational value of electronic discussions. Comfort developed gradually, and specific interventions like facilitating introductions and sharing experiences in a friendly, informative manner were helpful. As in facilitating effective small-group learning, instructors' thoughtful use of techniques that facilitated constructive interaction based on learner's needs and practice demands contributed to the educational value of interpersonal interactions. Facilitators require enhanced skills to engage learners in meaningful interaction and to overcome the transactional distance of online learning. The use of learning theories, including behavioral, cognitive, social, humanistic, and constructivist, can strengthen the educational design and facilitation of online programs. Preparation for online facilitation should include instruction in the roles and techniques required and the theories that inform them.
Developing Interactive E-Learning Activities
ERIC Educational Resources Information Center
Watkins, Ryan
2005-01-01
Although e-learning can offer interactive and engaging learning experiences, the creative ideas that are necessary to create such environments are not always easy to come up with when designing, developing, or teaching e-learning courses. E-learning activities use online technologies such as chat rooms, discussion boards, or email to facilitate…
Learning of Abstract Concepts through Full-Body Interaction: A Systematic Review
ERIC Educational Resources Information Center
Malinverni, Laura; Pares, Narcis
2014-01-01
Over the past ten years several learning environments based on novel interaction modalities have been developed. Within this field, Full-body Interaction Learning Environments open promising possibilities given their capacity to involve the users at different levels, such as sensorimotor experience, cognitive aspects and affective factors.…
Kathirvelu, Balachandar; Colombo, Paul J
2013-11-01
Neural systems specialized for memory may interact during memory formation or recall, and the results of interactions are important determinants of how systems control behavioral output. In two experiments, we used lentivirus-mediated expression of the transcription factor CREB (LV-CREB) to test if localized manipulations of cellular plasticity influence interactions between the hippocampus and dorsolateral striatum. In Experiment 1, we tested the hypothesis that infusion of LV-CREB in the dorsolateral striatum facilitates memory for response learning, and impairs memory for place learning. LV-CREB in the dorsolateral striatum had no effect on response learning, but impaired place memory; a finding consistent with competition between the striatum and hippocampus. In Experiment 2, we tested the hypothesis that infusion of LV-CREB in the dorsolateral striatum facilitates memory for cue learning, and impairs memory for contextual fear conditioning. LV-CREB in the dorsolateral striatum enhanced memory for cue learning and, in contrast to our prediction, also enhanced memory for contextual fear conditioning, consistent with a cooperative interaction between the striatum and hippocampus. Overall, the current experiments demonstrate that infusion of LV-CREB in the dorsolateral striatum (1) increases levels of CREB protein locally, (2) does not alter acquisition of place, response, cue, or contextual fear conditioning, (3) facilitates memory for cue learning and contextual fear conditioning, and (4) impairs memory for place learning. Taken together, the present results provide evidence that LV-CREB in the dorsolateral striatum can enhance memory formation and cause both competitive and cooperative interactions with the hippocampus. Copyright © 2013 Wiley Periodicals, Inc.
Inquiry style interactive virtual experiments: a case on circular motion
NASA Astrophysics Data System (ADS)
Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei
2011-11-01
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop robust understandings of correct physics concepts, we have developed interactive virtual experiment simulations that have the unique feature of enabling students to experience force and motion via an analogue joystick, allowing them to feel the applied force and simultaneously see its effects. The simulations provide students learning experiences that integrate both scientific representations and low-level sensory cues such as haptic cues under a single setting. In this paper, we introduce a virtual experiment module on circular motion. A controlled study has been conducted to evaluate the impact of using this virtual experiment on students' learning of force and motion in the context of circular motion. The results show that the interactive virtual experiment method is preferred by students and is more effective in helping students grasp the physics concepts than the traditional education method such as problem-solving practices. Our research suggests that well-developed interactive virtual experiments can be useful tools in teaching difficult concepts in science.
Using Mediated Learning Experiences To Enhance Children's Thinking.
ERIC Educational Resources Information Center
Seng, SeokHoon
This paper focuses on the relationship between adult-child interactions and the developing cognitive competence of young children as rated by the Mediated Learning Experience (MLE) Scale. The scale was devised to reflect 10 criteria of adult-child interaction hypothesized to comprise an MLE and therefore to enhance children's cognitive…
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
Niklas, Frank; Cohrssen, Caroline; Tayler, Collette
2016-01-01
Children's cognitive development has a neural basis, yet children's learning is facilitated by interactions with more knowledgeable others. Young children experience such interactions in the context of the home learning environment (HLE), when parents support children's thinking and learning during everyday activities. Consequently, one way to…
ERIC Educational Resources Information Center
Lau, Newman M. L.; Chu, Veni H. T.
2015-01-01
This research aimed at investigating the method of using kinetic typography and interactive approach to conduct a design experiment for children to learn vocabularies. Typography is the unique art and technique of arranging type in order to make language visible. By adding animated movement to characters, kinetic typography expresses language…
Social Media, Collaboration and Social Learning--A Case-Study of Foreign Language Learning
ERIC Educational Resources Information Center
Mondahl, Margrethe; Razmerita, Liana
2014-01-01
Social media has created new possibilities for digitally native students to engage, interact and collaborate in learning tasks that foster learning processes and the overall learning experience. Using both qualitative and quantitative data, this article discusses experiences and challenges of using a social media-enhanced collaborative learning…
2014-03-01
and Practice, 10, 125-143. Bandura , A., (1997). Self-efficacy: Toward a unifying theory of behavioral social change. Psychology Review, 84, 191-21...external stimuli from interactions with people or in particular situations can also promote learning that results in social or procedural outcomes, such...behavior and can reduce the probability of learning from social interaction. Control. Learning from experience as a team depends heavily on the degree
Learning Bridge: Curricular Integration of Didactic and Experiential Education
Arendt, Cassandra S.; Cawley, Pauline; Buhler, Amber V.; Elbarbry, Fawzy; Roberts, Sigrid C.
2010-01-01
Objectives To assess the impact of a program to integrate introductory pharmacy practice experiences with pharmaceutical science topics by promoting active learning, self-directed learning skills, and critical-thinking skills. Design The Learning Bridge, a curriculum program, was created to better integrate the material first-year (P1) students learned in pharmaceutical science courses into their introductory pharmacy practice experiences. Four Learning Bridge assignments required students to interact with their preceptors and answer questions relating to the pharmaceutical science material concurrently covered in their didactic courses. Assessment Surveys of students and preceptors were conducted to measure the effectiveness of the Learning Bridge process. Feedback indicated the Learning Bridge promoted students' interaction with their preceptors as well as development of active learning, self-directed learning, and critical-thinking skills. Students also indicated that the Learning Bridge assignments increased their learning, knowledge of drug information, and comprehension of relevant data in package inserts. Conclusion The Learning Bridge process integrated the didactic and experiential components of the curriculum, enhancing student learning in both areas, and offered students educational opportunities to interact more with their preceptors. PMID:20498741
ERIC Educational Resources Information Center
Yardley, Sarah; Brosnan, Caragh; Richardson, Jane; Hays, Richard
2013-01-01
This paper addresses the question "what are the variables influencing social interactions and learning during Authentic Early Experience (AEE)?" AEE is a complex educational intervention for new medical students. Following critique of the existing literature, multiple qualitative methods were used to create a study framework conceptually…
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…
Yardley, Sarah; Brosnan, Caragh; Richardson, Jane; Hays, Richard
2013-12-01
This paper addresses the question 'what are the variables influencing social interactions and learning during Authentic Early Experience (AEE)?' AEE is a complex educational intervention for new medical students. Following critique of the existing literature, multiple qualitative methods were used to create a study framework conceptually orientated to a socio-cultural perspective. Study participants were recruited from three groups at one UK medical school: students, workplace supervisors, and medical school faculty. A series of intersecting spectra identified in the data describe dyadic variables that make explicit the parameters within which social interactions are conducted in this setting. Four of the spectra describe social processes related to being in workplaces and developing the ability to manage interactions during authentic early experiences. These are: (1) legitimacy expressed through invited participation or exclusion; (2) finding a role-a spectrum from student identity to doctor mindset; (3) personal perspectives and discomfort in transition from lay to medical; and, (4) taking responsibility for 'risk'-moving from aversion to management through graded progression of responsibility. Four further spectra describe educational consequences of social interactions. These spectra identify how the reality of learning is shaped through social interactions and are (1) generic-specific objectives, (2) parallel-integrated-learning, (3) context specific-transferable learning and (4) performing or simulating-reality. Attention to these variables is important if educators are to maximise constructive learning from AEE. Application of each of the spectra could assist workplace supervisors to maximise the positive learning potential of specific workplaces.
NASA Astrophysics Data System (ADS)
Sokoloff, David R.
2005-10-01
Widespread physics education research has shown that most introductory physics students have difficulty learning essential optics concepts - even in the best of traditional courses, and that well-designed active learning approaches can remedy this problem. This mini-workshop and the associated poster session will provide direct experience with methods for promoting students' active involvement in the learning process in lecture and laboratory. Participants will have hands-on experience with activities from RealTime Physics labs and Interactive Lecture Demonstrations - a learning strategy for large (and small) lectures, including specially designed Optics Magic Tricks. The poster will provide more details on these highly effective curricula.
ERIC Educational Resources Information Center
Churchill, Deirdre Lyne
2014-01-01
This qualitative study examined the impact of architectural design and arrangement on the learning experiences of students. Specifically, it examined how school design and arrangement foster interactions and relationships among students and adults relevant to integral learning experiences. This case study was limited to the breadth of knowledge…
Backåberg, Sofia; Gummesson, Christina; Brunt, David; Rask, Mikael
2015-01-01
Healthcare staff and students have a great risk of developing musculoskeletal symptoms. One cause of this is heavy load related work activities such as manual handling, in which the quality of individual work technique may play a major role. Preventive interventions and well-defined educational strategies to support movement awareness and long-lasting movement changes need to be developed. The aim of the present study was to explore nursing students' experiences of a newly developed interactive learning model for movement awareness. The learning model, which is based on a life-world perspective with focus on interpersonal interaction, has been used with 11 undergraduate students from the second and final year. Each student participated in three individual video sessions with a facilitator. Two individual interviews were carried out with each student during the learning process and one interview 12-18 months after the last session. The interviews were audio-recorded and transcribed verbatim, and a phenomenological hermeneutic method inspired by Paul Ricoeur and described by Lindseth and Norberg was used to interpret the interviews and diary notes. The interpretation resulted in three key themes and nine subthemes. The key themes were; "Obtaining better preconditions for bodily awareness," "Experiencing changes in one's own movement," and "Experiencing challenges in the learning process." The interactive learning model entails a powerful and challenging experience that develops movement awareness. The experience of meaningfulness and usefulness emerges increasingly and alternates with a feeling of discomfort. The learning model may contribute to the body of knowledge of well-defined educational strategies in movement awareness and learning in, for example, preventive interventions and ergonomic education. It may also be valuable in other practical learning situations where movement awareness is required.
Robots Learn to Recognize Individuals from Imitative Encounters with People and Avatars
NASA Astrophysics Data System (ADS)
Boucenna, Sofiane; Cohen, David; Meltzoff, Andrew N.; Gaussier, Philippe; Chetouani, Mohamed
2016-02-01
Prior to language, human infants are prolific imitators. Developmental science grounds infant imitation in the neural coding of actions, and highlights the use of imitation for learning from and about people. Here, we used computational modeling and a robot implementation to explore the functional value of action imitation. We report 3 experiments using a mutual imitation task between robots, adults, typically developing children, and children with Autism Spectrum Disorder. We show that a particular learning architecture - specifically one combining artificial neural nets for (i) extraction of visual features, (ii) the robot’s motor internal state, (iii) posture recognition, and (iv) novelty detection - is able to learn from an interactive experience involving mutual imitation. This mutual imitation experience allowed the robot to recognize the interactive agent in a subsequent encounter. These experiments using robots as tools for modeling human cognitive development, based on developmental theory, confirm the promise of developmental robotics. Additionally, findings illustrate how person recognition may emerge through imitative experience, intercorporeal mapping, and statistical learning.
Robots Learn to Recognize Individuals from Imitative Encounters with People and Avatars
Boucenna, Sofiane; Cohen, David; Meltzoff, Andrew N.; Gaussier, Philippe; Chetouani, Mohamed
2016-01-01
Prior to language, human infants are prolific imitators. Developmental science grounds infant imitation in the neural coding of actions, and highlights the use of imitation for learning from and about people. Here, we used computational modeling and a robot implementation to explore the functional value of action imitation. We report 3 experiments using a mutual imitation task between robots, adults, typically developing children, and children with Autism Spectrum Disorder. We show that a particular learning architecture - specifically one combining artificial neural nets for (i) extraction of visual features, (ii) the robot’s motor internal state, (iii) posture recognition, and (iv) novelty detection - is able to learn from an interactive experience involving mutual imitation. This mutual imitation experience allowed the robot to recognize the interactive agent in a subsequent encounter. These experiments using robots as tools for modeling human cognitive development, based on developmental theory, confirm the promise of developmental robotics. Additionally, findings illustrate how person recognition may emerge through imitative experience, intercorporeal mapping, and statistical learning. PMID:26844862
Distributed Emotions in the Design of Learning Technologies
ERIC Educational Resources Information Center
Kim, Beaumie; Kim, Mi Song
2010-01-01
Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves (e.g., our previous experiences). Each interaction provides different meanings to learners, and the associated emotion affects their learning and performance. With the premise that emotion and cognition are distributed, the authors…
Explanation and Prior Knowledge Interact to Guide Learning
ERIC Educational Resources Information Center
Williams, Joseph J.; Lombrozo, Tania
2013-01-01
How do explaining and prior knowledge contribute to learning? Four experiments explored the relationship between explanation and prior knowledge in category learning. The experiments independently manipulated whether participants were prompted to explain the category membership of study observations and whether category labels were informative in…
A review of active learning approaches to experimental design for uncovering biological networks
2017-01-01
Various types of biological knowledge describe networks of interactions among elementary entities. For example, transcriptional regulatory networks consist of interactions among proteins and genes. Current knowledge about the exact structure of such networks is highly incomplete, and laboratory experiments that manipulate the entities involved are conducted to test hypotheses about these networks. In recent years, various automated approaches to experiment selection have been proposed. Many of these approaches can be characterized as active machine learning algorithms. Active learning is an iterative process in which a model is learned from data, hypotheses are generated from the model to propose informative experiments, and the experiments yield new data that is used to update the model. This review describes the various models, experiment selection strategies, validation techniques, and successful applications described in the literature; highlights common themes and notable distinctions among methods; and identifies likely directions of future research and open problems in the area. PMID:28570593
Children Can Learn New Facts Equally Well From Interactive Media Versus Face to Face Instruction
Kwok, Kristine; Ghrear, Siba; Li, Vivian; Haddock, Taeh; Coleman, Patrick; Birch, Susan A. J.
2016-01-01
Today’s children have more opportunities than ever before to learn from interactive technology, yet experimental research assessing the efficacy of children’s learning from interactive media in comparison to traditional learning approaches is still quite scarce. Moreover, little work has examined the efficacy of using touch-screen devices for research purposes. The current study compared children’s rate of learning factual information about animals during a face-to-face instruction from an adult female researcher versus an analogous instruction from an interactive device. Eighty-six children ages 4 through 8 years (64% male) completed the learning task in either the Face-to-Face condition (n = 43) or the Interactive Media condition (n = 43). In the Learning Phase of the experiment, which was presented as a game, children were taught novel facts about animals without being told that their memory of the facts would be tested. The facts were taught to the children either by an adult female researcher (Face-to-Face condition) or from a pre-recorded female voice represented by a cartoon Llama (Interactive Media condition). In the Testing Phase of the experiment that immediately followed, children’s memory for the taught facts was tested using a 4-option forced-choice paradigm. Children’s rate of learning was significantly above chance in both conditions and a comparison of the rates of learning across the two conditions revealed no significant differences. Learning significantly improved from age 4 to age 8, however, even the preschool-aged children performed significantly above chance, and their performance did not differ between conditions. These results suggest that, interactive media can be equally as effective as one-on-one instruction, at least under certain conditions. Moreover, these results offer support for the validity of using interactive technology to collect data for research purposes. We discuss the implications of these results for children’s learning from interactive media, parental attitudes about interactive technology, and research methods. PMID:27826263
Social learning improves survivorship at a life-history transition.
Manassa, R P; McCormick, M I
2013-04-01
During settlement, one of the main threats faced by individuals relates to their ability to detect and avoid predators. Information on predator identities can be gained either through direct experience or from the observation and/or interaction with others, a process known as social learning. In this form of predator recognition, less experienced individuals learn from experienced members within the social group, without having to directly interact with a predator. In this study, we examined the role of social learning in predator recognition in relation to the survival benefits for the damselfish, Pomacentrus wardi, during their settlement transition. Specifically, our experiments aimed to determine if P. wardi are capable of transmitting the recognition of the odour of a predator, Pseudochromis fuscus, to conspecifics. The experiment also examined whether there was a difference in the rate of survival between individuals that directly learnt the predator odour and those which acquired the information through social learning compared to naïve individuals. Results show that naïve P. wardi are able to learn a predator's identity from experienced individuals via social learning. Furthermore, survival between individuals that directly learnt the predator's identity and those that learnt through social learning did not significantly differ, with fish from both treatments surviving at least five times better than controls. These results demonstrate that experience may play a vital role in determining the outcome of predator-prey interactions, highlighting that social learning improves the ability of prey to avoid and/or escape predation at a life-history transition.
ERIC Educational Resources Information Center
Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.
2018-01-01
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
ERIC Educational Resources Information Center
Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen
2016-01-01
In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…
ERIC Educational Resources Information Center
Ravi, R.; Malathy, V. A.
2010-01-01
Instructional technology is a growing field which uses technology as a means to solve teaching and learning challenges, both in the classroom and outside the classroom that is in distance learning environments. Multimedia is an interactive instructional technology used in the classroom for teaching learning process has a wide significance to the…
Narrative-Based Interactive Learning Environments from Modelling Reasoning
ERIC Educational Resources Information Center
Yearwood, John; Stranieri, Andrew
2007-01-01
Narrative and story telling has a long history of use in structuring, organising and communicating human experience. This paper describes a narrative based interactive intelligent learning environment which aims to elucidate practical reasoning using interactive emergent narratives that can be used in training novices in decision making. Its…
ERIC Educational Resources Information Center
Chang, Hsin-Yi
2017-01-01
Two investigations were conducted in this study. In the first experiment, the effects of two types of interactivity with a computer simulation were compared: experimentation versus observation interactivity. Experimentation interactivity allows students to use simulations to conduct virtual experiments, whereas observation interactivity allows…
Seckman, Charlotte
A key element to online learning is the ability to create a sense of presence to improve learning outcomes. This quasi-experimental study evaluated the impact of interactive video communication versus text-based feedback and found a significant difference between the 2 groups related to teaching, social, and cognitive presence. Recommendations to enhance presence should focus on providing timely feedback, interactive learning experiences, and opportunities for students to establish relationships with peers and faculty.
NASA Astrophysics Data System (ADS)
Zamorano, M.; Rodríguez, M. L.; Ramos-Ridao, A. F.; Pasadas, M.; Priego, I.
The Area of Environmental Technology in Department of Civil Engineering has developed an innovation education project, entitled Application of new Information and Communication Technologies in Area of Environmental Technology teaching, to create a Web site that benefits both parties concerned in teaching-learning process, teachers and students. Here teachers conduct a supervised teaching and students have necessary resources to guide their learning process according to their capacities and possibilities. The project has also included a pilot experience to introduce European Space of Higher Education (ESHE) new teaching concept based on student's work, in one subject of Environmental Science degree, considering interactive learning complementary to presence teaching. The experience has showed strength and weakness of the method and it is the beginning in a gradual process to guide e-learning education in future.
Leveraging Computer-Mediated Communication Technologies to Enhance Interactions in Online Learning
ERIC Educational Resources Information Center
Wright, Linda J.
2011-01-01
Computer-mediated communication (CMC) technologies have been an integral part of distance education for many years. They are found in both synchronous and asynchronous platforms and are intended to enhance the learning experience for students. CMC technologies add an interactive element to the online learning environment. The findings from this…
An Interactive Robotic Fish Exhibit for Designed Settings in Informal Science Learning
ERIC Educational Resources Information Center
Phamduy, Paul; Leou, Mary; Milne, Catherine; Porfiri, Maurizio
2017-01-01
Informal science learning aims to improve public understanding of STEM. Free-choice learners can be engaged in a wide range of experiences, ranging from watching entertaining educational videos to actively participating in hands-on projects. Efforts in informal science learning are often gauged by their ability to elicit interaction, to foster…
"Scaffolding" through Talk in Groupwork Learning
ERIC Educational Resources Information Center
Panselinas, Giorgos; Komis, Vassilis
2009-01-01
In the present study, we develop and deploy a conceptual framework of "scaffolding" in groupwork learning, through the analysis of the pursuit of a learning goal over time. The analysis follows individuals' different experiences of an interaction as well as collective experiences, considering individual attainment as a result of a bi-directional…
The Complex Experience of Learning to Do Research
ERIC Educational Resources Information Center
Emo, Kenneth; Emo, Wendy; Kimn, Jung-Han; Gent, Stephen
2015-01-01
This article examines how student learning is a product of the experiential interaction between person and environment. We draw from the theoretical perspective of complexity to shed light on the emergent, adaptive, and unpredictable nature of students' learning experiences. To understand the relationship between the environment and the student…
Roelle, Julian; Müller, Claudia; Roelle, Detlev; Berthold, Kirsten
2015-01-01
Although instructional explanations are commonly provided when learners are introduced to new content, they often fail because they are not integrated into effective learning activities. The recently introduced active-constructive-interactive framework posits an effectiveness hierarchy in which interactive learning activities are at the top; these are then followed by constructive and active learning activities, respectively. Against this background, we combined instructional explanations with different types of prompts that were designed to elicit these learning activities and tested the central predictions of the active-constructive-interactive framework. In Experiment 1, N = 83 students were randomly assigned to one of four combinations of instructional explanations and prompts. To test the active < constructive learning hypothesis, the learners received either (1) complete explanations and engaging prompts designed to elicit active activities or (2) explanations that were reduced by inferences and inference prompts designed to engage learners in constructing the withheld information. Furthermore, in order to explore how interactive learning activities can be elicited, we gave the learners who had difficulties in constructing the prompted inferences adapted remedial explanations with either (3) unspecific engaging prompts or (4) revision prompts. In support of the active < constructive learning hypothesis, we found that the learners who received reduced explanations and inference prompts outperformed the learners who received complete explanations and engaging prompts. Moreover, revision prompts were more effective in eliciting interactive learning activities than engaging prompts. In Experiment 2, N = 40 students were randomly assigned to either (1) a reduced explanations and inference prompts or (2) a reduced explanations and inference prompts plus adapted remedial explanations and revision prompts condition. In support of the constructive < interactive learning hypothesis, the learners who received adapted remedial explanations and revision prompts as add-ons to reduced explanations and inference prompts acquired more conceptual knowledge.
Roelle, Julian; Müller, Claudia; Roelle, Detlev; Berthold, Kirsten
2015-01-01
Although instructional explanations are commonly provided when learners are introduced to new content, they often fail because they are not integrated into effective learning activities. The recently introduced active-constructive-interactive framework posits an effectiveness hierarchy in which interactive learning activities are at the top; these are then followed by constructive and active learning activities, respectively. Against this background, we combined instructional explanations with different types of prompts that were designed to elicit these learning activities and tested the central predictions of the active-constructive-interactive framework. In Experiment 1, N = 83 students were randomly assigned to one of four combinations of instructional explanations and prompts. To test the active < constructive learning hypothesis, the learners received either (1) complete explanations and engaging prompts designed to elicit active activities or (2) explanations that were reduced by inferences and inference prompts designed to engage learners in constructing the withheld information. Furthermore, in order to explore how interactive learning activities can be elicited, we gave the learners who had difficulties in constructing the prompted inferences adapted remedial explanations with either (3) unspecific engaging prompts or (4) revision prompts. In support of the active < constructive learning hypothesis, we found that the learners who received reduced explanations and inference prompts outperformed the learners who received complete explanations and engaging prompts. Moreover, revision prompts were more effective in eliciting interactive learning activities than engaging prompts. In Experiment 2, N = 40 students were randomly assigned to either (1) a reduced explanations and inference prompts or (2) a reduced explanations and inference prompts plus adapted remedial explanations and revision prompts condition. In support of the constructive < interactive learning hypothesis, the learners who received adapted remedial explanations and revision prompts as add-ons to reduced explanations and inference prompts acquired more conceptual knowledge. PMID:25853629
ERIC Educational Resources Information Center
Hadjerrouit, Said
2011-01-01
Most software tools that have been developed with the aim of helping students to learn school algebra have not yet achieved successful results in classroom. Almost all of them are menu-based systems that provide transformation rules in menus and buttons. Aplusix is a new interactive software tool for learning school algebra. In contrast to…
ERIC Educational Resources Information Center
Moreno, Roxana; Valdez, Alfred
2005-01-01
The cognitive load and learning effects of dual-code and interactivity--two multimedia methods intended to promote meaningful learning--were examined. In Experiment 1, college students learned about the causal chain of events leading to the process of lightning formation with a set of words and corresponding pictures (Group WP), pictures (Group…
ERIC Educational Resources Information Center
Martin-Beltrán, Melinda
2017-01-01
Peer interactions are central to student experiences and present tremendous opportunities for language learning and consequences for educational equity, yet these opportunities have often been unrecognized and under-examined. This special issue offers new perspectives examining the potential of peer interaction to foster language, literacy and…
ERIC Educational Resources Information Center
Blue, Elfreda; Tirotta, Rose
2011-01-01
Twenty-first century technology has changed the way tools are used to support and enhance learning and instruction. Cloud computing and interactive white boards, make it possible for learners to interact, simulate, collaborate, and document learning experiences and real world problem-solving. This article discusses how various technologies (blogs,…
NASA Astrophysics Data System (ADS)
Umam, K.; Mardi, S. N. S.; Hariadi, M.
2017-01-01
The recent popularity of internet messenger based smartphone technologies has motivated some university lecturers to use them for educational activities. These technologies have enormous potential to enhance the teaching and ubiquitous learning experience for smart campus development. However, the design ubiquitous learning model using interactive internet messenger group (IIMG) and empirical evidence that would favor a broad application of mobile and ubiquitous learning in smart campus settings to improve engagement and behavior is still limited. In addition, the expectation that mobile learning could improve engagement and behavior on smart campus cannot be confirmed because the majority of the reviewed studies followed instructions paradigms. This article aims to present ubiquitous learning model design and showing learners’ experiences in improved engagement and behavior using IIMG for learner-learner and learner-lecturer interactions. The method applied in this paper includes design process and quantitative analysis techniques, with the purpose of identifying scenarios of ubiquitous learning and realize the impressions of learners and lecturers about engagement and behavior aspect, and its contribution to learning.
Mikulincer, M
1986-12-01
Following the learned helplessness paradigm, I assessed in this study the effects of global and specific attributions for failure on the generalization of performance deficits in a dissimilar situation. Helplessness training consisted of experience with noncontingent failures on four cognitive discrimination problems attributed to either global or specific causes. Experiment 1 found that performance in a dissimilar situation was impaired following exposure to globally attributed failure. Experiment 2 examined the behavioral effects of the interaction between stable and global attributions of failure. Exposure to unsolvable problems resulted in reduced performance in a dissimilar situation only when failure was attributed to global and stable causes. Finally, Experiment 3 found that learned helplessness deficits were a product of the interaction of global and internal attribution. Performance deficits following unsolvable problems were recorded when failure was attributed to global and internal causes. Results were discussed in terms of the reformulated learned helplessness model.
Antonsson, H; Aström, S; Lundström, M; Graneheim, U H
2013-09-01
Communicative difficulties affect interactions between people with learning disabilities and their carers. Despite such difficulties, however, some carers seem to interact successfully with people who have limited ability to communicate verbally and exhibit challenging behaviour. This study aims to illuminate skilled interaction among carers working in special accommodations for people with learning disabilities. Interactions between 16 caregivers and 11 residents with learning disabilities were recorded on video. Verbal and non-verbal interaction skills among the carers were identified. Four caring situations with people with learning disabilities were chosen to illuminate skilled interaction. The transcribed text was subjected to qualitative content analysis and core stories were created. The results show that skilled interaction between the carers and the people with learning disabilities is based upon being confirming, sharing daily life experience, giving time and space, and using congruent and distinct language. In this paper we present examples that offer concrete suggestions of how to promote successful interaction and create meaning in the shared day-to-day life in special accommodations for people with learning disabilities. © 2012 John Wiley & Sons Ltd.
Online Chemistry Modules: Interaction and Effective Faculty Facilitation
ERIC Educational Resources Information Center
Slocum, Laura E.; Towns Marcy Hamby; Zielinski, Theresa Julia
2004-01-01
Computer supported collaborative learning, cooperative learning combined with electronic communication, physical chemistry online modules, use of discussion boards, its advantages and limitations are experimented and discussed. The most important finding is the example of effective online faculty facilitation and interaction.
A Case Study of Using a Social Annotation Tool to Support Collaboratively Learning
ERIC Educational Resources Information Center
Gao, Fei
2013-01-01
The purpose of the study was to understand student interaction and learning supported by a collaboratively social annotation tool--Diigo. The researcher examined through a case study how students participated and interacted when learning an online text with the social annotation tool--Diigo, and how they perceived their experience. The findings…
"If You Went Out It Would Stick": Irish Children's Learning in Their Local Environments
ERIC Educational Resources Information Center
Pike, Susan
2011-01-01
This paper reports on the findings of a research project investigating children's experiences of their local environments. Children's experiences of spaces and places and the interaction of such experiences and their learning were investigated, using mixed research methods, informed by phenomenological and participatory methodologies. Through…
Exploring the use of tablet PCs in veterinary medical education: opportunity or obstacle?
Wang, Hong; Rush, Bonnie R; Wilkerson, Melinda; van der Merwe, Deon
2014-01-01
A tablet PC is a laptop computer with a touch screen and a digital pen or stylus that can be used for handwritten notes and drawings. The use of tablet PCs has been investigated in many disciplines such as engineering, mathematics, science, and education. The purpose of this article is to explore student and faculty attitudes toward and experiences with tablet PCs 6 years after the implementation of a tablet PC program in the College of Veterinary Medicine (CVM) at Kansas State University (K-State). This study reports that the use of tablet PCs has enhanced students' learning experiences through learner-interface interaction, learner-content interaction, learner-instructor interaction, and learner-learner interaction. This study also identifies digital distraction as the major negative experience with tablet PCs during class time. The tablet PC program provides CVM faculty the potential to pursue technology integration strategies that support expected learning outcomes and provides students the potential to develop self-monitoring and self-discipline skills that support learning with digital technologies.
Jamin, Gaston; Luyten, Tom; Delsing, Rob; Braun, Susy
2017-10-17
Interactive art installations might engage nursing home residents with dementia. The main aim of this article was to describe the challenging design process of an interactive artwork for nursing home residents, in co-creation with all stakeholders and to share the used methods and lessons learned. This process is illustrated by the design of the interface of VENSTER as a case. Nursing home residents from the psychogeriatric ward, informal caregivers, client representatives, health care professionals and members of the management team were involved in the design process, which consisted of three phases: (1) identify requirements, (2) develop a prototype and (3) conduct usability tests. Several methods were used (e.g. guided co-creation sessions, "Wizard of Oz"). Each phase generated "lessons learned", which were used as the departure point of the next phase. Participants hardly paid attention to the installation and interface. There, however, seemed to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). "Fifteen lessons learned" which can potentially assist the design of an interactive artwork for nursing home residents suffering from dementia were derived from the design process. This description provides tools and best practices for stakeholders to make (better) informed choices during the creation of interactive artworks. It also illustrates how co-design can make the difference between designing a pleasurable experience and a meaningful one. Implications for rehabilitation Co-design with all stakeholders can make the difference between designing a pleasurable experience and a meaningful one. There seems to be an untapped potential for creating an immersive experience by focussing more on the content itself as an interface (e.g. creating specific scenes with cues for interaction, scenes based on existing knowledge or prior experiences). Content as an interface proved to be a crucial part of the overall user experience. The case-study provides tools and best practices (15 "lessons learned") for stakeholders to make (better) informed choices during the creation of interactive artworks.
Victoroff, Kristin Zakariasen; Hogan, Sarah
2006-02-01
Students' views of their educational experience can be an important source of information for curriculum assessment. Although quantitative methods, particularly surveys, are frequently used to gather such data, fewer studies have employed qualitative methods to examine students' dental education experiences. The purpose of this study is to explore characteristics of effective learning experiences in dental school using a qualitative method. All third-year (seventy) and fourth-year (seventy) dental students enrolled in one midwestern dental school were invited to participate. Fifty-three dental students (thirty-five male and eighteen female; thirty-two third-year and twenty-one fourth-year) were interviewed using a critical incident interview technique. Each student was asked to describe a specific, particularly effective learning incident that he or she had experienced in dental school and a specific, particularly ineffective learning incident, for comparison. Each interview was audiotaped. Students were assured that only the interviewer and one additional researcher would have access to the tapes. Data analysis resulted in identification of key themes in the data describing characteristics of effective learning experiences. The following characteristics of effective learning experiences were identified: 1) instructor characteristics (personal qualities, "checking-in" with students, and an interactive style); 2) characteristics of the learning process (focus on the "big picture," modeling and demonstrations, opportunities to apply new knowledge, high-quality feedback, focus, specificity and relevance, and peer interactions); and 3) learning environment (culture of the learning environment, technology). Common themes emerged across a wide variety of learning incidents. Although additional research is needed, the characteristics of effective learning experiences identified in this study may have implications for individual course design and for the dental school curriculum as a whole.
ERIC Educational Resources Information Center
Karatas, Sercin; Simsek, Nurettin
2009-01-01
The purpose of this study is to determine whether "equivalent learning experiences" ensure equivalency, in the Internet-based and face-to-face interaction methods on learning results and student satisfaction. In the experimental process of this study, the effect of the Internet-based and face-to-face learning on the equivalency in…
Collins, Anne G E; Albrecht, Matthew A; Waltz, James A; Gold, James M; Frank, Michael J
2017-09-15
When studying learning, researchers directly observe only the participants' choices, which are often assumed to arise from a unitary learning process. However, a number of separable systems, such as working memory (WM) and reinforcement learning (RL), contribute simultaneously to human learning. Identifying each system's contributions is essential for mapping the neural substrates contributing in parallel to behavior; computational modeling can help to design tasks that allow such a separable identification of processes and infer their contributions in individuals. We present a new experimental protocol that separately identifies the contributions of RL and WM to learning, is sensitive to parametric variations in both, and allows us to investigate whether the processes interact. In experiments 1 and 2, we tested this protocol with healthy young adults (n = 29 and n = 52, respectively). In experiment 3, we used it to investigate learning deficits in medicated individuals with schizophrenia (n = 49 patients, n = 32 control subjects). Experiments 1 and 2 established WM and RL contributions to learning, as evidenced by parametric modulations of choice by load and delay and reward history, respectively. They also showed interactions between WM and RL, where RL was enhanced under high WM load. Moreover, we observed a cost of mental effort when controlling for reinforcement history: participants preferred stimuli they encountered under low WM load. Experiment 3 revealed selective deficits in WM contributions and preserved RL value learning in individuals with schizophrenia compared with control subjects. Computational approaches allow us to disentangle contributions of multiple systems to learning and, consequently, to further our understanding of psychiatric diseases. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.
Data Analysis Tools and Methods for Improving the Interaction Design in E-Learning
ERIC Educational Resources Information Center
Popescu, Paul Stefan
2015-01-01
In this digital era, learning from data gathered from different software systems may have a great impact on the quality of the interaction experience. There are two main directions that come to enhance this emerging research domain, Intelligent Data Analysis (IDA) and Human Computer Interaction (HCI). HCI specific research methodologies can be…
E-Learning. Trends and Issues Alert.
ERIC Educational Resources Information Center
Imel, Susan
Electronic learning, also known as e-learning, is generally defined as instruction and learning experiences that are delivered via electronic technology such as the Internet, audiotape and videotape, satellite broadcast, interactive television, and CD-ROM. Web-based learning, computer-based learning, and virtual classrooms are some of the…
Veen, Mario; de la Croix, Anne
2016-01-01
PHENOMENON: In higher education, reflection sessions are often used when participants learn in the workplace. In the Netherlands, all General Practitioner training programs include regular meetings called Exchange of Experiences, in which General Practitioner trainees are expected to learn collaboratively from their own and one another's experiences. Despite this being common practice, we found little research into the structure and process of these sessions. The purpose of this study is to describe the structure and characteristics of group reflection by describing transitions in interactions. We aim to describe the tutor's role in some detail, as this could lead to faculty development. In medical education, reflection is often approached from a cognitive perspective. However, learning in a group is also an interactional achievement. It is therefore relevant to study the sequential nature of group interaction in collaborative reflective practice. We have used conversation analysis to study the reflection meetings, zooming in on the transition between case presentation and discussion, focusing on the role of each of the participants in these transitions. The transitions were conversationally complex. Three interactional aspects recurred in the meetings. First, the transitions can be characterized as ambiguous, as there is ambiguity about what will happen next and the floor is open. Second, transitions are an arena for negotiations between case presenter, participants, and tutors, in which knowledge and the right to take the floor (epistemics) play an important part. Third, the tutor can have different interactional roles, namely, that of teacher, expert, facilitator, and active participant. The role of the tutor is important as the tutor's interactional behavior is part of the hidden curriculum. Insights: Conversation analysis focuses on the interaction in group learning and shows how the interaction is part of what is learned and how learning takes place. Transitions are the "messy" moments in interaction yet can tell a lot about the way in which group participants relate to one another. Being conscious of how the floor is taken, the tutor's roles, and the way negotiations take place could help medical educators in the way they shape collaborative learning sessions.
Waismeyer, Anna; Meltzoff, Andrew N
2017-10-01
Infants learn about cause and effect through hands-on experience; however, they also can learn about causality simply from observation. Such observational causal learning is a central mechanism by which infants learn from and about other people. Across three experiments, we tested infants' observational causal learning of both social and physical causal events. Experiment 1 assessed infants' learning of a physical event in the absence of visible spatial contact between the causes and effects. Experiment 2 developed a novel paradigm to assess whether infants could learn about a social causal event from third-party observation of a social interaction between two people. Experiment 3 compared learning of physical and social events when the outcomes occurred probabilistically (happening some, but not all, of the time). Infants demonstrated significant learning in all three experiments, although learning about probabilistic cause-effect relations was most difficult. These findings about infant observational causal learning have implications for children's rapid nonverbal learning about people, things, and their causal relations. Copyright © 2017 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Mosser, Brent Steven
2010-01-01
A quasi-experiment was carried out in a college success strategies course to evaluate the impact of structured interpersonal interaction on undergraduate students' Academic Engagement and Academic Achievement. The course, EPL 259: Individual Learning and Motivation, employs a blended learning instructional model that requires students to spend the…
The Use of Flexible, Interactive, Situation-Focused Software for the E-Learning of Mathematics.
ERIC Educational Resources Information Center
Farnsworth, Ralph Edward
This paper discusses the classroom, home, and distance use of new, flexible, interactive, application-oriented software known as Active Learning Suite. The actual use of the software, not just a controlled experiment, is reported on. Designed for the e-learning of university mathematics, the program was developed by a joint U.S.-Russia team and…
ERIC Educational Resources Information Center
Waldecker, Gary T.
2011-01-01
This study explored how social structure and cultural values dynamically interact in collective learning between two religious organizations cooperating in a joint project. It further explored the enablers of and impediments to collective learning in this context. The study employed the theoretical framework provided by the Organizational Learning…
Different levels of learning interact to shape the congruency sequence effect.
Weissman, Daniel H; Hawks, Zoë W; Egner, Tobias
2016-04-01
The congruency effect in distracter interference tasks is often reduced after incongruent relative to congruent trials. Moreover, this congruency sequence effect (CSE) is influenced by learning related to concrete stimulus and response features as well as by learning related to abstract cognitive control processes. There is an ongoing debate, however, over whether interactions between these learning processes are best explained by an episodic retrieval account, an adaptation by binding account, or a cognitive efficiency account of the CSE. To make this distinction, we orthogonally manipulated the expression of these learning processes in a novel factorial design involving the prime-probe arrow task. In Experiment 1, these processes interacted in an over-additive fashion to influence CSE magnitude. In Experiment 2, we replicated this interaction while showing it was not driven by conditional differences in the size of the congruency effect. In Experiment 3, we ruled out an alternative account of this interaction as reflecting conditional differences in learning related to concrete stimulus and response features. These findings support an episodic retrieval account of the CSE, in which repeating a stimulus feature from the previous trial facilitates the retrieval and use of previous-trial control parameters, thereby boosting control in the current trial. In contrast, they do not fit with (a) an adaptation by binding account, in which CSE magnitude is directly related to the size of the congruency effect, or (b) a cognitive efficiency account, in which costly control processes are recruited only when behavioral adjustments cannot be mediated by low-level associative mechanisms. (c) 2016 APA, all rights reserved).
Anatomy by whole body dissection: a focus group study of students' learning experience.
Burgess, Annette; Ramsey-Stewart, George
2015-01-01
The social construction of knowledge within medical education is essential for learning. Students' interactions within groups and associated learning artifacts can meaningfully impact learning. Situated cognition theory poses that knowledge, thinking, and learning are located in experience. In recent years, there has been a reported decline in time spent on anatomy by whole body dissection (AWBD) within medical programs. However, teaching by surgeons in AWBD provides unique opportunities for students, promoting a deeper engagement in learning. In this study, we apply situated cognition theory as a conceptual framework to explore students' perceptions of their learning experience within the 2014 iteration of an 8-week elective AWBD course. At the end of the course, all students (n=24) were invited to attend one of three focus groups. Framework analysis was used to code and categorize data into themes. In total, 20/24 (83%) students participated in focus groups. Utilizing situated cognition theory as a conceptual framework, we illustrate students' learning experiences within the AWBD course. Students highlighted opportunities to create and reinforce their own knowledge through active participation in authentic dissection tasks; guidance and clinical context provided by surgeons as supervisors; and the provision of an inclusive learning community. Situated cognition theory offers a valuable lens through which to view students' learning experience in the anatomy dissection course. By doing so, the importance of providing clinical relevance to medical teaching is highlighted. Additionally, the value of having surgeons teach AWBD and the experience they share is illustrated. The team learning course design, with varying teaching methods and frequent assessments, prompting student-student and student-teacher interaction, was also beneficial for student learning.
ERIC Educational Resources Information Center
Speed, Caroline J.; Kleiner, Adina; Macaulay, Janet O.
2015-01-01
This study explored student learning and engagement in a novel cross-disciplinary education program, in particular whether medical students learning experiences can be enhanced through interaction and exchange of knowledge with students of varying disciplines. The program, entitled AnaRtomy, studies the historical relationship between art and…
ERIC Educational Resources Information Center
Yee Chief, Irene Mary
2012-01-01
An increasing number of higher education learners are using online learning. The purpose of this exploratory study was to examine non-traditional learners' perceptions and experiences of online learning at a public Historically Black College or University (HBCU). This study examined learners' interactivity with peers, teachers,…
The Experiences of Students with Learning Disabilities in a Higher Education Virtual Campus
ERIC Educational Resources Information Center
Hollins, Nancy; Foley, Alan R.
2013-01-01
Institutions of higher education are increasingly asking students to use the online environment, or virtual campus, when carrying out business related to college life. In this paper, we report findings from a study conducted to learn more about the experiences of college students with learning disabilities as they interacted with this virtual…
Culturally Diverse Cohorts: The Exploration of Learning in Context and Community
ERIC Educational Resources Information Center
Callaghan, Carolyn M.
2012-01-01
This dissertation explores the experiences of culturally diverse interactions and learning in adult cohorts. A cohort is defined as a group of students who enter a program of study together and complete a series of common learning experiences during a specified period of time (Saltiel & Russo, 2001). There is much research on the general use,…
Measuring Flow Experience in an Immersive Virtual Environment for Collaborative Learning
ERIC Educational Resources Information Center
van Schaik, P.; Martin, S.; Vallance, M.
2012-01-01
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…
A Development of Game-Based Learning Environment to Activate Interaction among Learners
NASA Astrophysics Data System (ADS)
Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio
Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.
Ubiquitous Learning Environments in Higher Education: A Scoping Literature Review
ERIC Educational Resources Information Center
Virtanen, Mari Aulikki; Haavisto, Elina; Liikanen, Eeva; Kääriäinen, Maria
2018-01-01
Ubiquitous learning and the use of ubiquitous learning environments heralds a new era in higher education. Ubiquitous learning environments enhance context-aware and seamless learning experiences available from any location at any time. They support smooth interaction between authentic and digital learning resources and provide personalized…
ERIC Educational Resources Information Center
Fisch, Audrey A.; Bennett, Deborah J.
2011-01-01
This article describes a case study using an electronic learning platform for creating an interactive learning community through asynchronous discussion to enhance the initial field experience of secondary math and English teacher candidates enrolled in Field Experience. We identified three problems with the field experience course--lack of…
2014-01-01
Technological developments are impacting on many aspects of life, including education. One particular area of technology where there is growing interest within higher education institutions (HEIs) offering healthcare training is the use of simulators. The literature shows diverging views on the role of simulated learning in healthcare and further evaluation is needed to explore the quality of learning opportunities that are offered, and their effectiveness in the preparation of students for clinical practice. A qualitative study was undertaken, using interviews to explore the experiences of a group of sonography students after interacting with an ultrasound simulator. Simulation was positively evaluated by students in this study. The findings confirm that simulated learning enables students to be interactive learners rather than being passive recipients of knowledge. Simulated learning provides learning opportunities in a risk free environment, which reduces stress for the student and potential harm to patients. Confidence levels were increased, thereby improving future clinical scanning experiences for both the student and their patients. Suggestions were made for the more effective integration of simulated learning into the curriculum. Continued research into simulation, teaching and learning practices needs to occur if we are to ensure maximum advantage of the simulation experience. PMID:27433215
On learning science and pseudoscience from prime-time television programming
NASA Astrophysics Data System (ADS)
Whittle, Christopher Henry
The purpose of the present dissertation is to determine whether the viewing of two particular prime-time television programs, ER and The X-Files, increases viewer knowledge of science and to identify factors that may influence learning from entertainment television programming. Viewer knowledge of scientific dialogue from two science-based prime-time television programs, ER, a serial drama in a hospital emergency room and The X-Files, a drama about two Federal Bureau of Investigation agents who pursue alleged extraterrestrial life and paranormal activity, is studied. Level of viewing, education level, science education level, experiential factors, level of parasocial interaction, and demographic characteristics are assessed as independent variables affecting learning from entertainment television viewing. The present research involved a nine-month long content analysis of target television program dialogue and data collection from an Internet-based survey questionnaire posted to target program-specific on-line "chat" groups. The present study demonstrated that entertainment television program viewers incidentally learn science from entertainment television program dialogue. The more they watch, the more they learn. Viewing a pseudoscientific fictional television program does necessarily influence viewer beliefs in pseudoscience. Higher levels of formal science study are reflected in more science learning and less learning of pseudoscience from entertainment television program viewing. Pseudoscience learning from entertainment television programming is significantly related to experience with paranormal phenomena, higher levels of viewer parasocial interaction, and specifically, higher levels of cognitive parasocial interaction. In summary, the greater a viewer's understanding of science the more they learn when they watch their favorite science-based prime-time television programs. Viewers of pseudoscience-based prime-time television programming with higher levels of paranormal experiences and parasocial interaction demonstrate cognitive interest in and learning of their favorite television program characters ideas and beliefs. What television viewers learn from television is related to what they bring to the viewing experience. Television viewers are always learning, even when their intentions are to simply relax and watch the tube.
Participate or Observe? Effects of Economic Classroom Experiments on Students' Economic Literacy
ERIC Educational Resources Information Center
Grol, Roel; Sent, Esther-Mirjam; de Vries, Bregje
2017-01-01
Economic classroom experiments are controlled interactive learning exercises targeting the comprehension of economic concepts in an inductive way. Aiming at increasing students' knowledge of economic concepts, two types of economic classroom experiments are examined in a sample of 134 secondary school students. In the interactive research…
NASA LIVE Creating a Global Classroom
ERIC Educational Resources Information Center
Townes-Young, Katrina L.; Ewing, Virginia R.
2005-01-01
This article describes NASA LIVE (Learning through Interactive Videoconferencing Experiences), a free series of videoconferencing programs produced by NASA's Langley Center for Distance Learning in Hampton, Virginia. NASA LIVE is designed for K-12 educators and students, allowing teachers and students to interact with NASA experts in a virtual…
ZAPs: Using Interactive Programs for Learning Psychology
ERIC Educational Resources Information Center
Hulshof, Casper D.; Eysink, Tessa H. S.; Loyens, Sofie; de Jong, Ton
2005-01-01
ZAPs are short, self-contained computer programs that encourage students to experience psychological phenomena in a vivid, self-explanatory way, and that are meant to evoke enthusiasm about psychological topics. ZAPs were designed according to principles that originate from experiential and discovery learning theories. The interactive approach…
Neural Mechanism for Stochastic Behavior During a Competitive Game
Soltani, Alireza; Lee, Daeyeol; Wang, Xiao-Jing
2006-01-01
Previous studies have shown that non-human primates can generate highly stochastic choice behavior, especially when this is required during a competitive interaction with another agent. To understand the neural mechanism of such dynamic choice behavior, we propose a biologically plausible model of decision making endowed with synaptic plasticity that follows a reward-dependent stochastic Hebbian learning rule. This model constitutes a biophysical implementation of reinforcement learning, and it reproduces salient features of behavioral data from an experiment with monkeys playing a matching pennies game. Due to interaction with an opponent and learning dynamics, the model generates quasi-random behavior robustly in spite of intrinsic biases. Furthermore, non-random choice behavior can also emerge when the model plays against a non-interactive opponent, as observed in the monkey experiment. Finally, when combined with a meta-learning algorithm, our model accounts for the slow drift in the animal’s strategy based on a process of reward maximization. PMID:17015181
Effects of Direct Social Experience on Trust Decisions and Neural Reward Circuitry
Fareri, Dominic S.; Chang, Luke J.; Delgado, Mauricio R.
2012-01-01
The human striatum is integral for reward-processing and supports learning by linking experienced outcomes with prior expectations. Recent endeavors implicate the striatum in processing outcomes of social interactions, such as social approval/rejection, as well as in learning reputations of others. Interestingly, social impressions often influence our behavior with others during interactions. Information about an interaction partner’s moral character acquired from biographical information hinders updating of expectations after interactions via top down modulation of reward circuitry. An outstanding question is whether initial impressions formed through experience similarly modulate the ability to update social impressions at the behavioral and neural level. We investigated the role of experienced social information on trust behavior and reward-related BOLD activity. Participants played a computerized ball-tossing game with three fictional partners manipulated to be perceived as good, bad, or neutral. Participants then played an iterated trust game as investors with these same partners while undergoing fMRI. Unbeknownst to participants, partner behavior in the trust game was random and unrelated to their ball-tossing behavior. Participants’ trust decisions were influenced by their prior experience in the ball-tossing game, investing less often with the bad partner compared to the good and neutral. Reinforcement learning models revealed that participants were more sensitive to updating their beliefs about good and bad partners when experiencing outcomes consistent with initial experience. Increased striatal and anterior cingulate BOLD activity for positive versus negative trust game outcomes emerged, which further correlated with model-derived prediction error learning signals. These results suggest that initial impressions formed from direct social experience can be continually shaped by consistent information through reward learning mechanisms. PMID:23087604
ERIC Educational Resources Information Center
White, Jacie; Caniglia, Cynthia; McLaughlin, T. F.; Bianco, LeAnn
2018-01-01
One of the many challenges that children with learning disabilities (LD) experience, apart from academics, is severe deficits in the areas of social skills and peer relations. The learning of social skills and appropriate ways to interact with peers are crucial for school-aged children with learning disabilities. Without these skills, it can be…
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Lai, Chiu-Lin; Liang, Jyh-Chong; Chu, Hui-Chun; Tsai, Chin-Chung
2018-01-01
In this study, a one-year program was conducted to investigate the relationships between students' perceptions of mobile learning and their tendencies of peer interaction and higher-order thinking in issue-based mobile learning activities. To achieve the research objective, a survey consisting of eight scales, namely, usability, continuity,…
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…
Defense Acquisition Review Journal. Volume 16, Number 3, Issue 52
2009-10-01
This is also theorized to lead to increased ability for a student to transfer that learning experience into their everyday workplace experiences. In...hands-on, apprenticeship -type learning environment, increased motivation, and increased relevance for students through interactivity and...vation to learn and increasing perceived relevance of the instruction . This article covers the use of games and simulations in three different
Many Paths to Learning Software.
ERIC Educational Resources Information Center
Harp, Candice; And Others
1997-01-01
Respondents drawn from a sample of licensed software users rated experimenting and asking coworkers as the most useful ways to learn new software. Clerical workers preferred interaction with trainers; knowledge workers/managers relied on experience and coworkers. Dependent learners (n=49) preferred an instructor-directed approach; self-directed…
Creative Methodologies to Enhance Communication
ERIC Educational Resources Information Center
Kennedy, Lucille; Brewer, Gayle
2016-01-01
The experiences and opinions of people with learning disabilities are often ignored or devalued. Oral and life history projects allow individuals to communicate their own opinions and experiences. This process can lead to more meaningful interactions between those with learning disabilities and support workers. Whilst the interview techniques…
Students' Experiences of Learning in a Virtual Classroom
ERIC Educational Resources Information Center
Gedera, Dilani S. P.
2014-01-01
Online learning environments can offer learners opportunities for flexibility, interaction and collaboration distinctly different from face-to-face learning environments. However, the integration of educational technologies also presents challenges and concerns in relation to students' learning. This article attempts to develop a better…
An Analysis of Student Hypermedia Navigation and Learning
ERIC Educational Resources Information Center
Epp, Erik Minh
2010-01-01
As society's interactions with web technology mature from novelty to familiarity and finally into transparence for users, it becomes important to reexamine what modern students are taking from their experiences with educational technology. Students in a physical chemistry laboratory course interacted with a hypermedia learning environment as part…
Analyzing Multimodal Interaction within a Classroom Setting
ERIC Educational Resources Information Center
Moura, Heloisa
2006-01-01
Human interactions are multimodal in nature. From simple to complex forms of transferal of information, human beings draw on a multiplicity of communicative modes, such as intonation and gaze, to make sense of everyday experiences. Likewise, the learning process, either within traditional classrooms or Virtual Learning Environments, is shaped by…
Online Students' Perceptions of Interactive Tools to Support Postgraduate Learning of Mathematics
ERIC Educational Resources Information Center
Prieto, Elena; Holmes, Kathryn
2014-01-01
With the advent of new technologies, methods of blended learning are used in online mathematics classrooms to facilitate interactions and provide a richer experience for students. This paper analyses data obtained from practising teachers during their participation in two postgraduate mathematics courses. We conclude that discussion forum…
Bears. Interactive Animal Kit. Grades 1-3.
ERIC Educational Resources Information Center
Bernard, Robin
This kit was created to make learning about bears a fun and meaningful experience for teachers and students. It offers students opportunities to learn about favorite animals through an assortment of fun activities filled with information. The activities interact with science, language arts, critical thinking, music, social studies, math, art, and…
ERIC Educational Resources Information Center
Nottingham, Sara L.; Kasamatsu, Tricia M.; Montgomery, Melissa M.
2017-01-01
Context: Engaging clinical experiences that allow extensive active learning and patient care interactions are important for the professional development of athletic training students. Understanding students' use of clinical time is important when attempting to improve these experiences. Objective: To gain participants' perspectives on active…
Challenges of Using Learning Analytics Techniques to Support Mobile Learning
ERIC Educational Resources Information Center
Arrigo, Marco; Fulantelli, Giovanni; Taibi, Davide
2015-01-01
Evaluation of Mobile Learning remains an open research issue, especially as regards the activities that take place outside the classroom. In this context, Learning Analytics can provide answers, and offer the appropriate tools to enhance Mobile Learning experiences. In this poster we introduce a task-interaction framework, using learning analytics…
A Review of the Instructional Practices for Promoting Online Learning Communities
ERIC Educational Resources Information Center
Hung, Woei; Flom, Elicia; Manu, Jacob; Mahmoud, Enaz
2015-01-01
An effective learning community helps foster positive student learning experiences and outcomes. However, in distance learning environments, the communication barriers inevitably hinder the interaction among the students because of the lower levels of social presence. These barriers present challenges in building learning communities in an online…
Cuyvers, Katrien; Donche, Vincent; Van den Bossche, Piet
2016-05-01
The entrance of newly qualified medical specialists into daily practice is considered to be a stressful period in which curriculum support is absent. Although engaging in both personal and professional learning and development activities is recognized fundamental for lifelong professional competence, research on medical professionals' entrance into practice is scarce. This research aims to contribute to the framework of medical professionals' informal learning and outlines the results of an exploratory study on the nature of learning in daily practice beyond postgraduate training. Eleven newly qualified physicians from different specialized backgrounds participated in a phenomenographic study, using a critical incident method and a grounded theory approach. Results demonstrated that learning in the workplace is, to a large extent, informal and associated with a variety of learning experiences. Analysis shows that experiences related to diagnostics and treatments are important sources for learning. Furthermore, incidents related to communication, changing roles, policy and organization offer learning opportunities, and therefore categorized as learning experiences. A broad range of learning activities are identified in dealing with these learning experiences. More specifically, actively engaging in actions and interactions, especially with colleagues of the same specialty, are the most mentioned. Observing others, consulting written sources, and recognizing uncertainties, are also referred to as learning activities. In the study, interaction, solely or combined with other learning activities, are deemed as very important by specialists in the initial entrance into practice. These insights can be used to develop workplace structures to support the entrance into practice following postgraduate training.
A meta-analysis of outcomes from the use of computer-simulated experiments in science education
NASA Astrophysics Data System (ADS)
Lejeune, John Van
The purpose of this study was to synthesize the findings from existing research on the effects of computer simulated experiments on students in science education. Results from 40 reports were integrated by the process of meta-analysis to examine the effect of computer-simulated experiments and interactive videodisc simulations on student achievement and attitudes. Findings indicated significant positive differences in both low-level and high-level achievement of students who use computer-simulated experiments and interactive videodisc simulations as compared to students who used more traditional learning activities. No significant differences in retention, student attitudes toward the subject, or toward the educational method were found. Based on the findings of this study, computer-simulated experiments and interactive videodisc simulations should be used to enhance students' learning in science, especially in cases where the use of traditional laboratory activities are expensive, dangerous, or impractical.
Boosting compound-protein interaction prediction by deep learning.
Tian, Kai; Shao, Mingyu; Wang, Yang; Guan, Jihong; Zhou, Shuigeng
2016-11-01
The identification of interactions between compounds and proteins plays an important role in network pharmacology and drug discovery. However, experimentally identifying compound-protein interactions (CPIs) is generally expensive and time-consuming, computational approaches are thus introduced. Among these, machine-learning based methods have achieved a considerable success. However, due to the nonlinear and imbalanced nature of biological data, many machine learning approaches have their own limitations. Recently, deep learning techniques show advantages over many state-of-the-art machine learning methods in some applications. In this study, we aim at improving the performance of CPI prediction based on deep learning, and propose a method called DL-CPI (the abbreviation of Deep Learning for Compound-Protein Interactions prediction), which employs deep neural network (DNN) to effectively learn the representations of compound-protein pairs. Extensive experiments show that DL-CPI can learn useful features of compound-protein pairs by a layerwise abstraction, and thus achieves better prediction performance than existing methods on both balanced and imbalanced datasets. Copyright © 2016 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Rudolph, Alexander; Prather, E. E.; Brissenden, G.; Consiglio, D.; Gonzaga, V.
2010-01-01
This is the second in a series of reports on a national study of the teaching and learning of astronomy in general education, non-science major, introductory college astronomy courses (Astro 101). The results show dramatic improvement in student learning with increased use of interactive learning strategies even after controlling for individual student characteristics. In addition, we find that the positive effects of interactive learning strategies apply equally to men and women, across ethnicities, for students with all levels of prior mathematical preparation and physical science course experience, independent of GPA, and regardless of primary language. These results powerfully illustrate that all categories of students can benefit from the effective implementation of interactive learning strategies.
The Particular Aspects of Science Museum Exhibits That Encourage Students' Engagement
NASA Astrophysics Data System (ADS)
Shaby, Neta; Assaraf, Orit Ben-Zvi; Tal, Tali
2017-06-01
This research explores learning in science museums through the most common activity in a science museum—interaction with exhibits. The goal of this study was to characterize the learning behaviors exhibited by students as they engage with interactive exhibits in order to draw insight regarding the design of the exhibits. In order to do so, we used a qualitative method of observation as well as the Visitor Engagement Framework (VEF) model, a visitor-based framework for assessing visitors' learning experiences with exhibits in a science center setting. The combined method produced a framework of nine learning behaviors exhibited during the visitors' interaction with the exhibits, grouped into three categories that reflect increasing levels of engagement and depth of the learning experience. Our research participants consisted of a total 1800 students aged 10-12 (4th, 5th, and 6th graders) who came to the museum with their class for a day visit. We observed nine exhibits, each visited by 200 students. Our observations revealed several design elements that contribute to engagement with exhibits in science museums. For example, exhibits that have familiar activation encourage visitors' interaction, exhibits that facilitate social interaction are more likely to increase engagement, and the highest levels of engagement can be found in exhibits that support large groups.
Deep Interactive Learning with Sharkzor
DOE Office of Scientific and Technical Information (OSTI.GOV)
None
Sharkzor is a web application for machine-learning assisted image sort and summary. Deep learning algorithms are leveraged to infer, augment, and automate the user’s mental model. Initially, images uploaded by the user are spread out on a canvas. The user then interacts with the images to impute their mental model into the applications algorithmic underpinnings. Methods of interaction within Sharkzor’s user interface and user experience support three primary user tasks: triage, organize and automate. The user triages the large pile of overlapping images by moving images of interest into proximity. The user then organizes said images into meaningful groups. Aftermore » interacting with the images and groups, deep learning helps to automate the user’s interactions. The loop of interaction, automation, and response by the user allows the system to quickly make sense of large amounts of data.« less
ShapeShop: Towards Understanding Deep Learning Representations via Interactive Experimentation.
Hohman, Fred; Hodas, Nathan; Chau, Duen Horng
2017-05-01
Deep learning is the driving force behind many recent technologies; however, deep neural networks are often viewed as "black-boxes" due to their internal complexity that is hard to understand. Little research focuses on helping people explore and understand the relationship between a user's data and the learned representations in deep learning models. We present our ongoing work, ShapeShop, an interactive system for visualizing and understanding what semantics a neural network model has learned. Built using standard web technologies, ShapeShop allows users to experiment with and compare deep learning models to help explore the robustness of image classifiers.
Mthembu, Sindi Z; Mtshali, Fikile G
2013-01-01
Practices in higher education have been criticised for not developing and preparing students for the expertise required in real environments. Literature reports that educational programmes tend to favour knowledge conformation rather than knowledge construction; however, community service learning (CSL) is a powerful pedagogical strategy that encourages students to make meaningful connections between the content in the classroom and real-life experiences as manifested by the communities. Through CSL, learning is achieved by the active construction of knowledge supported by multiple perspectives within meaningful real contexts, and the social interactions amongst students are seen to play a critical role in the processes of learning and cognition. This article reflects facilitators’ perspective of the knowledge construction process as used with students doing community service learning in basic nursing programmes. The aim of this article was to conceptualise the phenomenon of knowledge construction and thereby provide educators with a shared meaning and common understanding, and to analyse the interaction strategies utilised by nurse educators in the process of knowledge construction in community service-learning programmes in basic nursing education. A qualitative research approach based on a grounded theory research design was used in this article. Two nursing education institutions were purposively selected. Structured interviews were conducted with 16 participants. The results revealed that the knowledge construction in community service-learning programmes is conceptualised as having specific determinants, including the use of authentic health-related problems, academic coaching through scaffolding, academic discourse-dialogue, interactive learning in communities of learners, active learning, continuous reflection as well as collaborative and inquiry-based learning. Upon completion of an experience, students create and test generated knowledge in different contextual health settings. It was concluded that knowledge is constructed by students as a result of their interaction with the communities in their socio-cultural context and is mediated by their prior concrete experiences. The implication of this is that students construct knowledge that can be applied in their future work places.
ERIC Educational Resources Information Center
Cowley, B.; Heikura, T.; Ravaja, N.
2013-01-01
In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect…
Interactive Lecture Experiments in Large Introductory Physics Classes
NASA Astrophysics Data System (ADS)
Milner-Bolotin, Marina M.; Kotlicki, A.; Rieger, G.; Bates, F.; Moll, R.; McPhee, K.; Nashon, S.
2006-12-01
We describe Interactive Lecture Experiments (ILE), which build on Interactive Lecture Demonstrations proposed by Sokoloff and Thornton (2004) and extends it by providing students with the opportunity to analyze experiments demonstrated in the lecture outside of the classroom. Real time experimental data is collected, using Logger Pro combined with the digital video technology. This data is uploaded to the Internet and made available to the students for further analysis. Student learning is assessed in the following lecture using conceptual questions (clickers). The goal of this project is to use ILE to make large lectures more interactive and promote student interest in science, critical thinking and data analysis skills. We report on the systematic study conducted using the Colorado Learning Attitudes about Science Survey, Force Concept Inventory, open-ended physics problems and focus group interviews to determine the impact of ILE on student academic achievement, motivation and attitudes towards physics. Three sections of students (750 students) experienced four ILE experiments. The surveys were administered twice and academic results for students who experienced the ILE for a particular topic were compared to the students, from a different section, who did not complete the ILE for that topic. Additional qualitative data on students’ attitudes was collected using open ended survey questions and interviews. We will present preliminary conclusions about the role of ILEs as an effective pedagogy in large introductory physics courses. Sokoloff, D.R. and R.K. Thornton (2004). Interactive Lecture Demonstrations: Active Learning in Introductory Physics, J.Wiley & Sons, INC. Interactive Lecture Experiments: http://www.physics.ubc.ca/ year1lab/p100/LectureLabs/lectureLabs.html
Interactions Quality in Moodle as Perceived by Learners and Its Relation with Some Variables
ERIC Educational Resources Information Center
Abdelraheem, Ahmed Yousif
2012-01-01
The aim of this study was to identify learners' perceptions of the quality of interaction in Moodle and investigate the effects of gender, grade point average (GPA), individualized learning experiences and their experiences in using Moodle factors in perceiving the quality of interaction. A questionnaire was used to collect data after being…
Blended Learning Approach for Enhancing Students' Learning Experiences in a Knowledge Society
ERIC Educational Resources Information Center
Suprabha, K.; Subramonian, G.
2015-01-01
Blended learning which, its name suggests, blends online learning with traditional methods of learning and development. It is a new instructional strategy, based on the non-linear and interactive features of the digital learning and instruction through the web. Exploring the literature review, the purpose of the study was to get a deeper…
LearnSmart, Adaptive Teaching, and Student Learning Effectiveness: An Empirical Investigation
ERIC Educational Resources Information Center
Sun, Qin; Abdourazakou, Yann; Norman, Thomas J.
2017-01-01
Facing the growing number of digital natives entering the classroom, business professors look for innovative ways to enhance the student learning experience. The authors focus on the online interactive learning tool LearnSmart (McGraw-Hill, New York, NY), and examine its impact on student learning effectiveness by testing the direct and indirect…
Tronchin, Daisy Maria Rizatto; Peres, Heloisa Helena Ciqueto; Lima, Antônio Fernandes Costa; Alavarce, Débora Cristina; Prata, Ana Paula; Santos, Margarida Reis; Aroldi, Juscilynne Barros da Costa
2015-12-01
Objective To describe the experience of planning and developing online refresher courses in nursing management for nurses in the contexts of Brazil and Portugal. Method The instructional design was based on meaningful learning theory, andragogy, and dialectical methodology, so it valued interaction between the actors, emphasizing the scenarios of practice and applying the concepts covered. The course structure is divided into nine theoretical units, four case studies, and an essay exam. Results The course was positively evaluated by the participants, who reported opportunities for acquisition of new knowledge, interaction and exchange of experiences, motivation to study the topics, and self-learning. Conclusion It is expected that description of this experience will stimulate proposals for new courses and programs in distance education modalities, improving the processes of teaching and learning so as to give support to future analyses of their impact on the development and enhancement of management skills in nursing.
Electronic Learning Communities: Issues and Practices.
ERIC Educational Resources Information Center
Reisman, Sorel, Ed.; Flores, John G., Ed.; Edge, Denzil, Ed.
This book provides information for researchers and practitioners on the current issues and best practices associated with electronic learning communities. Fourteen contributed chapters include: "Interactive Online Educational Experiences: E-volution of Graded Projects" (James Benjamin); "Hybrid Courses as Learning Communities"…
Using VITA Service Learning Experiences to Teach Hypothesis Testing and P-Value Analysis
ERIC Educational Resources Information Center
Drougas, Anne; Harrington, Steve
2011-01-01
This paper describes a hypothesis testing project designed to capture student interest and stimulate classroom interaction and communication. Using an online survey instrument, the authors collected student demographic information and data regarding university service learning experiences. Introductory statistics students performed a series of…
Getting Students Ready to Write: An Experiment in Online Teaching and Learning
ERIC Educational Resources Information Center
Poniatowski, Kelly
2012-01-01
A required writing mechanics course for mass communication students was moved online. A case study experiment manipulating the course design was conducted to determine effects on student engagement, learning, and satisfaction. Online designs with greater interactivity capabilities are positively associated with all three outcomes. These desirable…
Applying Culturally Responsive Pedagogy to the Vocational Training of Immigrants
ERIC Educational Resources Information Center
Wu, Ya-Ling
2016-01-01
Training and learning are the personal process in which individuals interact with social and cultural contexts. Immigrant trainees bring their early educational and life experiences into training classrooms, and their learning is strongly affected by their prior socialization and socio-cultural experiences. Therefore, it is necessary to provide…
Interactive Online Tools for Enhancing Student Learning Experiences in Remote Sensing
ERIC Educational Resources Information Center
Joyce, Karen E.; Boitshwarelo, Bopelo; Phinn, Stuart R.; Hill, Greg J. E.; Kelly, Gail D.
2014-01-01
The rapid growth in Information and Communications Technologies usage in higher education has provided immense opportunities to foster effective student learning experiences in geography. In particular, remote sensing lends itself to the creative utilization of multimedia technologies. This paper presents a case study of a remote sensing computer…
Understanding Children's Science Identity through Classroom Interactions
ERIC Educational Resources Information Center
Kim, Mijung
2018-01-01
Research shows that various stereotypes about science and science learning, such as science being filled with hard and dry content, laboratory experiments, and male-dominated work environments, have resulted in feelings of distance from science in students' minds. This study explores children's experiences of science learning and science identity.…
Creating a Storytelling Classroom for a Storytelling World
ERIC Educational Resources Information Center
Jones, Robert E.
2012-01-01
This article explores the value of storytelling in English language learning. Strong emphasis is placed on the role that stories of personal experience play in human interaction and how these natural conversations foster a better language learning experience. The author outlines a four-step approach to help students develop conversational skills…
NASA Astrophysics Data System (ADS)
Sayer, Ryan; Maries, Alexandru; Singh, Chandralekha
2017-06-01
Learning quantum mechanics is challenging, even for upper-level undergraduate and graduate students. Research-validated interactive tutorials that build on students' prior knowledge can be useful tools to enhance student learning. We have been investigating student difficulties with quantum mechanics pertaining to the double-slit experiment in various situations that appear to be counterintuitive and contradict classical notions of particles and waves. For example, if we send single electrons through the slits, they may behave as a "wave" in part of the experiment and as a "particle" in another part of the same experiment. Here we discuss the development and evaluation of a research-validated Quantum Interactive Learning Tutorial (QuILT) which makes use of an interactive simulation to improve student understanding of the double-slit experiment and strives to help students develop a good grasp of foundational issues in quantum mechanics. We discuss common student difficulties identified during the development and evaluation of the QuILT and analyze the data from the pretest and post test administered to the upper-level undergraduate and first-year physics graduate students before and after they worked on the QuILT to assess its effectiveness. These data suggest that on average, the QuILT was effective in helping students develop a more robust understanding of foundational concepts in quantum mechanics that defy classical intuition using the context of the double-slit experiment. Moreover, upper-level undergraduates outperformed physics graduate students on the post test. One possible reason for this difference in performance may be the level of student engagement with the QuILT due to the grade incentive. In the undergraduate course, the post test was graded for correctness while in the graduate course, it was only graded for completeness.
Using Low-Tech Interactions in the Chemistry Classroom to Engage Students in Active Learning
ERIC Educational Resources Information Center
Shaver, Michael P.
2010-01-01
Two complementary techniques to gauge student understanding and inspire interactive learning in the chemistry classroom are presented. Specifically, this article explores the use of student responses with their thumbs as an alternative to electronic-response systems and complementing these experiences with longer, task-based questions in an…
Cyber Peer-Led Team Learning (cPLTL): Development and Implementation
ERIC Educational Resources Information Center
Mauser, Kevin; Sours, John; Banks, Julianna; Newbrough, Randy; Janke, Tom; Shuck, Lorie; Zhu, Lin; Ammerman, Gina; Varma-Nelson, Pratibha
2011-01-01
The type and amount of student interaction with major socializing agents on campus--faculty and their peers--determine the impact of college on students. Much of the research on postsecondary education links the quality of peer interactions directly to student learning outcomes and satisfaction with the college experience, and Alexander Astin went…
Dual Learning Processes in Interactive Skill Acquisition
ERIC Educational Resources Information Center
Fu, Wai-Tat; Anderson, John R.
2008-01-01
Acquisition of interactive skills involves the use of internal and external cues. Experiment 1 showed that when actions were interdependent, learning was effective with and without external cues in the single-task condition but was effective only with the presence of external cues in the dual-task condition. In the dual-task condition, actions…
Auditory Learning Using a Portable Real-Time Vocoder: Preliminary Findings
ERIC Educational Resources Information Center
Casserly, Elizabeth D.; Pisoni, David B.
2015-01-01
Purpose: Although traditional study of auditory training has been in controlled laboratory settings, interest has been increasing in more interactive options. The authors examine whether such interactive training can result in short-term perceptual learning, and the range of perceptual skills it impacts. Method: Experiments 1 (N = 37) and 2 (N =…
A Resource-Oriented Functional Approach to English Language Learning
ERIC Educational Resources Information Center
Li, Jia
2018-01-01
This article reports on a case study that investigates the learning preferences and strategies of Chinese students learning English as a second language (ESL) in Canadian school settings. It focuses on the interaction between second language (L2) learning methods that the students have adopted from their previous learning experience in China and…
ERIC Educational Resources Information Center
Allan, George
1999-01-01
A student-centered learning model for a course on information systems project management consisted of individual study and group discussion with facilitator guidance. Data from session records, repertory grids, and a learning network diagram showed that interactive learning was more effective and students took responsibility, although some…
Maximize the Mobile Learning Interaction through Project-Based Learning Activities
ERIC Educational Resources Information Center
Sulisworo, Dwi; Santyasa, I. Wayan
2018-01-01
Mobile learning implementation at school is a must and meets what students currently need. To facilitate those conditions, teachers also need to have competencies in managing online learning. This research is a descriptive research to find out the experience of students who are prospective teachers when attending the mobile learning course…
A Predictive Study of Learner Attitudes Toward Open Learning in a Robotics Class
NASA Astrophysics Data System (ADS)
Avsec, Stanislav; Rihtarsic, David; Kocijancic, Slavko
2014-10-01
Open learning (OL) strives to transform teaching and learning by applying learning science and emerging technologies to increase student success, improve learning productivity, and lower barriers to access. OL of robotics has a significant growth rate in secondary and/or high schools, but failures exist. Little is known about why many users stop their OL after their initial experience. Previous research done under different task environments has suggested a variety of factors affecting user satisfaction with different types of OL. In this study, we tested a regression model for student satisfaction involving students' attitudes toward OL usage. A survey was conducted to investigate the critical factors affecting students' achievements and satisfaction in OL of robotics with use of own developed direct manipulation learning environment as learning context. A multiple regression analyses were carried out to investigate how different facets of students' expectations and experiences are related to perceived learning achievements and course satisfaction. Descriptive statistics and analysis of variance was performed to determine the effect of predictor variables to student satisfaction. The results demonstrate that students have significantly positive perceptions toward using OL of robotics as a learning-assisted tool. Furthermore, behavioral intention to use OL is influenced by perceived usefulness and self-efficacy. The following five major categories of satisfaction factors with OL course were revealed during analysis of the studies (effect sizes in parentheses): organization (0.69); implementation (0.61); professional content (0.53); interaction (0.43); self-efficacy (0.14). All these effect sizes were judged to be significant and large. The results also showed that learner-mentor/instructor interaction, learner-professional content interaction, and online and offline self-efficacy were good predictors of student satisfaction and course quality. Peer interactions and self-regulated learning have to be considered carefully. A learner-mentor/instructor and learner-professional content interaction are indicated as most significant interactions.
The ZAP Project: Designing Interactive Computer Tools for Learning Psychology
ERIC Educational Resources Information Center
Hulshof, Casper; Eysink, Tessa; de Jong, Ton
2006-01-01
In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…
Episodic Memory Encoding Interferes with Reward Learning and Decreases Striatal Prediction Errors
Braun, Erin Kendall; Daw, Nathaniel D.
2014-01-01
Learning is essential for adaptive decision making. The striatum and its dopaminergic inputs are known to support incremental reward-based learning, while the hippocampus is known to support encoding of single events (episodic memory). Although traditionally studied separately, in even simple experiences, these two types of learning are likely to co-occur and may interact. Here we sought to understand the nature of this interaction by examining how incremental reward learning is related to concurrent episodic memory encoding. During the experiment, human participants made choices between two options (colored squares), each associated with a drifting probability of reward, with the goal of earning as much money as possible. Incidental, trial-unique object pictures, unrelated to the choice, were overlaid on each option. The next day, participants were given a surprise memory test for these pictures. We found that better episodic memory was related to a decreased influence of recent reward experience on choice, both within and across participants. fMRI analyses further revealed that during learning the canonical striatal reward prediction error signal was significantly weaker when episodic memory was stronger. This decrease in reward prediction error signals in the striatum was associated with enhanced functional connectivity between the hippocampus and striatum at the time of choice. Our results suggest a mechanism by which memory encoding may compete for striatal processing and provide insight into how interactions between different forms of learning guide reward-based decision making. PMID:25378157
NASA Astrophysics Data System (ADS)
Thornton, Ronald
2010-10-01
Physics education research has shown that learning environments that engage students and allow them to take an active part in their learning can lead to large conceptual gains compared to traditional instruction. Examples of successful curricula and methods include Peer Instruction, Just in Time Teaching, RealTime Physics, Workshop Physics, Scale-Up, and Interactive Lecture Demonstrations (ILDs). An active learning environment is often difficult to achieve in lecture sessions. This presentation will demonstrate the use of sequences of Interactive Lecture Demonstrations (ILDs) that use real experiments often involving real-time data collection and display combined with student interaction to create an active learning environment in large or small lecture classes. Interactive lecture demonstrations will be done in the area of mechanics using real-time motion probes and the Visualizer. A video tape of students involved in interactive lecture demonstrations will be shown. The results of a number of research studies at various institutions (including international) to measure the effectiveness of ILDs and guided inquiry conceptual laboratories will be presented.
Oubbati, Mohamed; Kord, Bahram; Koprinkova-Hristova, Petia; Palm, Günther
2014-04-01
The new tendency of artificial intelligence suggests that intelligence must be seen as a result of the interaction between brains, bodies and environments. This view implies that designing sophisticated behaviour requires a primary focus on how agents are functionally coupled to their environments. Under this perspective, we present early results with the application of reservoir computing as an efficient tool to understand how behaviour emerges from interaction. Specifically, we present reservoir computing models, that are inspired by imitation learning designs, to extract the essential components of behaviour that results from agent-environment interaction dynamics. Experimental results using a mobile robot are reported to validate the learning architectures.
NASA Astrophysics Data System (ADS)
Oubbati, Mohamed; Kord, Bahram; Koprinkova-Hristova, Petia; Palm, Günther
2014-04-01
The new tendency of artificial intelligence suggests that intelligence must be seen as a result of the interaction between brains, bodies and environments. This view implies that designing sophisticated behaviour requires a primary focus on how agents are functionally coupled to their environments. Under this perspective, we present early results with the application of reservoir computing as an efficient tool to understand how behaviour emerges from interaction. Specifically, we present reservoir computing models, that are inspired by imitation learning designs, to extract the essential components of behaviour that results from agent-environment interaction dynamics. Experimental results using a mobile robot are reported to validate the learning architectures.
AMI: Augmented Michelson Interferometer
NASA Astrophysics Data System (ADS)
Furió, David; Hachet, Martin; Guillet, Jean-Paul; Bousquet, Bruno; Fleck, Stéphanie; Reuter, Patrick; Canioni, Lionel
2015-10-01
Experiments in optics are essential for learning and understanding physical phenomena. The problem with these experiments is that they are generally time consuming for both their construction and their maintenance, potentially dangerous through the use of laser sources, and often expensive due to high technology optical components. We propose to simulate such experiments by way of hybrid systems that exploit both spatial augmented reality and tangible interaction. In particular, we focus on one of the most popular optical experiments: the Michelson interferometer. In our approach, we target a highly interactive system where students are able to interact in real time with the Augmented Michelson Interferometer (AMI) to observe, test hypotheses and then to enhance their comprehension. Compared to a fully digital simulation, we are investigating an approach that benefits from both physical and virtual elements, and where the students experiment by manipulating 3D-printed physical replicas of optical components (e.g. lenses and mirrors). Our objective is twofold. First, we want to ensure that the students will learn with our simulator the same concepts and skills that they learn with traditional methods. Second, we hypothesis that such a system opens new opportunities to teach optics in a way that was not possible before, by manipulating concepts beyond the limits of observable physical phenomena. To reach this goal, we have built a complementary team composed of experts in the field of optics, human-computer interaction, computer graphics, sensors and actuators, and education science.
Modified UTAUT2 Model for M-Learning among Students in India
ERIC Educational Resources Information Center
Bharati, V. Jayendra; Srikanth, R.
2018-01-01
Ubiquitous technologies have a great potential to enrich students' academic experience. Students are more interested in using interactive learning techniques apart from the traditional learning techniques. Several research studies for m-learning has been done in the USA, UK concentrating on students undergoing a graduation degree, especially…
Learning in Early Childhood: Experiences, Relationships and "Learning to Be"
ERIC Educational Resources Information Center
Tayler, Collette
2015-01-01
Learning in the earliest stage of life--the infancy, toddlerhood and preschool period--is relational and rapid. Child-initiated and adult-mediated conversations, playful interactions and learning through active involvement are integral to young children making sense of their environments and to their development over time. The child's experience…
Storytelling: An Ancient Human Technology and Critical-Creative Pedagogy for Transformative Learning
ERIC Educational Resources Information Center
Kalogeras, Stavroula
2013-01-01
In the era of e-learning, student-centered approaches and constructivists learning environments are critical success factors. The inherent interactivity of the Internet and the emotional engagement of story can lead to transformative learning experiences in media rich environments. This paper focuses on Web-Based Transmedia Storytelling…
Map for Decision Making in Operating Distance Learning System--Research Results.
ERIC Educational Resources Information Center
Offir, Baruch
2000-01-01
Examines decision-making aspects of the introduction of distance learning into university instruction and learning based on experiences in Israel. Discusses the introduction of information technology into the classroom; examines teacher/student interactions; and suggests a model for introducing distance learning that focuses on the role of the…
Technology Enhanced Learning in Programming Courses--International Perspective
ERIC Educational Resources Information Center
Ivanovic, Mirjana; Xinogalos, Stelios; Pitner, Tomáš; Savic, Miloš
2017-01-01
Technology enhanced learning (TEL) is increasingly influencing university education, mainly in overcoming disadvantages of direct instruction teaching approaches, and encouraging creativity, problem solving and critical thinking in student-centered, interactive learning environments. In this paper, experiences from object-oriented programming…
Linking Immersive Virtual Field Trips with an Adaptive Learning Platform
NASA Astrophysics Data System (ADS)
Bruce, G.; Taylor, W.; Anbar, A. D.; Semken, S. C.; Buxner, S.; Mead, C.; El-Moujaber, E.; Summons, R. E.; Oliver, C.
2016-12-01
The use of virtual environments in science education has been constrained by the difficulty of guiding a learner's actions within the those environments. In this work, we demonstrate how advances in education software technology allow educators to create interactive learning experiences that respond and adapt intelligently to learner input within the virtual environment. This innovative technology provides a far greater capacity for delivering authentic inquiry-driven educational experiences in unique settings from around the world. Our immersive virtual field trips (iVFT) bring students virtually to geologically significant but inaccessible environments, where they learn through authentic practices of scientific inquiry. In one recent example, students explore the fossil beds in Nilpena, South Australia to learn about the Ediacaran fauna. Students interactively engage in 360° recreations of the environment, uncover the nature of the historical ecosystem by identifying fossils with a dichotomous key, explore actual fossil beds in high resolution imagery, and reconstruct what an ecosystem might have looked like millions of years ago in an interactive simulation. With the new capacity to connect actions within the iVFT to an intelligent tutoring system, these learning experiences can be tracked, guided, and tailored individually to the immediate actions of the student. This new capacity also has great potential for learning designers to take a data-driven approach to lesson improvement and for education researchers to study learning in virtual environments. Thus, we expect iVFT will be fertile ground for novel research. Such iVFT are currently in use in several introductory classes offered online at Arizona State University in anthropology, introductory biology, and astrobiology, reaching thousands of students to date. Drawing from these experiences, we are designing a curriculum for historical geology that will be built around iVFT-based exploration of Earth history.
Bevilacqua, Frédéric; Boyer, Eric O; Françoise, Jules; Houix, Olivier; Susini, Patrick; Roby-Brami, Agnès; Hanneton, Sylvain
2016-01-01
This article reports on an interdisciplinary research project on movement sonification for sensori-motor learning. First, we describe different research fields which have contributed to movement sonification, from music technology including gesture-controlled sound synthesis, sonic interaction design, to research on sensori-motor learning with auditory-feedback. In particular, we propose to distinguish between sound-oriented tasks and movement-oriented tasks in experiments involving interactive sound feedback. We describe several research questions and recently published results on movement control, learning and perception. In particular, we studied the effect of the auditory feedback on movements considering several cases: from experiments on pointing and visuo-motor tracking to more complex tasks where interactive sound feedback can guide movements, or cases of sensory substitution where the auditory feedback can inform on object shapes. We also developed specific methodologies and technologies for designing the sonic feedback and movement sonification. We conclude with a discussion on key future research challenges in sensori-motor learning with movement sonification. We also point out toward promising applications such as rehabilitation, sport training or product design.
Hakuno, Yoko; Omori, Takahide; Yamamoto, Jun-Ichi; Minagawa, Yasuyo
2017-08-01
In natural settings, infants learn spoken language with the aid of a caregiver who explicitly provides social signals. Although previous studies have demonstrated that young infants are sensitive to these signals that facilitate language development, the impact of real-life interactions on early word segmentation and word-object mapping remains elusive. We tested whether infants aged 5-6 months and 9-10 months could segment a word from continuous speech and acquire a word-object relation in an ecologically valid setting. In Experiment 1, infants were exposed to a live tutor, while in Experiment 2, another group of infants were exposed to a televised tutor. Results indicate that both younger and older infants were capable of segmenting a word and learning a word-object association only when the stimuli were derived from a live tutor in a natural manner, suggesting that real-life interaction enhances the learning of spoken words in preverbal infants. Copyright © 2017 Elsevier Inc. All rights reserved.
Jayasuriya-Illesinghe, Vathsala; Nazeer, Ishra; Athauda, Lathika; Perera, Jennifer
2016-02-09
Medical education research in general, and those focusing on clinical settings in particular, have been a low priority in South Asia. This explorative study from 3 medical schools in Sri Lanka, a South Asian country, describes undergraduate medical students' experiences during their final year clinical training with the aim of understanding the teaching-learning experiences. Using qualitative methods we conducted an exploratory study. Twenty eight graduates from 3 medical schools participated in individual interviews. Interview recordings were transcribed verbatim and analyzed using qualitative content analysis method. Emergent themes reveled 2 types of teaching-learning experiences, role modeling, and purposive teaching. In role modelling, students were expected to observe teachers while they conduct their clinical work, however, this method failed to create positive learning experiences. The clinical teachers who predominantly used this method appeared to be 'figurative' role models and were not perceived as modelling professional behaviors. In contrast, purposeful teaching allowed dedicated time for teacher-student interactions and teachers who created these learning experiences were more likely to be seen as 'true' role models. Students' responses and reciprocations to these interactions were influenced by their perception of teachers' behaviors, attitudes, and the type of teaching-learning situations created for them. Making a distinction between role modeling and purposeful teaching is important for students in clinical training settings. Clinical teachers' awareness of their own manifest professional characterizes, attitudes, and behaviors, could help create better teaching-learning experiences. Moreover, broader systemic reforms are needed to address the prevailing culture of teaching by humiliation and subordination.
Rhythmic grouping biases constrain infant statistical learning
Hay, Jessica F.; Saffran, Jenny R.
2012-01-01
Linguistic stress and sequential statistical cues to word boundaries interact during speech segmentation in infancy. However, little is known about how the different acoustic components of stress constrain statistical learning. The current studies were designed to investigate whether intensity and duration each function independently as cues to initial prominence (trochaic-based hypothesis) or whether, as predicted by the Iambic-Trochaic Law (ITL), intensity and duration have characteristic and separable effects on rhythmic grouping (ITL-based hypothesis) in a statistical learning task. Infants were familiarized with an artificial language (Experiments 1 & 3) or a tone stream (Experiment 2) in which there was an alternation in either intensity or duration. In addition to potential acoustic cues, the familiarization sequences also contained statistical cues to word boundaries. In speech (Experiment 1) and non-speech (Experiment 2) conditions, 9-month-old infants demonstrated discrimination patterns consistent with an ITL-based hypothesis: intensity signaled initial prominence and duration signaled final prominence. The results of Experiment 3, in which 6.5-month-old infants were familiarized with the speech streams from Experiment 1, suggest that there is a developmental change in infants’ willingness to treat increased duration as a cue to word offsets in fluent speech. Infants’ perceptual systems interact with linguistic experience to constrain how infants learn from their auditory environment. PMID:23730217
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.
ERIC Educational Resources Information Center
Tsai, Chia-Wen; Hsu, Pi-Fang; Tseng, Hsueh-Ju
2013-01-01
This research focuses on exploring the effects of game-based learning (GBL) and self-regulated learning (SRL) on promoting students' learning and the interactions between teachers, students and peers. The experiment designed for this study was conducted in the course of "Media Marketing Management". The effects of GBL, SRL, and their…
Professional identity development: Learning and journeying together.
Bridges, Stephanie J
2018-03-01
Pharmacy students start to develop their professional values through engagement with the course, practice exposure, staff and fellow students. Group working is an element of pedagogy which draws on the social aspects of learning to facilitate knowledge and skills development, but its potential role in facilitating professional identity formation has as yet been under researched. This study aimed to explore the potential of mutual learning through group work to contribute not only to academic knowledge and understanding, but also to the development of students' professional values and selves. Semi-structured interviews were conducted with 17 home and international first year undergraduate pharmacy students in a UK School of Pharmacy, to explore their experiences of interacting for learning with other students on the course. Thematic analysis of the interview data highlighted four main benefits of mutual learning, which are that it: promotes friendly interactions; aids learning about the subject and the profession; opens the mind through different opinions and ways of thinking; and enables learning about other people. Through working together students developed their communication skills and confidence; reflectively considered their own stance in the light of others' experiences and healthcare perspectives; and started to gain a wider worldview, potentially informing their future interactions with patients and colleagues. Some difficulties arose when group interactions functioned less well. Opportunity for collaboration and exchange can positively influence development of students' professional outlook and values. However, careful management of group working is required, in order to create a mutually supportive environment wherein students feel able to interact, share and develop together. Copyright © 2017 The Author. Published by Elsevier Inc. All rights reserved.
The experiences of undergraduate nursing students with bots in Second LifeRTM
NASA Astrophysics Data System (ADS)
Rose, Lesele H.
As technology continues to transform education from the status quo of traditional lecture-style instruction to an interactive engaging learning experience, students' experiences within the learning environment continues to change as well. This dissertation addressed the need for continuing research in advancing implementation of technology in higher education. The purpose of this phenomenological study was to discover more about the experiences of undergraduate nursing students using standardized geriatric evaluation tools when interacting with scripted geriatric patient bots tools in a simulated instructional intake setting. Data was collected through a Demographics questionnaire, an Experiential questionnaire, and a Reflection questionnaire. Triangulation of data collection occurred through an automatically created log of the interactions with the two bots, and by an automatically recorded log of the participants' movements while in the simulated geriatric intake interview. The data analysis consisted of an iterative review of the questionnaires and the participants' logs in an effort to identify common themes, recurring comments, and issues which would benefit from further exploration. Findings revealed that the interactions with the bots were perceived as a valuable experience for the participants from the perspective of interacting with the Geriatric Evaluation Tools in the role of an intake nurse. Further research is indicated to explore instructional interactions with bots in effectively mastering the use of established Geriatric Evaluation Tools.
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Shadiev, Rustam; Tseng, Chi-Wei; Huang, Yueh-Min
2015-01-01
This study designed a learning system to facilitate elementary school students' fraction learning. An experiment was carried out to investigate how the system, which runs on multi-touch tabletop versus tablet PC, affects fraction learning. Two groups, a control and experimental, were assigned. Control students have learned fraction by using tablet…
Effects of Self-Explanation and Game-Reward on Sixth Graders' Algebra Variable Learning
ERIC Educational Resources Information Center
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa
2017-01-01
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
ERIC Educational Resources Information Center
Tang, Stephen; Hanneghan, Martin
2011-01-01
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
ShapeShop: Towards Understanding Deep Learning Representations via Interactive Experimentation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hohman, Frederick M.; Hodas, Nathan O.; Chau, Duen Horng
Deep learning is the driving force behind many recent technologies; however, deep neural networks are often viewed as “black-boxes” due to their internal complexity that is hard to understand. Little research focuses on helping people explore and understand the relationship between a user’s data and the learned representations in deep learning models. We present our ongoing work, ShapeShop, an interactive system for visualizing and understanding what semantics a neural network model has learned. Built using standard web technologies, ShapeShop allows users to experiment with and compare deep learning models to help explore the robustness of image classifiers.
Learning to Interact with a Computer by Gaze
ERIC Educational Resources Information Center
Aoki, Hirotaka; Hansen, John Paulin; Itoh, Kenji
2008-01-01
The aim of this paper is to examine the learning processes that subjects undertake when they start using gaze as computer input. A 7-day experiment with eight Japanese students was carried out to record novice users' eye movement data during typing of 110 sentences. The experiment revealed that inefficient eye movements was dramatically reduced…
Early School Experiences: Gender Differences in Mathematics Learning.
ERIC Educational Resources Information Center
Leder, Gilah C.
This study of gender differences in mathematics learning examined two 4-year-olds who attended a Melbourne, Australia preschool. The study traces the experiences of the students, one female and one male, during their first formal exposure to mathematics in kindergarten. Of particular concern was how the preschoolers interacted with their teacher,…
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,…
An Approach Based on Social Network Analysis Applied to a Collaborative Learning Experience
ERIC Educational Resources Information Center
Claros, Iván; Cobos, Ruth; Collazos, César A.
2016-01-01
The Social Network Analysis (SNA) techniques allow modelling and analysing the interaction among individuals based on their attributes and relationships. This approach has been used by several researchers in order to measure the social processes in collaborative learning experiences. But oftentimes such measures were calculated at the final state…
Is This a Meaningful Learning Experience? Interactive Critical Self-Inquiry as Investigation
ERIC Educational Resources Information Center
Allard, Andrea C.; Gallant, Andrea
2012-01-01
What conditions enable educators to engage in meaningful learning experiences with peers and beginning practitioners? This article documents a self-study on our actions-in-practice in a peer mentoring project. The investigation involved an iterative process to improve our knowledge as teacher educators, reflective practitioners, and researchers.…
Building a Learning Experience: The Implementation of a Clerkship in Geriatric Medicine.
ERIC Educational Resources Information Center
Duque, Gustavo; Bonnycastle, Michael; Nazerali, Najmi; Bailey, Robert; Ferrier, Catherine; Heilpern, Paul; Gold, Susan
2003-01-01
In a mandatory 4-week program, medical students assessed and managed the care of frail elderly with acute medical problems and disabilities. Web-based lectures with pre/posttests and electronic portfolio assessment were included. The experience was intended to promote reflection, interactive learning, and feedback. (Contains 24 references.) (SK)
Investigating Student Choices in Performing Higher-Level Comprehension Tasks Using TED
ERIC Educational Resources Information Center
Bianchi, Francesca; Marenzi, Ivana
2016-01-01
The current paper describes a first experiment in the use of TED talks and open tagging exercises to train higher-level comprehension skills, and of automatic logging of the student's actions to investigate the student choices while performing analytical tasks. The experiment took advantage of an interactive learning platform--LearnWeb--that…
Blended Learning Environments: Using Social Networking Sites to Enhance the First Year Experience
ERIC Educational Resources Information Center
McCarthy, Joshua
2010-01-01
This study explores blending virtual and physical learning environments to enhance the experience of first year by immersing students into university culture through social and academic interaction between peers. It reports on the progress made from 2008 to 2009 using an existing academic platform, the first year design elective course…
Q & A with Ed Tech Leaders: Interview with Michael W. Allen
ERIC Educational Resources Information Center
Shaughnessy, Michael F.
2014-01-01
Michael W. Allen, the Chairman and CEO of Allen Interactions, is an architect of interactive multimedia learning and is recognized for his many insights, inventions, and presentations. With over 50 years of experience in e-learning, both in academic and corporate settings, he is known for his role in creating Authorware and overseeing the work of…
ERIC Educational Resources Information Center
Van Daele, Tom; Frijns, Carolien; Lievens, Jeroen
2017-01-01
Although constructivist theories have shown learning is accelerated by involvement and meaningful lecturer-student and student-student interaction, these ingredients are mostly absent from large attendance lectures. A number of studies have already focused on more active ways of learning in large lecture classrooms, most often by using student…
ERIC Educational Resources Information Center
Epp, Carrie Demmans; Phirangee, Krystle; Hewitt, Jim
2017-01-01
Identifying which online behaviours and interactions are associated with student perceptions of being supported will enable a deeper understanding of how those activities contribute to learning experiences. Student language is one aspect of their interaction in need of greater exploration within discourse-based online learning environments. As a…
World Business Leaders Interaction in Higher Education: A Novel Experience
ERIC Educational Resources Information Center
Coronel, Gustavo; Mathai, Kathleen
2012-01-01
This article describes a disruptive approach that offers higher education students and faculty the experience of learning from world business leaders and interacting with fellow members at their institutions. The World Business Forum event was transmitted live to 36 higher education institutions in 19 countries. Webcast and social media…
Learning Experiences in Museums: Harnessing Dewey's Ideas on Continuity and Interaction
ERIC Educational Resources Information Center
Winstanley, Carrie
2018-01-01
Museum and gallery educators have become increasingly adept at creating environments that foster constructivist thinking, invite interaction and encourage activity. Leading museum educator, Hein, for example, directly attributes Dewey's influence, describing his ideas about experiences, as a 'crucial lesson for museum educators: engagement with…
Simultaneous anatomical sketching as learning by doing method of teaching human anatomy.
Noorafshan, Ali; Hoseini, Leila; Amini, Mitra; Dehghani, Mohammad-Reza; Kojuri, Javad; Bazrafkan, Leila
2014-01-01
Learning by lecture is a passive experience. Many innovative techniques have been presented to stimulate students to assume a more active attitude toward learning. In this study, simultaneous sketch drawing, as an interactive learning technique was applied to teach anatomy to the medical students. We reconstructed a fun interactive model of teaching anatomy as simultaneous anatomic sketching. To test the model's instruction effectiveness, we conducted a quasi- experimental study and then the students were asked to write their learning experiences in their portfolio, also their view was evaluated by a questionnaire. The results of portfolio evaluation revealed that students believed that this method leads to deep learning and understanding anatomical subjects better. Evaluation of the students' views on this teaching approach was showed that, more than 80% of the students were agreed or completely agreed with this statement that leaning anatomy concepts are easier and the class is less boring with this method. More than 60% of the students were agreed or completely agreed to sketch anatomical figures with professor simultaneously. They also found the sketching make anatomy more attractive and it reduced the time for learning anatomy. These number of students were agree or completely agree that the method help them learning anatomical concept in anatomy laboratory. More than 80% of the students found the simultaneous sketching is a good method for learning anatomy overall. Sketch drawing, as an interactive learning technique, is an attractive for students to learn anatomy.
Simultaneous anatomical sketching as learning by doing method of teaching human anatomy
Noorafshan, Ali; Hoseini, Leila; Amini, Mitra; Dehghani, Mohammad-Reza; Kojuri, Javad; Bazrafkan, Leila
2014-01-01
Objective: Learning by lecture is a passive experience. Many innovative techniques have been presented to stimulate students to assume a more active attitude toward learning. In this study, simultaneous sketch drawing, as an interactive learning technique was applied to teach anatomy to the medical students. Materials and Methods: We reconstructed a fun interactive model of teaching anatomy as simultaneous anatomic sketching. To test the model's instruction effectiveness, we conducted a quasi- experimental study and then the students were asked to write their learning experiences in their portfolio, also their view was evaluated by a questionnaire. Results: The results of portfolio evaluation revealed that students believed that this method leads to deep learning and understanding anatomical subjects better. Evaluation of the students’ views on this teaching approach was showed that, more than 80% of the students were agreed or completely agreed with this statement that leaning anatomy concepts are easier and the class is less boring with this method. More than 60% of the students were agreed or completely agreed to sketch anatomical figures with professor simultaneously. They also found the sketching make anatomy more attractive and it reduced the time for learning anatomy. These number of students were agree or completely agree that the method help them learning anatomical concept in anatomy laboratory. More than 80% of the students found the simultaneous sketching is a good method for learning anatomy overall. Conclusion: Sketch drawing, as an interactive learning technique, is an attractive for students to learn anatomy. PMID:25013843
Inside Out: Detecting Learners' Confusion to Improve Interactive Digital Learning Environments
ERIC Educational Resources Information Center
Arguel, Amaël; Lockyer, Lori; Lipp, Ottmar V.; Lodge, Jason M.; Kennedy, Gregor
2017-01-01
Confusion is an emotion that is likely to occur while learning complex information. This emotion can be beneficial to learners in that it can foster engagement, leading to deeper understanding. However, if learners fail to resolve confusion, its effect can be detrimental to learning. Such detrimental learning experiences are particularly…
ERIC Educational Resources Information Center
Butler, Andrew J.; James, Thomas W.; James, Karin Harman
2011-01-01
Everyday experience affords us many opportunities to learn about objects through multiple senses using physical interaction. Previous work has shown that active motor learning of unisensory items enhances memory and leads to the involvement of motor systems during subsequent perception. However, the impact of active motor learning on subsequent…
ERIC Educational Resources Information Center
Chang, Ray I.; Hung, Yu Hsin; Lin, Chun Fu
2015-01-01
With the rapid development of web techniques, information and communication technology is being increasingly used in curricula, and learning portfolios can be automatically retrieved and maintained as learners interact through e-learning platforms. Further, massive open online courses (MOOCs), which apply such technology to provide open access to…
Embracing Technology: Learning a Foreign Language in Multimedia Environments.
ERIC Educational Resources Information Center
Shen, Hui Zhong
2003-01-01
Examines the experience of two young children learning Modern Standard Chinese (MSC) through playing in an unstructured home situation. Reports findings of their interaction with the software "The Language market." he research is the first phase of a longitudinal study of two young children learning MSC in a multimedia learning environment.…
Meaning Making with Motion Is Messy: Developing a STEM Learning Community
ERIC Educational Resources Information Center
LópezLeiva, Carlos; Roberts-Harris, Deborah; von Toll, Elizabeth
2016-01-01
Through a collaborative effort between a sixth-grade teacher and two university faculty, we designed an integrated unit to learn about motion and we learned that an integrated teaching and learning experience about motion is MESSY (i.e., it includes movement, engagement, social interactions, spontaneity, yikes, and yippees!). We engaged in a…
Computer Algebra, Virtual Learning Environment and Meaningful Learning: Is It Possible?
ERIC Educational Resources Information Center
Abar, Celina A. A. P.; Barbosa, Lisbete Madsen
2011-01-01
A major challenge faced by teachers nowadays relates to the usage of proper educational technology to achieve a true and meaningful learning experience involving time for reflection. Teachers constantly seek new ways to improve instruction, but in virtual learning environments they often find themselves in a new role, interacting in a dynamic…
Intrinsic motivation, curiosity, and learning: Theory and applications in educational technologies.
Oudeyer, P-Y; Gottlieb, J; Lopes, M
2016-01-01
This chapter studies the bidirectional causal interactions between curiosity and learning and discusses how understanding these interactions can be leveraged in educational technology applications. First, we review recent results showing how state curiosity, and more generally the experience of novelty and surprise, can enhance learning and memory retention. Then, we discuss how psychology and neuroscience have conceptualized curiosity and intrinsic motivation, studying how the brain can be intrinsically rewarded by novelty, complexity, or other measures of information. We explain how the framework of computational reinforcement learning can be used to model such mechanisms of curiosity. Then, we discuss the learning progress (LP) hypothesis, which posits a positive feedback loop between curiosity and learning. We outline experiments with robots that show how LP-driven attention and exploration can self-organize a developmental learning curriculum scaffolding efficient acquisition of multiple skills/tasks. Finally, we discuss recent work exploiting these conceptual and computational models in educational technologies, showing in particular how intelligent tutoring systems can be designed to foster curiosity and learning. © 2016 Elsevier B.V. All rights reserved.
Izquierdo, Alicia; Pozos, Hilda; De La Torre, Adrianna; DeShields, Simone; Cevallos, James; Rodriguez, Jonathan; Stolyarova, Alexandra
2016-01-01
Corticostriatal circuitry supports flexible reward learning and emotional behavior from the critical neurodevelopmental stage of adolescence through adulthood. It is still poorly understood how prescription drug exposure in adolescence may impact these outcomes in the long-term. We studied adolescent methylphenidate (MPH) and fluoxetine (FLX) exposure in rats and their impact on learning and emotion in adulthood. In Experiment 1, male and female rats were administered MPH, FLX, or saline (SAL), and compared with methamphetamine (mAMPH) treatment beginning in postnatal day (PND) 37. The rats were then tested on discrimination and reversal learning in adulthood. In Experiment 2, animals were administered MPH or SAL also beginning in PND 37 and later tested in adulthood for anxiety levels. In Experiment 3, we analyzed striatal dopamine D1 and D2 receptor expression in adulthood following either extensive learning (after Experiment 1) or more brief emotional measures (after Experiment 2). We found sex differences in discrimination learning and attenuated reversal learning after MPH and only sex differences in adulthood anxiety. In learners, there was enhanced striatal D1, but not D2, after either adolescent MPH or mAMPH. Lastly, also in learners, there was a sex x treatment group interaction for D2, but not D1, driven by the MPH-pretreated females, who expressed significantly higher D2 levels compared to SAL. These results show enduring effects of adolescent MPH on reversal learning in rats. Developmental psychostimulant exposure may interact with learning to enhance D1 expression in adulthood, and affect D2 expression in a sex-dependent manner. PMID:27091300
Izquierdo, Alicia; Pozos, Hilda; Torre, Adrianna De La; DeShields, Simone; Cevallos, James; Rodriguez, Jonathan; Stolyarova, Alexandra
2016-07-15
Corticostriatal circuitry supports flexible reward learning and emotional behavior from the critical neurodevelopmental stage of adolescence through adulthood. It is still poorly understood how prescription drug exposure in adolescence may impact these outcomes in the long-term. We studied adolescent methylphenidate (MPH) and fluoxetine (FLX) exposure in rats and their impact on learning and emotion in adulthood. In Experiment 1, male and female rats were administered MPH, FLX, or saline (SAL), and compared with methamphetamine (mAMPH) treatment beginning in postnatal day (PND) 37. The rats were then tested on discrimination and reversal learning in adulthood. In Experiment 2, animals were administered MPH or SAL also beginning in PND 37 and later tested in adulthood for anxiety levels. In Experiment 3, we analyzed striatal dopamine D1 and D2 receptor expression in adulthood following either extensive learning (after Experiment 1) or more brief emotional measures (after Experiment 2). We found sex differences in discrimination learning and attenuated reversal learning after MPH and only sex differences in adulthood anxiety. In learners, there was enhanced striatal D1, but not D2, after either adolescent MPH or mAMPH. Lastly, also in learners, there was a sex x treatment group interaction for D2, but not D1, driven by the MPH-pretreated females, who expressed significantly higher D2 levels compared to SAL. These results show enduring effects of adolescent MPH on reversal learning in rats. Developmental psychostimulant exposure may interact with learning to enhance D1 expression in adulthood, and affect D2 expression in a sex-dependent manner. Copyright © 2016 Elsevier B.V. All rights reserved.
Instructional Variables in Meaningful Learning of Computer Programming.
ERIC Educational Resources Information Center
Mayer, Richard E.
Some 120 undergraduate students participated in experiments to learn how novice computer programers learn to interact with the computer. Two instructional booklets were used: A "rule" booklet consisted of definitions and examples of seven modified FORTRAN statements and appropriate grammar rules; the "model" booklet was…
The Critical Importance of Retrieval--and Spacing--for Learning.
Soderstrom, Nicholas C; Kerr, Tyson K; Bjork, Robert A
2016-02-01
We examined the impact of repeated testing and repeated studying on long-term learning. In Experiment 1, we replicated Karpicke and Roediger's (2008) influential results showing that once information can be recalled, repeated testing on that information enhances learning, whereas restudying that information does not. We then examined whether the apparent ineffectiveness of restudying might be attributable to the spacing differences between items that were inherent in the between-subjects design employed by Karpicke and Roediger. When we controlled for these spacing differences by manipulating the various learning conditions within subjects in Experiment 2, we found that both repeated testing and restudying improved learning, and that learners' awareness of the relative mnemonic benefits of these strategies was enhanced. These findings contribute to understanding how two important factors in learning-test-induced retrieval processes and spacing-can interact, and they illustrate that such interactions can play out differently in between-subjects and within-subjects experimental designs. © The Author(s) 2015.
Dual learning processes in interactive skill acquisition.
Fu, Wai-Tat; Anderson, John R
2008-06-01
Acquisition of interactive skills involves the use of internal and external cues. Experiment 1 showed that when actions were interdependent, learning was effective with and without external cues in the single-task condition but was effective only with the presence of external cues in the dual-task condition. In the dual-task condition, actions closer to the feedback were learned faster than actions farther away but this difference was reversed in the single-task condition. Experiment 2 tested how knowledge acquired in single and dual-task conditions would transfer to a new reward structure. Results confirmed the two forms of learning mediated by the secondary task: A declarative memory encoding process that simultaneously assigned credits to actions and a reinforcement-learning process that slowly propagated credits backward from the feedback. The results showed that both forms of learning were engaged during training, but only at the response selection stage, one form of knowledge may dominate over the other depending on the availability of attentional resources. (c) 2008 APA, all rights reserved
NASA Astrophysics Data System (ADS)
Kubasko, Dennis S., Jr.
The purpose of this study was to investigate whether students' learning experiences were similar or different with an interactive, live connection via the Internet in real-time to an Atomic Force Microscope (AFM) versus a stored replay of AFM experiments. Did the two treatments influence students' attitudes towards the learning experience? Are there differences in students' understandings of viruses and science investigations? In addition, this study investigated treatment effects on students' understandings of the nature of science. The present study drew upon the research that examined students' attitudes toward science, students' views of the nature of science, instructional technology in education, and prior research on the nanoManipulator. Specific efforts have been made to address reform efforts in science education throughout the literature review. Eighty-five high school biology students participated in the nanoManipulator experience (44 males, 41 females, 64 Euro-American, 16 African-American, and 5 of other ethnicities). Two high school classes were randomly selected and administered the interactive, real-time treatment. Two different high school classes were randomly selected and administered the limited-interaction, experimental replay treatment. The intervention occurred over a one-week period. Qualitative and quantitative measures were used to examine the differences between two treatment conditions. Experiential, affective, cognitive, and the nature of science domains were assessed. Findings show that the questions and statements made in synchronous time by the live treatment group were significantly different than students' questions and statements in asynchronous communication. Students in the replay treatment made more statements about what they learned or knew about the experience than did students in the live experience. Students in both groups showed significant gains in understanding viruses (particularly viral dimensionality and shape). Students' attitudes towards learning about science concepts weren't different from one group to the other, but all students changed their views independent of treatment condition. Across treatment groups students performed similarly on all assessment instruments used to measure the nature of science domain. Furthermore, there were no significant differences, pre-test to post-test between groups or due to interaction. These findings show that students' investigations using the Internet and stored replay experiences can assist science educators in providing student with more inquiry-based experiences.
The Multisensory Nature of Verbal Discourse in Parent-Toddler Interactions.
Suanda, Sumarga H; Smith, Linda B; Yu, Chen
Toddlers learn object names in sensory rich contexts. Many argue that this multisensory experience facilitates learning. Here, we examine how toddlers' multisensory experience is linked to another aspect of their experience associated with better learning: the temporally extended nature of verbal discourse. We observed parent-toddler dyads as they played with, and as parents talked about, a set of objects. Analyses revealed links between the multisensory and extended nature of speech, highlighting inter-connections and redundancies in the environment. We discuss the implications of these results for our understanding of early discourse, multisensory communication, and how the learning environment shapes language development.
Understanding children's science identity through classroom interactions
NASA Astrophysics Data System (ADS)
Kim, Mijung
2018-01-01
Research shows that various stereotypes about science and science learning, such as science being filled with hard and dry content, laboratory experiments, and male-dominated work environments, have resulted in feelings of distance from science in students' minds. This study explores children's experiences of science learning and science identity. It asks how children conceive of doing science like scientists and how they develop views of science beyond the stereotypes. This study employs positioning theory to examine how children and their teacher position themselves in science learning contexts and develop science identity through classroom interactions. Fifteen students in grades 4-6 science classrooms in Western Canada participated in this study. Classroom activities and interactions were videotaped, transcribed, and analysed to examine how the teacher and students position each other as scientists in the classroom. A descriptive explanatory case analysis showed how the teacher's positioning acted to develop students' science identity with responsibilities of knowledge seeking, perseverance, and excitement about science.
Odgers-Jewell, Kate; Isenring, Elisabeth A; Thomas, Rae; Reidlinger, Dianne P
2017-01-01
The objective of this study was to explore the experiences of individuals who participated in a group-based education program, including their motivators in relation to their diabetes management, and the perceived impact of group interactions on participants' experiences and motivation for self-management. Understanding individuals diagnosed with diabetes experiences of group-based education for the management of type 2 diabetes mellitus may guide the development and facilitation of these programs. Semi-structured interviews were conducted with all individuals who participated in the intervention. Using thematic analysis underpinned by self-determination theory, we developed themes that explored participants' motivators in relation to diabetes management and the impact of group interactions on their experiences and motivation. The key themes included knowledge, experience, group interactions and motivation. Participants perceived that the group interactions facilitated further learning and increased motivation, achieved through normalization, peer identification or by talking with, and learning from the experience of others. The results support the use of patient-centred programs that prioritize group interactions over the didactic presentation of content, which may address relevant psychological needs of people diagnosed with type 2 diabetes mellitus, and improve their motivation and health behaviours. Future group-based education programs may benefit from the use of self-determination theory as a framework for intervention design to enhance participant motivation.
Luscombe, Ciara; Montgomery, Julia
2016-07-19
Lectures continue to be an efficient and standardised way to deliver information to large groups of students. It has been well documented that students prefer interactive lectures, based on active learning principles, to didactic teaching in the large group setting. Despite this, it is often the case than many students do not engage with active learning tasks and attempts at interaction. By exploring student experiences, expectations and how they use lectures in their learning we will provide recommendations for faculty to support student learning both in the lecture theatre and during personal study time. This research employed a hermeneutic phenomenological approach. Three focus groups, consisting of 19 students in total, were used to explore the experiences of second year medical students in large group teaching sessions. Using generic thematic data analysis, these accounts have been developed into a meaningful account of experience. This study found there to be a well-established learning culture amongst students and with it, expectations as to the format of teaching sessions. Furthermore, there were set perceptions about the student role within the learning environment which had many implications, including the way that innovative teaching methods were received. Student learning was perceived to take place outside the lecture theatre, with a large emphasis placed on creating resources that can be taken away to use in personal study time. Presented here is a constructive review of reasons for student participation, interaction and engagement in large group teaching sessions. Based on this are recommendations constructed with the view to aid educators in engaging students within this setting. Short term, educators can implement strategies that monopolise on the established learning culture of students to encourage engagement with active learning strategies. Long term, it would be beneficial for educators to consider ways to shift the current student learning culture to one that embraces an active learning curriculum.
Intuitive experimentation in the physical world.
Bramley, Neil R; Gerstenberg, Tobias; Tenenbaum, Joshua B; Gureckis, Todd M
2018-06-06
Many aspects of our physical environment are hidden. For example, it is hard to estimate how heavy an object is from visual observation alone. In this paper we examine how people actively "experiment" within the physical world to discover such latent properties. In the first part of the paper, we develop a novel framework for the quantitative analysis of the information produced by physical interactions. We then describe two experiments that present participants with moving objects in "microworlds" that operate according to continuous spatiotemporal dynamics similar to everyday physics (i.e., forces of gravity, friction, etc.). Participants were asked to interact with objects in the microworlds in order to identify their masses, or the forces of attraction/repulsion that governed their movement. Using our modeling framework, we find that learners who freely interacted with the physical system selectively produced evidence that revealed the physical property consistent with their inquiry goal. As a result, their inferences were more accurate than for passive observers and, in some contexts, for yoked participants who watched video replays of an active learner's interactions. We characterize active learners' actions into a range of micro-experiment strategies and discuss how these might be learned or generalized from past experience. The technical contribution of this work is the development of a novel analytic framework and methodology for the study of interactively learning about the physical world. Its empirical contribution is the demonstration of sophisticated goal directed human active learning in a naturalistic context. Copyright © 2018 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Jafari, Mina; Welden, Alicia Rae; Williams, Kyle L.; Winograd, Blair; Mulvihill, Ellen; Hendrickson, Heidi P.; Lenard, Michael; Gottfried, Amy; Geva, Eitan
2017-01-01
In this paper, we report on the implementation of a novel compute-to-learn pedagogy, which is based upon the theories of situated cognition and meaningful learning. The "compute-to-learn" pedagogy is designed to simulate an authentic research experience as part of the undergraduate curriculum, including project development, teamwork,…
ERIC Educational Resources Information Center
Harris, Emily; Winterbottom, Mark
2018-01-01
Research into how and what families learn in science museums and other informal science learning settings suggests that parent-child interactions play an important role in shaping children's learning experiences. Our exploratory case study set out to discover and analyse learning happening within family groups during a visit to a traditional…
Dissociable effects of surprising rewards on learning and memory.
Rouhani, Nina; Norman, Kenneth A; Niv, Yael
2018-03-19
Reward-prediction errors track the extent to which rewards deviate from expectations, and aid in learning. How do such errors in prediction interact with memory for the rewarding episode? Existing findings point to both cooperative and competitive interactions between learning and memory mechanisms. Here, we investigated whether learning about rewards in a high-risk context, with frequent, large prediction errors, would give rise to higher fidelity memory traces for rewarding events than learning in a low-risk context. Experiment 1 showed that recognition was better for items associated with larger absolute prediction errors during reward learning. Larger prediction errors also led to higher rates of learning about rewards. Interestingly we did not find a relationship between learning rate for reward and recognition-memory accuracy for items, suggesting that these two effects of prediction errors were caused by separate underlying mechanisms. In Experiment 2, we replicated these results with a longer task that posed stronger memory demands and allowed for more learning. We also showed improved source and sequence memory for items within the high-risk context. In Experiment 3, we controlled for the difficulty of reward learning in the risk environments, again replicating the previous results. Moreover, this control revealed that the high-risk context enhanced item-recognition memory beyond the effect of prediction errors. In summary, our results show that prediction errors boost both episodic item memory and incremental reward learning, but the two effects are likely mediated by distinct underlying systems. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
ERIC Educational Resources Information Center
Gengler, Amanda Marie
2010-01-01
Travel is a powerful pedagogical tool for critical and feminist teachers, as it leads to learning that is uniquely interactive, collective, and transformative. It places students in immersive contact with real-world realities, which the teachers strive to help them see, come to terms with, and connect to the positionality of their own lived…
ERIC Educational Resources Information Center
Lee, Sang Joon; Ngampornchai, Anchalee; Trail-Constant, Trudian; Abril, Andres; Srinivasan, Sandhya
2016-01-01
Due to the realistic, complex natures of authentic cases involved in case-based learning, the use of group work has been encouraged and expected to enhance the quality of interaction among participants and to improve students' learning experiences. The purpose of this study was to investigate whether the case-based online group work increased…
ERIC Educational Resources Information Center
Wang, Ling
2008-01-01
This study developed an interactive multimedia-based software program for Optics instruction, which was expected to overcome the imperfection of traditional optical labs. The researcher evaluated the effectiveness of the program through an experimental study that compared the learning outcomes of the students who used and did not use the software.…
ERIC Educational Resources Information Center
Catenazzi, Nadia; Sommaruga, Lorenzo; De Angelis, Kylene; Gabbianelli, Giulio
2016-01-01
Within the C95-Challenge Erasmus+ project, mobile learning technologies are adopted and tested for bus and truck drivers training according to the EU 2003/59/EC Directive. Different kinds of training contents are developed in the form of interactive slides, hyper-videos, interactive quizzes and delivered on mobile devices. Existing apps and games…
ERIC Educational Resources Information Center
Hill, Allen
2013-01-01
As social, economic and environmental issues have become more prominent in the 21st century, there has been increased critical scrutiny into the ways that outdoor learning interacts with sustainability issues and concepts. As a result, a number of discourses have emerged which interrogate human/nature relationships in traditional outdoor education…
Ivaldi, Serena; Anzalone, Salvatore M; Rousseau, Woody; Sigaud, Olivier; Chetouani, Mohamed
2014-01-01
We hypothesize that the initiative of a robot during a collaborative task with a human can influence the pace of interaction, the human response to attention cues, and the perceived engagement. We propose an object learning experiment where the human interacts in a natural way with the humanoid iCub. Through a two-phases scenario, the human teaches the robot about the properties of some objects. We compare the effect of the initiator of the task in the teaching phase (human or robot) on the rhythm of the interaction in the verification phase. We measure the reaction time of the human gaze when responding to attention utterances of the robot. Our experiments show that when the robot is the initiator of the learning task, the pace of interaction is higher and the reaction to attention cues faster. Subjective evaluations suggest that the initiating role of the robot, however, does not affect the perceived engagement. Moreover, subjective and third-person evaluations of the interaction task suggest that the attentive mechanism we implemented in the humanoid robot iCub is able to arouse engagement and make the robot's behavior readable.
Ivaldi, Serena; Anzalone, Salvatore M.; Rousseau, Woody; Sigaud, Olivier; Chetouani, Mohamed
2014-01-01
We hypothesize that the initiative of a robot during a collaborative task with a human can influence the pace of interaction, the human response to attention cues, and the perceived engagement. We propose an object learning experiment where the human interacts in a natural way with the humanoid iCub. Through a two-phases scenario, the human teaches the robot about the properties of some objects. We compare the effect of the initiator of the task in the teaching phase (human or robot) on the rhythm of the interaction in the verification phase. We measure the reaction time of the human gaze when responding to attention utterances of the robot. Our experiments show that when the robot is the initiator of the learning task, the pace of interaction is higher and the reaction to attention cues faster. Subjective evaluations suggest that the initiating role of the robot, however, does not affect the perceived engagement. Moreover, subjective and third-person evaluations of the interaction task suggest that the attentive mechanism we implemented in the humanoid robot iCub is able to arouse engagement and make the robot's behavior readable. PMID:24596554
Thompson, Marilyn E; Ford, Ruth; Webster, Andrew
2011-01-01
Neurological concepts applicable to a doctorate in occupational therapy are often challenging to comprehend, and students are required to demonstrate critical reasoning skills beyond simply recalling the information. To achieve this, various learning and teaching strategies are used, including the use of technology in the classroom. The availability of technology in academic settings has allowed for diverse and active teaching approaches. This includes videos, web-based instruction, and interactive online games. In this quantitative pre-experimental analysis, the learning and retention of neuroscience concepts by 30 occupational therapy doctoral students, who participated in an interactive online learning experience, were assessed. The results suggest that student use of these tools may enhance their learning of neuroscience. Furthermore, the students felt that the sites were appropriate, beneficial to them, and easy to use. Thus, the use of online, interactive neuroscience games may be effective in reinforcing lecture materials. This needs to be further assessed in a larger sample size.
Emotionalized learning experiences: Tapping into the affective domain.
Green, Zane Asher; Batool, Sadia
2017-06-01
The experimental study was undertaken to examine the effect of emotionalized learning experiences on the academic achievement of students at Preston University. The major objectives of the study were to identify the effect of teaching methods on students' academic achievement and to evaluate the relationship between affective learning conditions and students' academic achievement. Based on four intact semesters, the population of the study comprised 140 students from the Bachelors of Business Administration Program. The whole population was considered as the sample. The control group (28 students) was taught through the interactive lecture method, whereas, the experimental group 1 (35 students), experimental group 2 (46 students) and experimental group 3 (31 students) were taught through the activity method, reflective learning method and cooperative learning method respectively. Results indicated a significant difference between the pretest and posttest scores obtained in the achievement test as a result of the effect of teaching methods used for offering the emotionalized learning experiences. There was also a significant relationship between affective leaning conditions and students' academic achievement. Furthermore, it was found that students' academic achievement in the affective domain was highest with regard to workshops 1, 2 and 3. It was concluded that the emotionalized learning experiences offered to the students via the four teaching methods helped students in enhancing their knowledge, changing their attitudes and developing their skills with regard to living a happy, healthy and meaningful life. However, the reflective learning method proved to be the most suitable followed by the interactive lecture method, the cooperative learning method and the activity method. Copyright © 2017 Elsevier Ltd. All rights reserved.
Accounting Experiences in Collaborative Learning
ERIC Educational Resources Information Center
Edmond, Tracie; Tiggeman, Theresa
2009-01-01
This paper discusses incorporating collaborative learning into accounting classes as a response to the Accounting Education Change Commission's call to install a more active student learner in the classroom. Collaborative learning requires the students to interact with each other and with the material within the classroom setting. It is a…
Using the Social Web to Supplement Classical Learning
NASA Astrophysics Data System (ADS)
Trausan-Matu, Stefan; Posea, Vlad; Rebedea, Traian; Chiru, Costin
The paper describes a complex e-learning experiment that has involved over 700 students that attended the Human-Computer Interaction course at the “Politehnica” University of Bucharest during the last 4 years. The experiment consisted in using social web technologies like blogs and chat conferences to engage students in collaborative learning. The paper presents the learning scenario, the problems encountered and the tools developed for solving these problems and assisting tutors in evaluating the activity of the students. The results of the experiment and of using the blog and chat analysis tools are also covered. Moreover, we show the benefits of using such a scenario for the learning community formed by the students that attended this course in order to supplement the classical teaching and learning paradigm.
Architecting Learning Continuities for Families Across Informal Science Experiences
NASA Astrophysics Data System (ADS)
Perin, Suzanne Marie
By first recognizing the valuable social and scientific practices taking place within families as they learn science together across multiple, everyday settings, this dissertation addresses questions of how to design and scaffold activities that build and expand on those practices to foster a deep understanding of science, and how the aesthetic experience of learning science builds connections across educational settings. Families were invited to visit a natural history museum, an aquarium, and a place or activity of the family's choice that they associated with science learning. Some families were asked to use a set of activities during their study visits based on the practices of science (National Research Council, 2012), which were delivered via smartphone app or on paper cards. I use design-based research, video data analysis and interaction analysis to examine how families build connections between informal science learning settings. Chapter 2 outlines the research-based design process of creating activities for families that fostered connections across multiple learning settings, regardless of the topical content of those settings. Implications of this study point to means for linking everyday family social practices such as questioning, observing, and disagreeing to the practices of science through activities that are not site-specific. The next paper delves into aesthetic experience of science learning, and I use video interaction analysis and linguistic analysis to show how notions of beauty and pleasure (and their opposites) are perfused throughout learning activity. Designing for aesthetic experience overtly -- building on the sensations of enjoyment and pleasure in the learning experience -- can motivate those who might feel alienated by the common conception of science as merely a dispassionate assembly of facts, discrete procedures or inaccessible theory. The third paper, a case study of a family who learns about salmon in each of the sites they visit, highlights the contributions of multiple sites of learning in an ecological view of learning. Finally, the dissertations' conclusion highlights the broad implications for conceiving of the many varied learning settings in a community as an educational infrastructure, and reflections on using aesthetic experience for broadening participation the sciences through the design of informal environments.
Wood, Julia Helen; Alushi, Ledia; Hammond, John A
2017-02-01
We designed an educational programme for multiple disciplines to improve healthcare students' preparedness to work with people with dementia. It consisted of class-based sessions followed by a volunteer experience interacting with persons with dementia in care homes. This paper discusses the value and impact of this innovative experience.
Learning in human-dolphin interactions at zoological facilities
NASA Astrophysics Data System (ADS)
Sweeney, Diane L.
This research aimed to better understand learning in zoological settings, particularly learning about marine mammals, by investigating the research question, what do people learn through interacting with dolphins in zoological facilities? Sociocultural situated learning theory, specifically a Community of Practice (CoP) model of learning (Lave & Wenger, 1991), was the theoretical framework. The CoP model allowed for diversity of knowledge, interest, motivations, and goals that existed among the community of animal enthusiasts at three commercial zoological facilities, and also for peripheral to more central types of participation. I collected data through interviews of spectators, visitors, and trainers (n=51), observations (n=16), and an online questionnaire of past-visitors (n=933). Data were coded, categorized, and analyzed based on the National Science Foundation's (Friedman, 2008) and the National Research Council's (2009) frameworks for informal science education. Five principal findings answered the research question. First, all participants gained new knowledge within three broad categories: (a) dolphin physiology and natural history, (b) care and training of dolphins, and (c) conservation. Second, all participants constructed personal meanings by connecting the activity to experiences, beliefs, and practices outside the interaction context. Almost all participants made associations with conservation. Third, most participants shifted their attitudes and gained a sense of personal agency about beginning or increasing stewardship actions. Fourth, visitors learned interspecies etiquette skills; trainers learned skills in dolphin training and management, people management, and teaching. Fifth, visitors had long-lasting memories of the experience that occurred eight months to 18 years in the past. Popular cultural ideas about dolphins and the ways the dolphins were represented influenced visitors' expectations and the types of learning. Potential physical mediators of learning were close proximity to living dolphins and eye-to-eye immersion. Potential social mediators were membership in the CoP, and interacting with experts and co-participants. In the personal realm, potential mediators were the participants' strong affective responses to the experience, including interest, engagement, positive emotions, and feelings of affinity to the dolphins. The collective influences appeared to move participants towards stronger identities as environmentally-caring and responsible individuals who take stewardship action.
Interaction in Classes at a New Zealand University: Some International Students' Experiences.
ERIC Educational Resources Information Center
Mills, Colleen
1997-01-01
Data from 5 Indonesian, 5 Thai, 21 Singaporean, and 85 Malaysian students in a New Zealand college were obtained through interviews, surveys, and observations. Differences in level and style of teacher-student interaction, difficulties learning English, perceptions of local students, lack of a common experience, and acculturation were the issues…
Middle Years Science Teachers Voice Their First Experiences with Interactive Whiteboard Technology
ERIC Educational Resources Information Center
Gadbois, Shannon A.; Haverstock, Nicole
2012-01-01
Among new technologies, interactive whiteboards (IWBs) particularly seem to engage students and offer entertainment value that may make them highly beneficial for learning. This study examined 10 Grade 6 teachers' initial experiences and uses of IWBs for teaching science. Through interviews, classroom visits, and field notes, the outcomes…
ERIC Educational Resources Information Center
Bassey, Magnus O.
2010-01-01
The principles of interaction and continuity (intersection between experience and education) form a major part of John Dewey's philosophical discourse. According to Dewey, these principles determine the quality of educative experience for meaningful life-long learning. In this article, I argue that nowhere is the relationship between experience…
DTkid: Interactive Simulation Software for Training Tutors of Children with Autism
ERIC Educational Resources Information Center
Randell, Tom; Hall, Martin; Bizo, Lewis; Remington, Bob
2007-01-01
Discrete-trial training (DTT) relies critically on implementation by trained tutors. We report three experiments carried out in the development of "DTkid"--interactive computer simulation software that presents "SIMon", a realistic virtual child with whom novice tutors can learn and practise DTT techniques. Experiments 1 and 2 exposed groups of…
Senchina, David S
2011-09-01
Student researchers in physiology courses often interact with human subjects in classroom research but may be unfamiliar with the professional ethics of experimenter-subject interactions. This communication describes experiences related to an interactive video used in exercise science and general biology courses to help students become aware of, sensitive to, and comfortable with implementing professional ethics into their own thinking and behavior as researchers before entering the laboratory. The activity consisted of a filmed exercise physiology experiment complemented with interactive question sheets followed by small- and large-group discussion and culminating with individual student reflections. Student written responses from multiple courses indicated that students were able to 1) identify and consider the ethics of experimenter-subject interactions from the movie, 2) generalize broader ideas of professional ethics from those observations, and 3) consider their observations in terms of future experiments they would be conducting personally and how they should interact with human subjects. A majority of students indicated a positive reaction to the video and identified specific aspects they appreciated. It is hoped that this report will encourage other instructors to consider the use of interactive videos in the teaching and learning of professional ethics related to their courses.
Introducing undergraduate students to global health challenges through web-based learning.
White, Jerry L
2005-01-01
Since many students cannot afford the expense of international travel, creative and active learning methods are needed to help students experience the increased awareness that results from exposure to global health concepts. The global health course described in this article uses a variety of web-based learning experiences and other interactive strategies to equip future nurses for leadership roles in global health. An emphasis on written communication is an important component of the course.
ERIC Educational Resources Information Center
Higazi, Tarig B.
2011-01-01
Histology is one of the main subjects in introductory college-level Human Anatomy and Physiology classes. Institutions are moving toward the replacement of traditional microscope-based histology learning with virtual microscopy learning amid concerns of losing the valuable learning experience of traditional microscopy. This study used live digital…
Mediated Learning--The Contributions of Vygotsky and Feuerstein in Theory and Practice.
ERIC Educational Resources Information Center
Presseisen, Barbara Z.; Kozulin, Alex
The concept of mediated learning is examined, focusing on the work of L. Vygotsky (1896-1934) and R. Feuerstein (born 1921). Mediated learning is the subtle social interaction between teacher and learner in the enrichment of the student's learning experience. Both theorists take a strong sociological approach to the development of intelligence and…
An E-Learning Collaborative Environment: Learning within a Masters in Education Programme
ERIC Educational Resources Information Center
Hendricks, Natheem
2012-01-01
This article contributes to the debate about e-learning as a form of adult education. It is based on the experiences of South African students, describes and analyses group interaction in an intercontinental Masters in Adult Education Programme which uses a computer electronic platform as the primary medium for learning and teaching. The article…
Can Collaborative Learning Improve the Effectiveness of Worked Examples in Learning Mathematics?
ERIC Educational Resources Information Center
Retnowati, Endah; Ayres, Paul; Sweller, John
2017-01-01
Worked examples and collaborative learning have both been shown to facilitate learning. However, the testing of both strategies almost exclusively has been conducted independently of each other. The main aim of the current study was to examine interactions between these 2 strategies. Two experiments (N = 182 and N = 122) were conducted with…
ERIC Educational Resources Information Center
Wilkinson-Riddle, G. J.; Patel, Ashok
1998-01-01
Discusses courseware development, including intelligent tutoring systems, under the Teaching and Learning Technology Programme and the Byzantium project that was designed to define computer-aided learning performance standards suitable for numerate business subjects; examine reasons to use computer-aided learning; and improve access to educational…
ERIC Educational Resources Information Center
Reisetter, Marcy; LaPointe, Loralee; Korcuska, James
2007-01-01
Although research consistently demonstrates that students learn content in online classes as well as their campus based counterparts and are equally satisfied with the quality of their learning, more information is needed that describes how the learning experiences themselves may vary. A traditional group of students was compared with an online…
ERIC Educational Resources Information Center
Hiralaal, A.
2012-01-01
The Durban University of Technology guided by the Higher Education Qualifications Framework (HEQC) identified e-learning as one of their objectives in the curriculum renewal process. To explore the impact of e-learning, blended learning, a combination of online and face-to-face interaction was implemented as a teaching approach in Accounting…
Active learning methods for interactive image retrieval.
Gosselin, Philippe Henri; Cord, Matthieu
2008-07-01
Active learning methods have been considered with increased interest in the statistical learning community. Initially developed within a classification framework, a lot of extensions are now being proposed to handle multimedia applications. This paper provides algorithms within a statistical framework to extend active learning for online content-based image retrieval (CBIR). The classification framework is presented with experiments to compare several powerful classification techniques in this information retrieval context. Focusing on interactive methods, active learning strategy is then described. The limitations of this approach for CBIR are emphasized before presenting our new active selection process RETIN. First, as any active method is sensitive to the boundary estimation between classes, the RETIN strategy carries out a boundary correction to make the retrieval process more robust. Second, the criterion of generalization error to optimize the active learning selection is modified to better represent the CBIR objective of database ranking. Third, a batch processing of images is proposed. Our strategy leads to a fast and efficient active learning scheme to retrieve sets of online images (query concept). Experiments on large databases show that the RETIN method performs well in comparison to several other active strategies.
ERIC Educational Resources Information Center
Robinson, Thomas E.
2012-01-01
Interracial interactions between college students are responsible for important learning outcomes, however many colleges and universities have failed to purposefully encourage students to interact across racial backgrounds. As a result of a lack purposefully facilitated cross-racial interactions (CRIs), fewer interracial interactions occur on U.S.…
Nursing students experiences of learning about nursing through drama.
Arveklev, Susanna H; Berg, Linda; Wigert, Helena; Morrison-Helme, Morag; Lepp, Margret
2018-01-01
The ability to understand, interact and create a caring relationship with the patient is a core component in nursing. A shift in nursing education from traditional classroom teaching towards more experiential approaches should be encouraged as this will support learning that links theory with practice. The aim of this study was to describe nursing students' experiences of learning about nursing through drama. This qualitative study was conducted at a university in Sweden. Four focus group interviews were conducted with a total of 16 nursing students and the data was analyzed using a phenomenographic approach. Three themes with their attendant categories emerged through the analysis: "To explore the future professional self", "To develop an understanding of the patient perspective", and "To reflect on the nature of learning". In conclusion this study shows that the use of drama in nursing education can provide opportunities to explore interactions with others which can increase students' self-awareness and ability to reflect on their future professional identity. Acting in role as a patient can provide an opportunity to experience the patient perspective. Also clear was the importance of commitment and engagement of the students as a prerequisite for optimizing this form of learning experience through drama. Copyright © 2017 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Thomaz, Andrea; Breazeal, Cynthia
2008-06-01
We present a learning system, socially guided exploration, in which a social robot learns new tasks through a combination of self-exploration and social interaction. The system's motivational drives, along with social scaffolding from a human partner, bias behaviour to create learning opportunities for a hierarchical reinforcement learning mechanism. The robot is able to learn on its own, but can flexibly take advantage of the guidance of a human teacher. We report the results of an experiment that analyses what the robot learns on its own as compared to being taught by human subjects. We also analyse the video of these interactions to understand human teaching behaviour and the social dynamics of the human-teacher/robot-learner system. With respect to learning performance, human guidance results in a task set that is significantly more focused and efficient at the tasks the human was trying to teach, whereas self-exploration results in a more diverse set. Analysis of human teaching behaviour reveals insights of social coupling between the human teacher and robot learner, different teaching styles, strong consistency in the kinds and frequency of scaffolding acts across teachers and nuances in the communicative intent behind positive and negative feedback.
2015-01-01
The Virtual Teacher paradigm, a version of the Human Dynamic Clamp (HDC), is introduced into studies of learning patterns of inter-personal coordination. Combining mathematical modeling and experimentation, we investigate how the HDC may be used as a Virtual Teacher (VT) to help humans co-produce and internalize new inter-personal coordination pattern(s). Human learners produced rhythmic finger movements whilst observing a computer-driven avatar, animated by dynamic equations stemming from the well-established Haken-Kelso-Bunz (1985) and Schöner-Kelso (1988) models of coordination. We demonstrate that the VT is successful in shifting the pattern co-produced by the VT-human system toward any value (Experiment 1) and that the VT can help humans learn unstable relative phasing patterns (Experiment 2). Using transfer entropy, we find that information flow from one partner to the other increases when VT-human coordination loses stability. This suggests that variable joint performance may actually facilitate interaction, and in the long run learning. VT appears to be a promising tool for exploring basic learning processes involved in social interaction, unraveling the dynamics of information flow between interacting partners, and providing possible rehabilitation opportunities. PMID:26569608
Kostrubiec, Viviane; Dumas, Guillaume; Zanone, Pier-Giorgio; Kelso, J A Scott
2015-01-01
The Virtual Teacher paradigm, a version of the Human Dynamic Clamp (HDC), is introduced into studies of learning patterns of inter-personal coordination. Combining mathematical modeling and experimentation, we investigate how the HDC may be used as a Virtual Teacher (VT) to help humans co-produce and internalize new inter-personal coordination pattern(s). Human learners produced rhythmic finger movements whilst observing a computer-driven avatar, animated by dynamic equations stemming from the well-established Haken-Kelso-Bunz (1985) and Schöner-Kelso (1988) models of coordination. We demonstrate that the VT is successful in shifting the pattern co-produced by the VT-human system toward any value (Experiment 1) and that the VT can help humans learn unstable relative phasing patterns (Experiment 2). Using transfer entropy, we find that information flow from one partner to the other increases when VT-human coordination loses stability. This suggests that variable joint performance may actually facilitate interaction, and in the long run learning. VT appears to be a promising tool for exploring basic learning processes involved in social interaction, unraveling the dynamics of information flow between interacting partners, and providing possible rehabilitation opportunities.
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…
Adaptive Social Learning Based on Crowdsourcing
ERIC Educational Resources Information Center
Karataev, Evgeny; Zadorozhny, Vladimir
2017-01-01
Many techniques have been developed to enhance learning experience with computer technology. A particularly great influence of technology on learning came with the emergence of the web and adaptive educational hypermedia systems. While the web enables users to interact and collaborate with each other to create, organize, and share knowledge via…
Socially Challenged Collaborative Learning of Secondary School Students in Singapore
ERIC Educational Resources Information Center
Pang, Christopher; Lau, Jesslyn; Seah, Chong Poh; Cheong, Linda; Low, Audrey
2018-01-01
Using a grounded theory research design, this paper examined the collaborative learning experiences of secondary school students in Singapore. The core phenomenon that emerged was the need for social interactions in collaborative learning, both in classroom and online settings. Educators often take for granted that effective collaborative learning…
Emergent Literacy: Learning about Print before Learning to Read.
ERIC Educational Resources Information Center
van Kleeck, Anne
1990-01-01
This article reviews the literature regarding the seeds of literacy in preschool students. Conclusions indicate that children learn many basic concepts of print communication from daily experience with its use well before any ability to decode writing emerges. Games and other everyday interactions with print are recommended for facilitating…
A Comparative Study of Immigrant Children Starting Childcare
ERIC Educational Resources Information Center
Guo, Karen
2017-01-01
This comparative study investigated the experiences of starting childcare of three immigrant children in three different learning environments in New Zealand. The notion of learning environment was explored as a way of thinking about how different people, places, and approaches to learning have interacted to create a particular site for the…
Power and Privilege: Community Service Learning in Tijuana
ERIC Educational Resources Information Center
Camacho, Michelle Madsen
2004-01-01
As social scientists engage their own subjectivity, there is greater awareness of their own touristic "gaze," or at least the power relations that are evoked in the researcher-subject interaction. In teaching students involved in community service learning, the challenge is to provide a learning experience that addresses power inequities…
Natural Learning Case Study Archives
ERIC Educational Resources Information Center
Lawler, Robert W.
2015-01-01
Natural Learning Case Study Archives (NLCSA) is a research facility for those interested in using case study analysis to deepen their understanding of common sense knowledge and natural learning (how the mind interacts with everyday experiences to develop common sense knowledge). The database comprises three case study corpora based on experiences…
What Do We Learn from Binding Features? Evidence for Multilevel Feature Integration
ERIC Educational Resources Information Center
Colzato, Lorenza S.; Raffone, Antonino; Hommel, Bernhard
2006-01-01
Four experiments were conducted to investigate the relationship between the binding of visual features (as measured by their after-effects on subsequent binding) and the learning of feature-conjunction probabilities. Both binding and learning effects were obtained, but they did not interact. Interestingly, (shape-color) binding effects…
NASA Astrophysics Data System (ADS)
Prather, Edward; Rudolph, A. L.; Brissenden, G.; Consiglio, D.; Gonzaga, V.; CATS
2010-01-01
This is the second in a series of reports on a national study of the teaching and learning of astronomy in general education, non-science major, introductory college astronomy courses (Astro 101). The results show dramatic improvement in student learning with increased use of interactive learning strategies even after controlling for individual student characteristics. In addition, we find that the positive effects of interactive learning strategies apply equally to men and women, across ethnicities, for students with all levels of prior mathematical preparation and physical science course experience, independent of GPA, and regardless of primary language. These results powerfully illustrate that all categories of students can benefit from the effective implementation of interactive learning strategies. We acknowledge the NSF for funding under Award No. 0715517, a CCLI Phase III Grant for the Collaboration of Astronomy Teaching Scholars (CATS) Program and Award No. AST-0847170, a PAARE Grant.
ERIC Educational Resources Information Center
Winberg, T. Mikael; Hedman, Leif
2008-01-01
Attitudes toward learning (ATL) have been shown to influence students' learning outcomes. However, there is a lack of knowledge about the ways in which the interaction between ATL, the learning situation, and the level of students' prior knowledge influence affective reactions and conceptual change. In this study, a simulation of acid-base…
ERIC Educational Resources Information Center
Kong, Siu Cheung; Yeung, Yau Yuen; Wu, Xian Qiu
2009-01-01
In order to facilitate senior primary school students in Hong Kong to engage in learning by observation of the phenomena related to electrical circuits, a design of a specific courseware system, of which the interactive human-machine interface was created with the use of an open-source software called the LabVNC, for conducting online…
ERIC Educational Resources Information Center
Kärner, Tobias; Sembill, Detlef; Aßmann, Christian; Friederichs, Edgar; Carstensen, Claus H.
2017-01-01
The investigation of learning processes by assessing students' experience along with objective characteristics within a classroom context has a long tradition in empirical learning process research (e.g. Sembill, 1984 et passim; Wild & Krapp, 1996). However, most of the existing studies confine themselves to psychological variables that seem…
Boz, İlkay; Özer, Zeynep; Teskereci, Gamze; Kavradim, Selma Turan
The objectives of this study were to investigate learning experiences of the nurses who participated in transnational and multinational occupational training. A qualitative descriptive methodology was used. Data are clustered into 3 categories "occupational training," "complementary care," and "intercultural interaction." This research has revealed many insights into the transnational training of nurses.
Education from the Environment.
ERIC Educational Resources Information Center
Ellis, Len; And Others
1986-01-01
Discusses an inservice program for teachers during which participants explore ways to use a busy shopping area as a stimulus for learning activities. Recounts examples of interactions between teachers and shopkeepers which resulted in new learning experiences for young children. (TW)
Abdelhai, Rehab; Yassin, Sahar; Ahmad, Mohamad F; Fors, Uno G H
2012-03-20
The Public Health (PH) course at the medical college of Cairo University is based on traditional lectures. Large enrollment limits students' discussions and interactions with instructors. Evaluate students' learning outcomes as measured by improved knowledge acquisition and opinions of redesigning the Reproductive Health (RH) section of the PH course into e-learning and assessing e-course utilization. This prospective interventional study started with development of an e-learning course covering the RH section, with visual and interactive emphasis, to satisfy students' diverse learning styles. Two student groups participated in this study. The first group received traditional lecturing, while the second volunteered to enroll in the e-learning course, taking online course quizzes. Both groups answered knowledge and course evaluation questionnaires and were invited to group discussions. Additionally, the first group answered another questionnaire about reasons for non-participation. Students participating in the e-learning course showed significantly better results, than those receiving traditional tutoring. Students who originally shunned the e-course expressed eagerness to access the course before the end of the academic year. Overall, students using the redesigned e-course reported better learning experiences. An online course with interactivities and interaction, can overcome many educational drawbacks of large enrolment classes, enhance student's learning and complement pit-falls of large enrollment traditional tutoring.
2012-01-01
Background The Public Health (PH) course at the medical college of Cairo University is based on traditional lectures. Large enrollment limits students' discussions and interactions with instructors. Aim Evaluate students' learning outcomes as measured by improved knowledge acquisition and opinions of redesigning the Reproductive Health (RH) section of the PH course into e-learning and assessing e-course utilization. Methods This prospective interventional study started with development of an e-learning course covering the RH section, with visual and interactive emphasis, to satisfy students' diverse learning styles. Two student groups participated in this study. The first group received traditional lecturing, while the second volunteered to enroll in the e-learning course, taking online course quizzes. Both groups answered knowledge and course evaluation questionnaires and were invited to group discussions. Additionally, the first group answered another questionnaire about reasons for non-participation. Results Students participating in the e-learning course showed significantly better results, than those receiving traditional tutoring. Students who originally shunned the e-course expressed eagerness to access the course before the end of the academic year. Overall, students using the redesigned e-course reported better learning experiences. Conclusions An online course with interactivities and interaction, can overcome many educational drawbacks of large enrolment classes, enhance student's learning and complement pit-falls of large enrollment traditional tutoring. PMID:22433670
Intrinsically motivated reinforcement learning for human-robot interaction in the real-world.
Qureshi, Ahmed Hussain; Nakamura, Yutaka; Yoshikawa, Yuichiro; Ishiguro, Hiroshi
2018-03-26
For a natural social human-robot interaction, it is essential for a robot to learn the human-like social skills. However, learning such skills is notoriously hard due to the limited availability of direct instructions from people to teach a robot. In this paper, we propose an intrinsically motivated reinforcement learning framework in which an agent gets the intrinsic motivation-based rewards through the action-conditional predictive model. By using the proposed method, the robot learned the social skills from the human-robot interaction experiences gathered in the real uncontrolled environments. The results indicate that the robot not only acquired human-like social skills but also took more human-like decisions, on a test dataset, than a robot which received direct rewards for the task achievement. Copyright © 2018 Elsevier Ltd. All rights reserved.
Student involvement in learning: Collaboration in science for PreService elementary teachers
NASA Astrophysics Data System (ADS)
Roychoudhury, Anita; Roth, Wolff-Michael
1992-03-01
The present study provided insights regarding the interactions that take place in collaborative science laboratory and regarding the outcome of such interactions. Science laboratory experiences structured by teachers have been criticized for allowing very little, if any, meaningful learning. However, this study showed that even structured laboratory experiments can provide insightful experience for students when conducted in a group setting that demanded interactive participation from all its members. The findings of the present study underscored the synergistic and supportive nature of collaborative groups. Here, students patiently repeated explanations to support the meaning construction on the part of their slower peers and elaborated their own understanding in the process; groups negotiated the meaning of observations and the corresponding theoretical explanations; students developed and practiced a range of social skills necessary in today’s workplace; and off-task behavior was thwarted by the group members motivated to work toward understanding rather than simply generating answers for task completion. The current findings suggest an increased use of collaborative learning environments for the teaching of science to elementary education majors. Some teachers have already made use of such settings in their laboratory teaching. However, collaborative learning should not be limited to the laboratory only, but be extended to more traditionally structured classes. The effects of such a switch in activity structures, increased quality of peer interaction, mastery of subject matter content, and decreased anxiety levels could well lead to better attitudes toward science among preservice elementary school teachers and eventually among their own students.
Collaborative learning in gerontological clinical settings: The students' perspective.
Suikkala, Arja; Kivelä, Eeva; Käyhkö, Pirjo
2016-03-01
This study deals with student nurses' experiences of collaborative learning in gerontological clinical settings where aged people are involved as age-experts in students' learning processes. The data were collected in 2012 using the contents of students' reflective writing assignments concerning elderly persons' life history interviews and the students' own assessments of their learning experiences in authentic elder care settings. The results, analyzed using qualitative content analysis, revealed mostly positive learning experiences. Interaction and collaborative learning activities in genuine gerontological clinical settings contributed to the students' understanding of the multiple age-related and disease-specific challenges as well as the issues of functional decline that aged patients face. Three types of factors influenced the students' collaborative learning experiences in gerontological clinical settings: student-related, patient-related and learning environment-related factors. According to the results, theoretical studies in combination with collaboration, in an authentic clinical environment, by student nurses, elderly patients, representatives of the elder care staff and nurse educators provide a feasible method for helping students transform their experiences with patients into actual skills. Their awareness of and sensitivity to the needs of the elderly increase as they learn. Copyright © 2016 Elsevier Ltd. All rights reserved.
Contextual Teaching and Learning Approach of Mathematics in Primary Schools
NASA Astrophysics Data System (ADS)
Selvianiresa, D.; Prabawanto, S.
2017-09-01
The Contextual Teaching and Learning (CTL) approach is an approach involving active students in the learning process to discover the concepts learned through to knowledge and experience of the students. Similar to Piaget’s opinion that learning gives students an actives trying to do new things by relating their experiences and building their own minds. When students to connecting mathematics with real life, then students can looking between a conceptual to be learned with a concept that has been studied. So that, students can developing of mathematical connection ability. This research is quasi experiment with a primary school in the city of Kuningan. The result showed that CTL learning can be successful, when learning used a collaborative interaction with students, a high level of activity in the lesson, a connection to real-world contexts, and an integration of science content with other content and skill areas. Therefore, CTL learning can be applied by techer to mathematics learning in primary schools.
Dopamine neurons modulate pheromone responses in Drosophila courtship learning.
Keleman, Krystyna; Vrontou, Eleftheria; Krüttner, Sebastian; Yu, Jai Y; Kurtovic-Kozaric, Amina; Dickson, Barry J
2012-09-06
Learning through trial-and-error interactions allows animals to adapt innate behavioural ‘rules of thumb’ to the local environment, improving their prospects for survival and reproduction. Naive Drosophila melanogaster males, for example, court both virgin and mated females, but learn through experience to selectively suppress futile courtship towards females that have already mated. Here we show that courtship learning reflects an enhanced response to the male pheromone cis-vaccenyl acetate (cVA), which is deposited on females during mating and thus distinguishes mated females from virgins. Dissociation experiments suggest a simple learning rule in which unsuccessful courtship enhances sensitivity to cVA. The learning experience can be mimicked by artificial activation of dopaminergic neurons, and we identify a specific class of dopaminergic neuron that is critical for courtship learning. These neurons provide input to the mushroom body (MB) γ lobe, and the DopR1 dopamine receptor is required in MBγ neurons for both natural and artificial courtship learning. Our work thus reveals critical behavioural, cellular and molecular components of the learning rule by which Drosophila adjusts its innate mating strategy according to experience.
Tangible User Interfaces and Contrasting Cases as a Preparation for Future Learning
NASA Astrophysics Data System (ADS)
Schneider, Bertrand; Blikstein, Paulo
2018-04-01
In this paper, we describe an experiment that compared the use of a Tangible User Interface (physical objects augmented with digital information) and a set of Contrasting Cases as a preparation for future learning. We carried out an experiment (N = 40) with a 2 × 2 design: the first factor compared traditional instruction ("Tell & Practice") with a constructivist activity designed using the Preparation for Future Learning framework (PFL). The second factor contrasted state-of-the-art PFL learning activity (i.e., students studying Contrasting Cases) with an interactive tabletop featuring digitally enhanced manipulatives. In agreement with prior work, we found that dyads of students who followed the PFL activity achieved significantly higher learning gains compared to their peers who followed a traditional "Tell & Practice" instruction (large effect size). A similar effect was found in favor of the interactive tabletop compared to the Contrasting Cases (small-to-moderate effect size). We discuss implications for designing socio-constructivist activities using new computer interfaces.
How Evolution May Work Through Curiosity-Driven Developmental Process.
Oudeyer, Pierre-Yves; Smith, Linda B
2016-04-01
Infants' own activities create and actively select their learning experiences. Here we review recent models of embodied information seeking and curiosity-driven learning and show that these mechanisms have deep implications for development and evolution. We discuss how these mechanisms yield self-organized epigenesis with emergent ordered behavioral and cognitive developmental stages. We describe a robotic experiment that explored the hypothesis that progress in learning, in and for itself, generates intrinsic rewards: The robot learners probabilistically selected experiences according to their potential for reducing uncertainty. In these experiments, curiosity-driven learning led the robot learner to successively discover object affordances and vocal interaction with its peers. We explain how a learning curriculum adapted to the current constraints of the learning system automatically formed, constraining learning and shaping the developmental trajectory. The observed trajectories in the robot experiment share many properties with those in infant development, including a mixture of regularities and diversities in the developmental patterns. Finally, we argue that such emergent developmental structures can guide and constrain evolution, in particular with regard to the origins of language. Copyright © 2016 Cognitive Science Society, Inc.
Flexible attention deployment in threatening contexts: an instructed fear conditioning study.
Shechner, Tomer; Pelc, Tatiana; Pine, Daniel S; Fox, Nathan A; Bar-Haim, Yair
2012-10-01
Factors leading humans to shift attention away from danger cues remain poorly understood. Two laboratory experiments reported here show that context interacts with learning experiences to shape attention avoidance of mild danger cues. The first experiment exposed 18 participants to contextual threat of electric shock. Attention allocation to mild danger cues was then assessed with the dot-probe task. Results showed that contextual threat caused subjects to avert attention from danger cues. In the second experiment, 36 participants were conditioned to the same contextual threat used in Experiment 1. These subjects then were randomly assigned to either an experimental group, trained to shift attention toward danger cues, or a placebo group exposed to the same stimuli without the training component. As in Experiment 1, contextual threat again caused attention allocation away from danger in the control group. However, this did not occur in the experimental group. These experiments show that acute contextual threat and learning experiences interact to shape the deployment of attention away from danger cues.
An interactive learning environment for health care professionals.
Cobbs, E.; Pincetl, P.; Silverman, B.; Liao, R. L.; Motta, C.
1994-01-01
This article summarizes experiences to date with building and deploying a clinical simulator that medical students use as part of a 3rd year primary care rotation. The simulated microworld helps students and health care professionals gain experience with and learn meta-cognitive skills for the care of complex patient populations that require treatment in the biopsychosocial-value dimensions. We explain lessons learned and next steps resulting from use of the program by over 300 users to date. PMID:7949975
NASA Astrophysics Data System (ADS)
McGhee, Rosie M. Hector
This research is a correlational study of the relationship among the independent variables: asynchronous interaction, online technologies self-efficacy, and self-regulated learning, and the dependent variable; academic achievement. This study involves an online computer literacy course at a local community college. Very little research exists on the relationship among asynchronous interaction, online technologies self-efficacy and self-regulated learning on predicting academic achievement in an online class. Liu (2008), in his study on student interaction in online courses, concluded that student interaction is a complex issue that needs more research to increase our understanding as it relates to distance education. The purpose of this study was to examine the relationships between asynchronous interaction, online technologies self-efficacy, self-regulated learning and academic achievement in an online computer literacy class at a community college. The researcher used quantitative methods to obtain and analyze data on the relationships among the variables during the summer 2010 semester. Forty-five community college students completed three web-based self-reporting instruments: (a) the GVU 10th WWW User Survey Questionnaire, (b) the Online Technologies Self-Efficacy Survey, and (c) selected items from the Motivated Strategies for Learning Questionnaire. Additional data was obtained from asynchronous discussions posted on Blackboard(TM) Learning Management System. The results of this study found that there were statistically significant relationships between asynchronous interaction and academic achievement (r = .55, p < .05) and between online technologies self-efficacy and academic achievement (r = .50, p < .05). However, there were low correlations between self-regulated learning and academic achievement ( r = -.02, p < .05). The results of this study reflect the constructivist tenants that the student is at the center of the learning experience. Driscoll (2005) said constructivist pedagogy sees the learner as an active participant in their learning experience rather than a passive vessel to be filled with information. This study is beneficial to theorists, administrators, leaders, online instructors, online course designers, faculty, students and others who are concerned about predictors for online students' success. Also, it serves as a foundation for future research and provides valuable information for educators interested in taking online teaching and learning to the next level.
Poulter, Steven L.; Austen, Joe M.
2015-01-01
In three experiments, the nature of the interaction between multiple memory systems in rats solving a variation of a spatial task in the water maze was investigated. Throughout training rats were able to find a submerged platform at a fixed distance and direction from an intramaze landmark by learning a landmark-goal vector. Extramaze cues were also available for standard place learning, or “cognitive mapping,” but these cues were valid only within each session, as the position of the platform moved around the pool between sessions together with the intramaze landmark. Animals could therefore learn the position of the platform by taking the consistent vector from the landmark across sessions or by rapidly encoding the new platform position on each session with reference to the extramaze cues. Excitotoxic lesions of the dorsolateral striatum impaired vector-based learning but facilitated cognitive map-based rapid place learning when the extramaze cues were relatively poor (Experiment 1) but not when they were more salient (Experiments 2 and 3). The way the lesion effects interacted with cue availability is consistent with the idea that the memory systems involved in the current navigation task are functionally cooperative yet associatively competitive in nature. PMID:25691518
ERIC Educational Resources Information Center
Hardman, Jan
2016-01-01
This paper places classroom discourse and interaction right at the heart of the teaching and learning process. It is built on the argument that high quality talk between the teacher and student(s) provides a fertile ground for an active, highly collaborative and cognitively stimulating learning process leading to improved learning outcomes. High…
ERIC Educational Resources Information Center
Teunissen, Pim W.
2015-01-01
Learning by working is omnipresent in healthcare education. It enables people to learn how to perform, think, and interact in ways that work for their specific context. In this paper, I review my approach to studying this process. It centers on the question why healthcare professionals do what they do and how their actions and learning are…
ERIC Educational Resources Information Center
Floccia, Caroline; Nazzi, Thierry; Austin, Keith; Arreckx, Frederique; Goslin, Jeremy
2011-01-01
To investigate the interaction between segmental and supra-segmental stress-related information in early word learning, two experiments were conducted with 20- to 24-month-old English-learning children. In an adaptation of the object categorization study designed by Nazzi and Gopnik (2001), children were presented with pairs of novel objects whose…
ERIC Educational Resources Information Center
Coryell, J. E.
2013-01-01
In the current era of global society, adults need to cultivate cognitive and affective capabilities for interacting in a wide variety of work and living situations. Studying abroad can provide unique learning opportunities toward this end. Good intentions in offering study abroad experiences do not, however, always produce the kind of learning,…
A learning controller for nonrepetitive robotic operation
NASA Technical Reports Server (NTRS)
Miller, W. T., III
1987-01-01
A practical learning control system is described which is applicable to complex robotic and telerobotic systems involving multiple feedback sensors and multiple command variables. In the controller, the learning algorithm is used to learn to reproduce the nonlinear relationship between the sensor outputs and the system command variables over particular regions of the system state space, rather than learning the actuator commands required to perform a specific task. The learned information is used to predict the command signals required to produce desired changes in the sensor outputs. The desired sensor output changes may result from automatic trajectory planning or may be derived from interactive input from a human operator. The learning controller requires no a priori knowledge of the relationships between the sensor outputs and the command variables. The algorithm is well suited for real time implementation, requiring only fixed point addition and logical operations. The results of learning experiments using a General Electric P-5 manipulator interfaced to a VAX-11/730 computer are presented. These experiments involved interactive operator control, via joysticks, of the position and orientation of an object in the field of view of a video camera mounted on the end of the robot arm.
Designing Templates for Interactive Tasks in CALL Tutorials.
ERIC Educational Resources Information Center
Ruhlmann, Felicitas
The development of templates for computer-assisted language learning (CALL) is discussed, based on experiences with primarily linear multimedia tutorial programs. Design of templates for multiple-choice questions and interactive tasks in a prototype module is described. Possibilities of enhancing interactivity by introducing problem-oriented…
Learning About Dying and Living: An Applied Approach to End-of-Life Communication.
Pagano, Michael P
2016-08-01
The purpose of this article is to expand on prior research in end-of-life communication and death and dying communication apprehension, by developing a unique course that utilizes a hospice setting and an applied, service-learning approach. Therefore, this essay describes and discusses both students' and my experiences over a 7-year period from 2008 through 2014. The courses taught during this time frame provided an opportunity to analyze students' responses, experiences, and discoveries across semesters/years and cocultures. This unique, 3-credit, 14-week, service-learning, end-of-life communication course was developed to provide an opportunity for students to learn the theories related to this field of study and to apply that knowledge through volunteer experiences via interactions with dying patients and their families. The 7 years of author's notes, plus the 91 students' electronically submitted three reflection essays each (273 total documents) across four courses/years, served as the data for this study. According to the students, verbally in class discussions and in numerous writing assignments, this course helped lower their death and dying communication apprehension and increased their willingness to interact with hospice patients and their families. Furthermore, the students' final research papers clearly demonstrated how utilizing a service-learning approach allowed them to apply classroom learnings and interactions with dying patients and their families at the hospice, to their analyses of end-of-life communication theories and behaviors. The results of these classes suggest that other, difficult topic courses (e.g., domestic violence, addiction, etc.) might benefit from a similar pedagogical approach.
Hospitalist Perspective of Interactions with Medicine Subspecialty Consult Services.
Adams, Traci N; Bonsall, Joanna; Hunt, Daniel; Puig, Alberto; Richards, Jeremy B; Yu, Liyang; McSparron, Jakob I; Shah, Nainesh; Weissler, Jonathan; Miloslavsky, Eli M
2018-05-01
Medicine subspecialty consultation is becoming increasingly important in inpatient medicine. We conducted a survey study in which we examined hospitalist practices and attitudes regarding medicine subspecialty consultation. The survey instrument was developed by the authors based on prior literature and administered online anonymously to hospitalists at 4 academic medical centers in the United States. The survey evaluated 4 domains: (1) current consultation practices, (2) preferences regarding consultation, (3) barriers to and facilitating factors of effective consultation, and (4) a comparison between hospitalist-fellow and hospitalist-subspecialty attending interactions. One hundred twenty-two of 261 hospitalists (46.7%) responded. The majority of hospitalists interacted with fellows during consultation. Of those, 90.9% reported that in-person communication occurred during less than half of consultations, and 64.4% perceived pushback at least "sometimes " in their consult interactions. Participants viewed consultation as an important learning experience, preferred direct communication with the consulting service, and were interested in more teaching during consultation. The survey identified a number of barriers to and facilitating factors of an effective hospitalist-consultant interaction, which impacted both hospitalist learning and patient care. Hospitalists reported more positive experiences when interacting with subspecialty attendings compared to fellows with regard to multiple aspects of the consultation. The hospitalist-consultant interaction is viewed as important for both hospitalist learning and patient care. Multiple barriers and facilitating factors impact the interaction, many of which are amenable to intervention.
Understanding Doctoral Nursing Students' Experiences of Blended Learning: A Qualitative Study.
Emami Sigaroudi, Abdolhossein; Ghiyasvandian, Shahrzad; Nikbakht Nasabadi, Alireza
2016-11-01
The concept of blended learning in the field of nursing and medicine has been accepted. Blended learning has been extensively used thanks to the development of communication technologies and the availability of Internet services. Meanwhile, experiences-based research, by all accounts, can help the expansion of such a learning modality. Therefore, this study was designed to explain nursing doctoral students' experiences of blended learning. To attain this goal, a descriptive phenomenology method was used to illustrate experiences as they are experienced by the participants in the study. With regard to the nature of the investigated phenomena and the existing methods for the inductive analysis, Colaizzi's method of data analysis was used. The findings of the study led to the discovery of three main themes: "failure", "synergy" and "specific interaction". Each of the themes has been further divided into some sub-themes.
ERIC Educational Resources Information Center
Peters, Phil; Katsaros, Alex; Howard, Rosalyn; Lindgren, Robb
2012-01-01
This pilot project conducted by researchers from the University of Central Florida (UCF) seeks to answer the question: Does a real-time, two-way, mobile, remote webcasting system have special properties for learning compared with traditional distance learning platforms? Students enrolled in two online, undergraduate UCF courses explored South…
ERIC Educational Resources Information Center
Cooper, Catherine R.; And Others
Experimental and supplementary observational studies of how children help one another learn are reported. In the experiment, developmental patterns in children's discourse in two common peer-learning situations were investigated. Sixty-four pairs of children, drawn equally from kindergarten and second grade, participated in the study. Dyads,…
The Effects of Intercultural Learning on English Learning Motivation among Students Studying Abroad
ERIC Educational Resources Information Center
Tsai, Yau
2012-01-01
Background: While English is becoming as a tool of communication and interaction with people from different countries in the global society of the twenty-first century due to the trend toward globalization and internationalization, those who study abroad and immerse themselves in the host culture may experience intercultural learning naturally…
Transactional Distance and Second Life: The Effects of Video Game Experience
ERIC Educational Resources Information Center
Atkinson, Mark
2013-01-01
As a subset of distance education, online learning takes place primarily in learning management systems through asynchronous interaction, that can cause transactional distance between instructor and learners. This study investigated how transactional distance may be affected by the use of Second Life, a 3-D virtual world, as a learning environment…
ERIC Educational Resources Information Center
Jong, Morris S. Y.
2016-01-01
Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented Learning Environment (VISOLE), a teaching framework for implementing constructivist online game-based…
ERIC Educational Resources Information Center
Kiegaldie, Debra; White, Geoff
2006-01-01
The Virtual Patient, an interactive multimedia learning resource using a critical care clinical scenario for postgraduate nursing students, was developed to enhance flexible access to learning experiences and improve learning outcomes in the management of critically ill patients. Using real-time physiological animations, authentic content design…
Use of Web 2.0 Technologies to Enhance Learning Experiences in Alternative School Settings
ERIC Educational Resources Information Center
Karahan, Engin; Roehrig, Gillian
2016-01-01
As the learning paradigms are shifting to include various forms of digital technologies such as synchronous, asynchronous, and interactive methods, social networking technologies have been introduced to the educational settings in order to increase the quality of learning environments. The literature suggests that effective application of these…
Learning Trajectories and the Role of Online Courses in a Language Program
ERIC Educational Resources Information Center
Schulze, Mathias; Scholz, Kyle
2018-01-01
Currently there is a push toward offering more language courses online because they can provide students with new forms of social and learning interaction, widen their access to education, and offer an individualized learning experience in large classes. Little research exists examining how students transition between online and on-campus language…
Lights, Camera, Action! Learning about Management with Student-Produced Video Assignments
ERIC Educational Resources Information Center
Schultz, Patrick L.; Quinn, Andrew S.
2014-01-01
In this article, we present a proposal for fostering learning in the management classroom through the use of student-produced video assignments. We describe the potential for video technology to create active learning environments focused on problem solving, authentic and direct experiences, and interaction and collaboration to promote student…
Agriculture Education SimFarm(TM). Technology Learning Activity. Teacher Edition.
ERIC Educational Resources Information Center
Oklahoma State Dept. of Vocational and Technical Education, Stillwater. Curriculum and Instructional Materials Center.
This Technology Learning Activity (TLA) for agriculture education in grades 6-10 is designed to help students learn the basic terminology of a farm system while they experience the responsibility of keeping a profitable farm in operation through use of the interactive SimFarm software. Introductory materials provide an overview of technology…
"Drawing in the Sand" as a Tool for Teaching Coastal Geography
ERIC Educational Resources Information Center
Fagan, Joseph B.; Sturm, Sean
2015-01-01
Field trips are recognized as an essential component of the study of geography. They are popular with learners and teachers, but their value as learning experiences is largely assumed. What is needed are interactive and relevant learning activities like "drawing in the sand," a participatory learning activity that has been introduced…
Problem-Based Learning in an Online Course of Health Education
ERIC Educational Resources Information Center
Chagas, Isabel; Faria, Claudia; Mourato, Dulce; Pereira, Goncalo; Santos, Afonso
2012-01-01
The objectives of this project were to: i) describe the experience of implementing Problem-Based Learning in an online course over three consecutive academic years, ii) analyse the learning environment generated, iii) discuss impacts on students' active participation, based on the analysis of their interactions. The participants were 30 students,…
Suksudaj, N; Lekkas, D; Kaidonis, J; Townsend, G C; Winning, T A
2015-02-01
Students' perceptions of their learning environment influence the quality of outcomes they achieve. Learning dental operative techniques in a simulated clinic environment is characterised by reciprocal interactions between skills training, staff- and student-related factors. However, few studies have examined how students perceive their operative learning environments and whether there is a relationship between their perceptions and subsequent performance. Therefore, this study aimed to clarify which learning activities and interactions students perceived as supporting their operative skills learning and to examine relationships with their outcomes. Longitudinal data about examples of operative laboratory sessions that were perceived as effective or ineffective for learning were collected twice a semester, using written critical incidents and interviews. Emergent themes from these data were identified using thematic analysis. Associations between perceptions of learning effectiveness and performance were analysed using chi-square tests. Students indicated that an effective learning environment involved interactions with tutors and peers. This included tutors arranging group discussions to clarify processes and outcomes, providing demonstrations and constructive feedback. Feedback focused on mistakes, and not improvement, was reported as being ineffective for learning. However, there was no significant association between students' perceptions of the effectiveness of their learning experiences and subsequent performance. It was clear that learning in an operative technique setting involved various factors related not only to social interactions and observational aspects of learning but also to cognitive, motivational and affective processes. Consistent with studies that have demonstrated complex interactions between students, their learning environment and outcomes, other factors need investigation. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
NASA Astrophysics Data System (ADS)
Wilson, Rachel E.; Bradbury, Leslie U.; McGlasson, Martha A.
2015-04-01
The purpose of this article is to explore how preservice elementary teachers (PSETs) interpreted their service-learning experiences within a pre-methods environmentally focused course and how their interpretations shaped their science teaching identities. Along a continuum of service-learning experiences were events that emphasized science learning, that focused on science teaching, and that were transitional, with elements of both science learning and science teaching. These various service-learning experiences were designed to be "boundary experiences" for professional identity development (Geijsel & Meijers in Educational Studies, 3(4), 419-430, 2005), providing opportunities for PSETs to reflect on meanings in cultural contexts and how they are related to their own personal meanings. We analyzed written reflections and end-of-course oral reflection interviews from 42 PSETs on their various service-learning experiences. PSETs discussed themes related to the meanings they made of the service-learning experiences: (a) experiencing science in relation to their lives as humans and future teachers, (b) interacting with elementary students and other PSETs, and (c) making an impact in the physical environment and in the community. The connections that PSETs were making between the discursive spaces (service-learning contexts) and their own meaning-making of these experiences (as connected to their own interests in relation to their future professions and daily lives) shows evidence of the potential that various types of science service-learning experiences have for PSETs in developing inbound science teaching identity trajectories (Wenger in Communities of practice: Learning, meaning, and identity. Cambridge: Cambridge University Press, 1998). The findings of this study point to positive outcomes for PSETs when they participate in structured service-learning experiences along a learning to teaching continuum (246).
Hurtubise, Karen; Carpenter, Christine
2017-10-20
To better understand the learning experiences of parents of children with developmental disabilities and the strategies they develop to support their caregiving role. A qualitative secondary analysis of in-depth interviews with parents of children with developmental disability was conducted to better understand parents' learning experiences and the strategies they developed to use this learning in supporting their children. A foundational thematic analysis process was used to identify the main themes, and the interpretive process was influenced by adult education theories. Findings suggest that participants are highly motivated to learn by a need to understand, to do, and to belong. They also demonstrated varying levels of cognitive, affective, and psychomotor learning. Learning style preferences are evident in participants' narratives and in their self-reported learning strategies. Conceptualizing parents, as adult learners, can be helpful in designing clinical interactions and education initiatives. Knowledge of adult learning principles may enable pediatric therapists to better meet the needs of parents and fulfill their information sharing responsibilities.
In-office distance learning for practitioners.
Klein, Katherine P; Miller, Kenneth T; Brown, Matthew W; Proffit, William R
2011-07-01
Distance learning studies involving orthodontic residents have shown that, although residents prefer being live and interactive with an instructor, they learn almost as much from watching a recorded interactive seminar followed by a live discussion. Our objective in this study was to test the acceptability and perceived effectiveness of using recorded interactive seminars and video conference follow-up discussions for in-office continuing education. Four small groups of practitioners (total, n = 23) were asked to prepare for, view, and then discuss previously recorded interactive seminars on a variety of subjects; a fifth group (5 previous participants) had live discussions of 3 topics without viewing a prerecorded seminar. All discussions were via video conference through typical broadband Internet connections, by using either WebEx (Cisco, Santa Clara, Calif) or Elluminate (Pleasanton, Calif) software. The participants evaluated their experiences by rating presented statements on a 7-point Likert scale and by providing open-ended responses. Twenty-two of the 23 participants agreed (with varying degrees of enthusiasm) that this was an enjoyable, effective way to learn, and that they would like to participate in this type of learning in the future. Everyone agreed that they would recommend this method of learning to others. The age and experience of the participants had only minor effects on their perceptions of acceptance and acceptability. The use of recorded seminars followed by live interaction through videoconferencing can be an acceptable and effective method of providing continuing education to the home or office of orthodontists in private practice, potentially saving them both time and travel expenses. Copyright © 2011 American Association of Orthodontists. Published by Mosby, Inc. All rights reserved.
ERIC Educational Resources Information Center
Davidson, Susan Kay; Passmore, Cynthia; Anderson, David
2010-01-01
This paper reports on the findings of a case study that investigated the interaction of the agendas and practices of students, teachers, and zoo educators during a class field trip to a zoo. The study reports on findings of the analysis of two case classes of students and their perceptions of their learning experiences during the field trip. The…
ERIC Educational Resources Information Center
Bugawa, Afaf Mubarak; Mirzal, Andri
2018-01-01
This article describes how the use of Web 2.0 technologies in the field of learning is on the rise. By their nature, Web 2.0 technologies increase the interactivity between users where interactivity is considered to be a key to success in traditional classrooms. This article reviews recent studies in the field of Web 2.0 technologies for learning…
NASA Astrophysics Data System (ADS)
Cadou, Judith Ann
The purpose of this study was to explore systematically the use of a science experiment curriculum in an Even Start program setting through an in-depth description of the verbal and nonverbal interaction of preschool children and their mothers engaged in constructing knowledge through active science experiment exploration, representative notation, and related informational text experiences. It also sought to document the mothers' perceptions of science exploration as a facilitator for their children's literacy and their awareness of ways to support such growth. Two in-depth studies were presented to profile, in detail, the process of mother and child meaning making within the structure of a science explorations context. An additional eight mother-child dyads participated for purposes of adding breadth to the study. Behaviors were documented through (a) videotape transcriptions of the mother-child interaction in this science inquiry context, (b) observation, (c) field notes, and (d) open-ended interviews with the mothers. Data were analyzed using the constant comparative method. The findings of this naturalistic study suggest the use of a linked mother-child dyad learning and literacy development process using prediction, experimentation, observation, and reflection, combined with related meaning-making verbal interaction, documentation, and reading, facilitated the child's knowledge acquisition, learning interests, and learning methodologies. Specifically, (a) the initiating setup for prediction placed the child at the center of her or his own inquiry and initiated verbal communication; (b) mother and child used the scientific thinking routine of predict, act on objects and observe, discover, evaluate, and make decisions, to be documented in second-level notation, as a mental organizer and scaffolding for inquiry and communication between them; (c) the children showed development in conceptual understanding within the context of active science exploration and across science units; (d) the children used the representative drawing and labeling of the experiment experience for extended experimentation and meaning making, thus using second-level notation for functional purposes; (e) the children showed increased initiative with expository text related to the experiment experiences; and (f) the mothers voiced perception of their children's and their own learning and a sense of efficacy in facilitating their children's learning.
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.
The effects of aging on the interaction between reinforcement learning and attention.
Radulescu, Angela; Daniel, Reka; Niv, Yael
2016-11-01
Reinforcement learning (RL) in complex environments relies on selective attention to uncover those aspects of the environment that are most predictive of reward. Whereas previous work has focused on age-related changes in RL, it is not known whether older adults learn differently from younger adults when selective attention is required. In 2 experiments, we examined how aging affects the interaction between RL and selective attention. Younger and older adults performed a learning task in which only 1 stimulus dimension was relevant to predicting reward, and within it, 1 "target" feature was the most rewarding. Participants had to discover this target feature through trial and error. In Experiment 1, stimuli varied on 1 or 3 dimensions and participants received hints that revealed the target feature, the relevant dimension, or gave no information. Group-related differences in accuracy and RTs differed systematically as a function of the number of dimensions and the type of hint available. In Experiment 2 we used trial-by-trial computational modeling of the learning process to test for age-related differences in learning strategies. Behavior of both young and older adults was explained well by a reinforcement-learning model that uses selective attention to constrain learning. However, the model suggested that older adults restricted their learning to fewer features, employing more focused attention than younger adults. Furthermore, this difference in strategy predicted age-related deficits in accuracy. We discuss these results suggesting that a narrower filter of attention may reflect an adaptation to the reduced capabilities of the reinforcement learning system. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
NASA Astrophysics Data System (ADS)
Billard, Aude
2000-10-01
This paper summarizes a number of experiments in biologically inspired robotics. The common feature to all experiments is the use of artificial neural networks as the building blocks for the controllers. The experiments speak in favor of using a connectionist approach for designing adaptive and flexible robot controllers, and for modeling neurological processes. I present 1) DRAMA, a novel connectionist architecture, which has general property for learning time series and extracting spatio-temporal regularities in multi-modal and highly noisy data; 2) Robota, a doll-shaped robot, which imitates and learns a proto-language; 3) an experiment in collective robotics, where a group of 4 to 15 Khepera robots learn dynamically the topography of an environment whose features change frequently; 4) an abstract, computational model of primate ability to learn by imitation; 5) a model for the control of locomotor gaits in a quadruped legged robot.
Category Learning in the Brain
Seger, Carol A.; Miller, Earl K.
2013-01-01
The ability to group items and events into functional categories is a fundamental characteristic of sophisticated thought. It is subserved by plasticity in many neural systems, including neocortical regions (sensory, prefrontal, parietal, and motor cortex), the medial temporal lobe, the basal ganglia, and midbrain dopaminergic systems. These systems interact during category learning. Corticostriatal loops may mediate recursive, bootstrapping interactions between fast reward-gated plasticity in the basal ganglia and slow reward-shaded plasticity in the cortex. This can provide a balance between acquisition of details of experiences and generalization across them. Interactions between the corticostriatal loops can integrate perceptual, response, and feedback-related aspects of the task and mediate the shift from novice to skilled performance. The basal ganglia and medial temporal lobe interact competitively or cooperatively, depending on the demands of the learning task. PMID:20572771
Technology in the teaching of neuroscience: enhanced student learning.
Griffin, John D
2003-12-01
The primary motivation for integrating any form of education technology into a particular course or curriculum should always be to enhance student learning. However, it can be difficult to determine which technologies will be the most appropriate and effective teaching tools. Through the alignment of technology-enhanced learning experiences with a clear set of learning objectives, teaching becomes more efficient and effective and learning is truly enhanced. In this article, I describe how I have made extensive use of technology in two neuroscience courses that differ in structure and content. Course websites function as resource centers and provide a forum for student interaction. PowerPoint presentations enhance formal lectures and provide an organized outline of presented material. Some lectures are also supplemented with interactive CD-ROMs, used in the presentation of difficult physiological concepts. In addition, a computer-based physiological recording system is used in laboratory sessions, improving the hands-on experience of group learning while reinforcing the concepts of the research method. Although technology can provide powerful teaching tools, the enhancement of the learning environment is still dependent on the instructor. It is the skill and enthusiasm of the instructor that determines whether technology will be used effectively.
Tamura, Niina; Castles, Anne; Nation, Kate
2017-06-01
Children learn new words via their everyday reading experience but little is known about how this learning happens. We addressed this by focusing on the conditions needed for new words to become familiar to children, drawing a distinction between lexical configuration (the acquisition of word knowledge) and lexical engagement (the emergence of interactive processes between newly learned words and existing words). In Experiment 1, 9-11-year-olds saw unfamiliar words in one of two storybook conditions, differing in degree of focus on the new words but matched for frequency of exposure. Children showed good learning of the novel words in terms of both configuration (form and meaning) and engagement (lexical competition). A frequency manipulation under incidental learning conditions in Experiment 2 revealed different time-courses of learning: a fast lexical configuration process, indexed by explicit knowledge, and a slower lexicalization process, indexed by lexical competition. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.
The experiences of supporting learning in pairs of nursing students in clinical practice.
Holst, Hanna; Ozolins, Lise-Lotte; Brunt, David; Hörberg, Ulrica
2017-09-01
The purpose of this study is to describe how supervisors experience supporting nursing students' learning in pairs on a Developing and Learning Care Unit in Sweden. The present study has been carried out with a Reflective Lifeworld Research (RLR) approach founded on phenomenology. A total of 25 lifeworld interviews were conducted with supervisors who had supervised pairs of students. The findings reveal how supervisors support students' learning in pairs through a reflective approach creating learning space in the encounter with patients, students and supervisors. Supervisors experience a movement that resembles balancing between providing support in learning together and individual learning. The findings also highlight the challenge in supporting both the pairs of students and being present in the reality of caring. In conclusion, the learning space has the potential of creating a relative level of independency in the interaction between pairs of students and their supervisor when the supervisor strives towards a reflective approach. Copyright © 2017 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Adesina Adegoke, Benson
2012-07-01
In this study, the author examines the extent to which an interactive engagement approach can reduce the gender gap in senior secondary school (SSS) (age 16-18 years) students' learning outcomes in quantum physics. One hundred and twenty one (male = 65; female = 56) SSS 3 students participated in this study. They were randomly selected from two senior secondary schools from the Ibadan North Local Government Area, Oyo State, Nigeria. There were two groups: the experimental group (interactive engagement) and the control group (traditional lecture method). Prior to the commencement of the experiment, students' scores in a previous examination conducted by their schools were collected and analysed. This was to determine the extent to which gender disparity had been narrowed after the experiment. Three hypotheses were tested. The data collected were analysed using analysis of covariance (ANCOVA). The results show that, generally, the students in the interactive engagement group had higher mean scores in the quantum physics achievement test than their colleagues in the control group. Among the participants in the interactive engagement group, female students had a slightly higher mean score than their male counterparts. These results show that with interactive engagement, gender disparity in quantum physics learning outcomes among students can be narrowed. The author recommends that physics teachers should adopt an interactive engagement approach in physics classes.
Decoding the representation of learned social roles in the human brain.
Eger, Evelyn; Moretti, Laura; Dehaene, Stanislas; Sirigu, Angela
2013-10-01
Humans as social beings are profoundly affected by exclusion. Short experiences with people differing in their degree of prosocial behaviour can induce reliable preferences for including partners, but the neural mechanisms of this learning remain unclear. Here, we asked participants to play a short social interaction game based on "cyber-ball" where one fictive partner included and another excluded the subject, thus defining social roles (includer - "good", excluder - "bad"). We then used multivariate pattern recognition on high-resolution functional magnetic resonance imaging (fMRI) data acquired before and after this game to test whether neural responses to the partners' and neutral control faces during a perceptual task reflect their learned social valence. Support vector classification scores revealed a learning-related increase in neural discrimination of social status in anterior insula and anterior cingulate regions, which was mainly driven by includer faces becoming distinguishable from excluder and control faces. Thus, face-evoked responses in anterior insula and anterior cingulate cortex contain fine-grained information shaped by prior social interactions that allow for categorisation of faces according to their learned social status. These lasting traces of social experience in cortical areas important for emotional and social processing could provide a substrate of how social inclusion shapes future behaviour and promotes cooperative interactions between individuals. Copyright © 2013 Elsevier Ltd. All rights reserved.
Designing Creative User Interactions for Learning
ERIC Educational Resources Information Center
Hong, Yi-Chun; Clinton, Gregory; Rieber, Lloyd P.
2014-01-01
Profitable creative ideas can emerge from within virtually any phase of the instructional design and development process. However, the design of user interactions is perhaps where learners can most directly experience the benefits of such ideas. In this article, the authors discuss principles of learner interaction as found in the instructional…
Using Mobile Phones to Increase Classroom Interaction
ERIC Educational Resources Information Center
Cobb, Stephanie; Heaney, Rose; Corcoran, Olivia; Henderson-Begg, Stephanie
2010-01-01
This study examines the possible benefits of using mobile phones to increase interaction and promote active learning in large classroom settings. First year undergraduate students studying Cellular Processes at the University of East London took part in a trial of a new text-based classroom interaction system and evaluated their experience by…
CaMELS: In silico prediction of calmodulin binding proteins and their binding sites.
Abbasi, Wajid Arshad; Asif, Amina; Andleeb, Saiqa; Minhas, Fayyaz Ul Amir Afsar
2017-09-01
Due to Ca 2+ -dependent binding and the sequence diversity of Calmodulin (CaM) binding proteins, identifying CaM interactions and binding sites in the wet-lab is tedious and costly. Therefore, computational methods for this purpose are crucial to the design of such wet-lab experiments. We present an algorithm suite called CaMELS (CalModulin intEraction Learning System) for predicting proteins that interact with CaM as well as their binding sites using sequence information alone. CaMELS offers state of the art accuracy for both CaM interaction and binding site prediction and can aid biologists in studying CaM binding proteins. For CaM interaction prediction, CaMELS uses protein sequence features coupled with a large-margin classifier. CaMELS models the binding site prediction problem using multiple instance machine learning with a custom optimization algorithm which allows more effective learning over imprecisely annotated CaM-binding sites during training. CaMELS has been extensively benchmarked using a variety of data sets, mutagenic studies, proteome-wide Gene Ontology enrichment analyses and protein structures. Our experiments indicate that CaMELS outperforms simple motif-based search and other existing methods for interaction and binding site prediction. We have also found that the whole sequence of a protein, rather than just its binding site, is important for predicting its interaction with CaM. Using the machine learning model in CaMELS, we have identified important features of protein sequences for CaM interaction prediction as well as characteristic amino acid sub-sequences and their relative position for identifying CaM binding sites. Python code for training and evaluating CaMELS together with a webserver implementation is available at the URL: http://faculty.pieas.edu.pk/fayyaz/software.html#camels. © 2017 Wiley Periodicals, Inc.
A synchronous communication experiment within an online distance learning program: a case study.
Boulos, Maged N Kamel; Taylor, Andrea D; Breton, Alice
2005-10-01
Student-teacher and student-student interactions in purely asynchronous distance learning courses are much lacking compared to similar interactions found in face-to-face teaching, causing learners to experience feelings of isolation, thus reducing motivation and increasing dropout rates. We used PalTalk, an Internet text and audio chat client from AVM Software, Inc. (New York, NY), to offer our students live virtual classroom sessions within a unit of our online distance learning M.Sc. program in Healthcare Informatics. On-demand replays of audio excerpts from the sessions were also provided to accommodate absenteeism and for student review. Five students completed an evaluation questionnaire. Our results highlighted the potential merits of using synchronous conferencing to assist in fostering a sense of belonging to one supportive learning community among distance learners and improve educational outcomes. Students were very positive toward the real-time human interaction and voted for a 95/5 (asynchronous/synchronous percentages) blended delivery approach for a typical unit in our program. They also praised PalTalk's voice quality and ease of use. This paper presents educational and technological perspectives about this experiment in the form of a state-of the- art review, without intending to be statistically rigorous. However, robust research evidence is still required to convince educators fully about the benefits of synchronous communication tools and help them decide on the most suitable solutions for their particular circumstances.
Computer-based learning in neuroanatomy: A longitudinal study of learning, transfer, and retention
NASA Astrophysics Data System (ADS)
Chariker, Julia H.
A longitudinal experiment was conducted to explore computer-based learning of neuroanatomy. Using a realistic 3D graphical model of neuroanatomy, and sections derived from the model, exploratory graphical tools were integrated into interactive computer programs so as to allow adaptive exploration. 72 participants learned either sectional anatomy alone or learned whole anatomy followed by sectional anatomy. Sectional anatomy was explored either in perceptually continuous animation or discretely, as in the use of an anatomical atlas. Learning was measured longitudinally to a high performance criterion. After learning, transfer to biomedical images and long-term retention was tested. Learning whole anatomy prior to learning sectional anatomy led to a more efficient learning experience. Learners demonstrated high levels of transfer from whole anatomy to sectional anatomy and from sectional anatomy to complex biomedical images. All learning groups demonstrated high levels of retention at 2--3 weeks.
Placement education pedagogy as social participation: what are students really learning?
Kell, Clare
2014-03-01
This paper draws on empirical fieldwork data of naturally occurring UK physiotherapy placement education to make visible how education is actually carried out and suggest what students may be learning through their placement interactions. The data challenge everyone involved in placement education design and practice to consider the values and practices students are learning to perpetuate through placement education experiences. The researcher undertook an ethnomethodologically informed ethnographic observation of naturally occurring physiotherapy placement education in two UK NHS placement sites. This study adopted a social perspective of learning to focus on the minutiae of placement educator, student and patient interaction practices during student-present therapeutic activities. Two days of placement for each of six senior students were densely recorded in real-time focussing specifically on the verbal, kinesics and proxemics-based elements of the participants' interaction practices. Repeated cycles of data analysis suggested consistent practices irrespective of the placement, educators, students or patients. The data suggest that placement education is a powerful situated learning environment in which students see, experience and learn to reproduce the physiotherapy practices valued by the local placement. Consistently, placement educators and students co-produced patient-facing activities as spectacles of physiotherapy-as-science. In each setting, patients were used as person-absent audiovisual teaching aids from which students learnt to make a case for physiotherapy intervention. The paper challenges physiotherapists and other professions using work-placement education to look behind the rhetoric of their placement documentation and explore the reality of students' learning in the field. The UK-based physiotherapy profession may wish to consider further the possible implications of its self-definition as a 'science-based healthcare profession' on its in-the-presence-of-students interactions with patients. Copyright © 2013 John Wiley & Sons, Ltd.
Nahinsky, Irwin D; Harbison, J Isaiah
2011-01-01
We investigated the effects of specific stimulus information on the use of rule information in a category learning task in 2 experiments, one presented here and an intercategory transfer task reported in an earlier article. In the present experiment photograph--name combinations, called identifiers, were associated with 4 demographic attributes. The same attribute information was shown to all participants. However, for one group of participants, half of the identifiers were paired with attribute values repeated over presentation blocks. For the other group the identifier information was new for each presentation block. The first group performed less well than the second group on stimuli with nonrepeated identifiers, indicating a negative effect of specific stimulus information on processing rule information. Application of a network model to the 2 experiments, which provided for the growth of connections between attribute values in learning, indicated that repetition of identifiers produced a unitizing effect on stimuli. Results suggested that unitization produced interference through connections between irrelevant attribute values.
Challenges of Malaysian Developers in Creating Good Interfaces for Interactive Courseware
ERIC Educational Resources Information Center
Kamaruddin, Norfadilah
2010-01-01
There are many reasons why interface design for interactive courseware fails to support quality of learning experiences. The causes such as the level of interactivity, the availability of the interfaces to interact with the end users and a lack of deep knowledge about the role of interface design by the designers in the development process are…
Summer Camp: Language Learning beyond the Walls--A Grassroots Model for Summer Immersion Camp
ERIC Educational Resources Information Center
Seewald, Amanda
2012-01-01
In efforts to improve, expand and inspire language learning to become a basic and essential component of the landscape of the educational system, one must reach out beyond the walls of the classroom to engage learners early. Real-world learning and energized, playful, interactive language experiences that inspire can drastically change the…
Social Learning Theory in the Age of Social Media: Implications for Educational Practitioners
ERIC Educational Resources Information Center
Deaton, Shannon
2015-01-01
Following the research of Albert Bandura, the advent of social media has changed the platform for social interaction and human experience. Educators have a unique opportunity to apply the concepts of Bandura's Social Learning Theory toward enhanced student engagement and learning in a social media context. This article synthesizes current research…
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…
Does (Non-)Meaningful Sensori-Motor Engagement Promote Learning with Animated Physical Systems?
ERIC Educational Resources Information Center
Pouw, Wim T. J. L.; Eielts, Charly; Gog, Tamara; Zwaan, Rolf A.; Paas, Fred
2016-01-01
Previous research indicates that sensori-motor experience with physical systems can have a positive effect on learning. However, it is not clear whether this effect is caused by mere bodily engagement or the intrinsically meaningful information that such interaction affords in performing the learning task. We investigated (N = 74), through the use…
ERIC Educational Resources Information Center
Horton, Lucas; Liu, Min; Olmanson, Justin; Toprac, Paul
2011-01-01
In this paper we explore students' engagement in a new media enhanced problem-based learning (PBL) environment and investigate the characteristics of these environments that facilitate learning. We investigated both student experiences using a new media enhanced PBL environment and the specific elements students found most supportive of their…
ERIC Educational Resources Information Center
Dalbey, John; Linn, Marcia
Spider World is an interactive program designed to help individuals with no previous computer experience to learn the fundamentals of programming. The program emphasizes cognitive tasks which are central to programming and provides significant problem-solving opportunities. In Spider World, the user commands a hypothetical robot (called the…
Creating an Optimal Language Learning Environment: A Focus on Family and Culture
ERIC Educational Resources Information Center
Cheng, Li-Rong Lilly
2009-01-01
Understanding the family systems and structures of our diverse populations is one of the most important tasks of professionals in education. Children learn from their family, school, and community. They learn from their experiences by observing, talking, and interacting with their environment. Parents play a pivotal role in the education of their…
The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning
ERIC Educational Resources Information Center
Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar
2017-01-01
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
ERIC Educational Resources Information Center
Greenfield, Daryl B.; Alexander, Alexandra; Frechette, Elizabeth
2017-01-01
When science is integrated into early childhood learning experiences, it becomes a critical area supporting young children's development. Young children are natural scientists, curious about their world, and they engage in scientific practices to learn about and explore their world. This article describes how the K-12 Framework for Science…
ERIC Educational Resources Information Center
Grapragasem, Selvaraj; Krishnan, Anbalagan; Joshi, Prem Lal; Krishnan, Shubashini; Azlin, Azlin
2015-01-01
The classroom is a learning environment where active interactions and meaningful learning occur between learners and knowledge providers. The teachers and the learners have a unique relationship and this relationship is highly determined by their backgrounds and experiences. Teachers have the responsibility to manage the classroom with the aim of…
ERIC Educational Resources Information Center
Baird, Derek E.; Fisher, Mercedes
2006-01-01
Raised in the "always on" world of interactive media, the Internet, and digital messaging technologies, today's student has different expectations and learning styles than previous generations. This net-centric generation values their ability to use the Web to create a self-paced, customized, on-demand learning path that includes multiple forms of…
ERIC Educational Resources Information Center
Zielinski, Dianne E.
2017-01-01
This study explored how faculty members implemented constructivist teaching methods after training. The student-centered teaching methods were interactions and collaborations, authentic learning and real-world experiences, linking material to previously learned information, and using technology in the classroom. Seven faculty members trained in…
ERIC Educational Resources Information Center
Thorpe, Mary; Kubiak, Chris
2005-01-01
The interaction of agency and context in workplace learning is explored through a micro-analysis of the implementation of networked learning communities in schools in England. Interviews with local activists show evidence of co-participation between individuals' responses and their workplace roles and experience as they take up the opportunity to…
ERIC Educational Resources Information Center
Banning, Maggi; Cortazzi, Martin
2004-01-01
This illuminative evaluation study gives insights into attitudes to learning, interaction and the perceived roles of theory, evidence, reading and previous experience. These insights lead us to question some aspects of the course as currently presented. Students indicated that they found the course material stimulating but prior guidance on the…
Designing the Group Use Videodisc: Socializing Communication Technology.
ERIC Educational Resources Information Center
Acker, Stephen R.; Gordon, Joan M.
1987-01-01
Indicates that students were favorably impressed with their videodisc learning experience, though the process of reaching consensus seemed to require the re-ordering of individual rankings. Discusses the relationships between design strategy, student interaction in the learning process, and funding educational technology. (JD)
Student Organizations as Avenues for Leader Learning and Development.
Sessa, Valerie I; Alonso, Nicole; Farago, Pamela; Schettino, Gaynell; Tacchi, Kelcie; Bragger, Jennifer D
2017-09-01
This chapter describes theory and research demonstrating that the experiences students have within student organizations, and the people with whom they interact within those organizations, are powerful triggers for leader learning and development. © 2017 Wiley Periodicals, Inc., A Wiley Company.
Interactive, Collaborative, Electronic Learning Logs in the Physics Classroom
NASA Astrophysics Data System (ADS)
Gosling, Chris
2006-12-01
I describe my experiences using Hickman's Interactive Collaborative Electronic Learning Logs teaching HS Physics. ICE Learning Logs are written in student groups to answer questions posed by the instructor, who then in turn responds to each group’s entry before the next class. These logs were used with non-physics majors in both algebra and calculus-based introductory physics courses, and also at the high school level. I found ICE Learning Logs were found to be a clear improvement over traditional student journals. Excerpts from group entries will be presented to demonstrate the group identities that formed as well as the utility of the journals to probe for conceptual understanding. In addition, the ICE Learning Logs served as an excellent resource for students to review before exams and also to examine for critical moments to reflect on in formal essays. Hickman, P. (2000). Assessing student understanding with interactive-electronic-collaborative learning logs. ENC Focus, 7(2), 24-27. Sponsored by the National Science Foundation DUE0302097 and SUNY-Buffalo State Physics
Knowledgeable Lemurs Become More Central in Social Networks.
Kulahci, Ipek G; Ghazanfar, Asif A; Rubenstein, Daniel I
2018-04-23
Strong relationships exist between social connections and information transmission [1-9], where individuals' network position plays a key role in whether or not they acquire novel information [2, 3, 5, 6]. The relationships between social connections and information acquisition may be bidirectional if learning novel information, in addition to being influenced by it, influences network position. Individuals who acquire information quickly and use it frequently may receive more affiliative behaviors [10, 11] and may thus have a central network position. However, the potential influence of learning on network centrality has not been theoretically or empirically addressed. To bridge this epistemic gap, we investigated whether ring-tailed lemurs' (Lemur catta) centrality in affiliation networks changed after they learned how to solve a novel foraging task. Lemurs who had frequently initiated interactions and approached conspecifics before the learning experiment were more likely to observe and learn the task solution. Comparing social networks before and after the learning experiment revealed that the frequently observed lemurs received more affiliative behaviors than they did before-they became more central after the experiment. This change persisted even after the task was removed and was not caused by the observed lemurs initiating more affiliative behaviors. Consequently, quantifying received and initiated interactions separately provides unique insights into the relationships between learning and centrality. While the factors that influence network position are not fully understood, our results suggest that individual differences in learning and becoming successful can play a major role in social centrality, especially when learning from others is advantageous. Copyright © 2018 Elsevier Ltd. All rights reserved.
Aversive Learning and Trait Aggression Influence Retaliatory Behavior.
Molapour, Tanaz; Lindström, Björn; Olsson, Andreas
2016-01-01
In two experiments (n = 35, n = 34), we used a modified fear-conditioning paradigm to investigate the role of aversive learning in retaliatory behavior in social context. Participants first completed an initial aversive learning phase in which the pairing of a neutral conditioned stimulus (CS; i.e., neutral face) with a naturally aversive unconditioned stimulus (US; electric shock) was learned. Then they were given an opportunity to interact (i.e., administer 0-2 shocks) with the same faces again, during a Test phase. In Experiment 2, we used the same paradigm with the addition of online trial-by-trial ratings (e.g., US expectancy and anger) to examine the role of aversive learning, anger, and the learned expectancy of receiving punishment more closely. Our results indicate that learned aversions influenced future retaliation in a social context. In both experiments, participants showed largest skin conductance responses (SCRs) to the faces paired with one or two shocks, demonstrating successful aversive learning. Importantly, participants administered more shocks to the faces paired with the most number of shocks when the opportunity was given during test. Also, our results revealed that aggressive traits (Buss and Perry Aggression scale) were associated with retaliation only toward CSs associated with aversive experiences. These two experiments show that aggressive traits, when paired with aversive learning experiences enhance the likelihood to act anti-socially toward others.
Aversive Learning and Trait Aggression Influence Retaliatory Behavior
Molapour, Tanaz; Lindström, Björn; Olsson, Andreas
2016-01-01
In two experiments (n = 35, n = 34), we used a modified fear-conditioning paradigm to investigate the role of aversive learning in retaliatory behavior in social context. Participants first completed an initial aversive learning phase in which the pairing of a neutral conditioned stimulus (CS; i.e., neutral face) with a naturally aversive unconditioned stimulus (US; electric shock) was learned. Then they were given an opportunity to interact (i.e., administer 0–2 shocks) with the same faces again, during a Test phase. In Experiment 2, we used the same paradigm with the addition of online trial-by-trial ratings (e.g., US expectancy and anger) to examine the role of aversive learning, anger, and the learned expectancy of receiving punishment more closely. Our results indicate that learned aversions influenced future retaliation in a social context. In both experiments, participants showed largest skin conductance responses (SCRs) to the faces paired with one or two shocks, demonstrating successful aversive learning. Importantly, participants administered more shocks to the faces paired with the most number of shocks when the opportunity was given during test. Also, our results revealed that aggressive traits (Buss and Perry Aggression scale) were associated with retaliation only toward CSs associated with aversive experiences. These two experiments show that aggressive traits, when paired with aversive learning experiences enhance the likelihood to act anti-socially toward others. PMID:27375520
De Grasset, Jehanne; Audetat, Marie-Claude; Bajwa, Nadia; Jastrow, Nicole; Richard-Lepouriel, Hélène; Nendaz, Mathieu; Junod Perron, Noelle
2018-04-22
Medical students develop professional identity through structured activities and impromptu interactions in various settings. We explored if contributing to an Objective Structured Teaching Exercise (OSTE) influenced students' professional identity development. University clinical faculty members participated in a faculty development program on clinical supervision. Medical students who participated in OSTEs as simulated residents were interviewed in focus groups about what they learnt from the experience and how the experience influenced their vision of learning and teaching. Transcripts were analyzed using the Goldie's personality and social structure perspective model. Twenty-five medical students out of 32 students involved in OSTEs participated. On an institutional level, students developed a feeling of belonging to the institution. At an interactional level, students realized they could influence the teaching interaction by actively seeking or giving feedback. On the personal level, students realized that errors could become sources of learning and felt better prepared to receive faculty feedback. Taking part in OSTEs as a simulated resident has a positive impact on students' vision regarding the institution as a learning environment and their own role by actively seeking or giving feedback. OSTEs support their professional identity development regarding learning and teaching while sustaining faculty development.
NASA Astrophysics Data System (ADS)
Cavicchi, Elizabeth Mary
Physics is conventionally taught as a fixed curriculum which students must master. This thesis changes that: curriculum emerges from what learners try and question in experiments they invent. The thesis narrates: three adult students exploring wires, batteries and bulbs with me as teacher; nineteenth century investigations of electromagnetism; my laboratory work replicating historic instruments. In each case, learning arose through activity with materials. Evidences of this are analyzed within narratives and reflections. I used teaching-research, a method developed by Duckworth from Piaget's clinical interviewing, to research and simultaneously extend students' evolving understandings. What I learned through questioning students informed my next interactions; what they learned extended their experimenting. Similarly, I researched historical accounts interactively: improvising experiments to develop my understandings. Studying my own learning deepened my interpretations of students' learning. My students Laura, David and Jamie experimented by: soldering bulbs to wires, making series and parallel circuits, inserting resistive wire that dimmed bulbs, conducting electricity through salt water They noticed bulb brightness and battery heat, compared electricity's paths, questioned how voltage and current relate. They inferred electricity's effects manifest magnitudes of material properties. They found their experiences while learning were inseparable from what they learned. I researched investigations connected with Cavendish's leather fish, Galvani's frogs, Schweigger's wire spiraled around a compass needle, Henry's electromagnets, Faraday's induction ring, induction devices of Page, Callan, Hearder. Experimentally, I made galvanometers, electromagnets, induction rings, induction coil. I observed effects of electromagnetism, internal resistance, induced sparking. Across these investigations, learning developed with instrumental innovations; confusions were productive for further explorations. This thesis has implications for profoundly changing physics instruction. Physics education research seeks to supplant students' 'misconceptions' with correct explanations; by contrast, this thesis shows that students' original thinking provides their beginnings for moving to new understandings. Students and historic experimenters form and reform new, tentative understandings through many engagements with phenomena. As learners' questioning deepens in detail, its inclusiveness broadens. Evolving understandings are unique and consistent with nature. Wonder empowers continued learning. This thesis is a resource to inspire teachers in exploring the many possibilities within their learning, their students' learning, and physical phenomena.
Minding the gap between communication skills simulation and authentic experience.
Yardley, Sarah; Irvine, Alison W; Lefroy, Janet
2013-05-01
Concurrent exposure to simulated and authentic experiences during undergraduate medical education is increasing. The impact of gaps or differences between contemporaneous experiences has not been adequately considered. We address two questions. How do new undergraduate medical students understand contemporaneous interactions with simulated and authentic patients? How and why do student perceptions of differences between simulated and authentic patient interactions shape their learning? We conducted an interpretative thematic secondary analysis of research data comprising individual interviews (n = 23), focus groups (three groups, n = 16), and discussion groups (four groups, n = 26) with participants drawn from two different year cohorts of Year 1 medical students. These methods generated data from 48 different participants, of whom 17 provided longitudinal data. In addition, data from routinely collected written evaluations of three whole Year 1 cohorts (response rates ≥ 88%, n = 378) were incorporated into our secondary analysis dataset. The primary studies and our secondary analysis were conducted in a single UK medical school with an integrated curriculum. Our analysis identified that students generate knowledge and meaning from their simulated and authentic experiences relative to each other and that the resultant learning differs in quality according to meaning created by comparing and contrasting contemporaneous experiences. Three themes were identified that clarify how and why the contrasting of differences is an important process for learning outcomes. These are preparedness, responsibility for safety, and perceptions of a gap between theory and practice. We propose a conceptual framework generated by reframing common metaphors that refer to the concept of the gap to develop educational strategies that might maximise useful learning from perceived differences. Educators need to 'mind' gaps in collaboration with students if synergistic learning is to be constructed from contemporaneous exposure to simulated and authentic patient interactions. The strategies need to be tested in practice by teachers and learners for utility. Further research is needed to understand gaps in other contexts. © Blackwell Publishing Ltd 2013.
Bhat, Ajaz Ahmad; Mohan, Vishwanathan; Sandini, Giulio; Morasso, Pietro
2016-07-01
Emerging studies indicate that several species such as corvids, apes and children solve 'The Crow and the Pitcher' task (from Aesop's Fables) in diverse conditions. Hidden beneath this fascinating paradigm is a fundamental question: by cumulatively interacting with different objects, how can an agent abstract the underlying cause-effect relations to predict and creatively exploit potential affordances of novel objects in the context of sought goals? Re-enacting this Aesop's Fable task on a humanoid within an open-ended 'learning-prediction-abstraction' loop, we address this problem and (i) present a brain-guided neural framework that emulates rapid one-shot encoding of ongoing experiences into a long-term memory and (ii) propose four task-agnostic learning rules (elimination, growth, uncertainty and status quo) that correlate predictions from remembered past experiences with the unfolding present situation to gradually abstract the underlying causal relations. Driven by the proposed architecture, the ensuing robot behaviours illustrated causal learning and anticipation similar to natural agents. Results further demonstrate that by cumulatively interacting with few objects, the predictions of the robot in case of novel objects converge close to the physical law, i.e. the Archimedes principle: this being independent of both the objects explored during learning and the order of their cumulative exploration. © 2016 The Author(s).
ERIC Educational Resources Information Center
Isakovic, Adrienne A.; McNaught, Allan
2013-01-01
This exploratory study seeks to examine how the use of student-written blogs support student learning through the student perspective. The blogs were introduced to provide support in four distinct areas: as a medium for facilitating learning; as a medium for interactivity; as a medium for metacognitive thought and reflection; and as a learning…
Korostil, Michele; Fatima, Zainab; Kovacevic, Natasha; Menon, Mahesh; McIntosh, Anthony Randal
2016-01-01
Learning impairment is a core deficit in schizophrenia that impacts on real-world functioning and yet, elucidating its underlying neural basis remains a challenge. A key issue when interpreting learning-task experiments is that task-independent changes may confound interpretation of task-related signal changes in neuroimaging studies. The nature of these task-independent changes in schizophrenia is unknown. Therefore, we examined task-independent "time effects" in a group of participants with schizophrenia contrasted with healthy participants in a longitudinal fMRI learning-experiment designed to allow for examination of non-specific effects of time. Flanking the learning portions of the experiment with a task-of-no-interest allowed us to extract task-independent BOLD changes. Task-independent effects occurred in both groups, but were more robust in the schizophrenia group. There was a significant interaction effect between group and time in a distributed activity pattern that included inferior and superior temporal regions, frontal areas (left anterior insula and superior medial gyri), and parietal areas (posterior cingulate cortices and precuneus). This pattern showed task-independent linear decrease in BOLD amplitude over the two scanning sessions for the schizophrenia group, but showed either opposite effect or no activity changes for the control group. There was a trend towards a correlation between task-independent effects and the presence of more negative symptoms in the schizophrenia group. The strong interaction between group and time suggests that both the scanning experience as a whole and the transition between task-types evokes a different response in persons with schizophrenia and may confound interpretation of learning-related longitudinal imaging experiments if not explicitly considered.
Korostil, Michele; Fatima, Zainab; Kovacevic, Natasha; Menon, Mahesh; McIntosh, Anthony Randal
2015-01-01
Learning impairment is a core deficit in schizophrenia that impacts on real-world functioning and yet, elucidating its underlying neural basis remains a challenge. A key issue when interpreting learning-task experiments is that task-independent changes may confound interpretation of task-related signal changes in neuroimaging studies. The nature of these task-independent changes in schizophrenia is unknown. Therefore, we examined task-independent “time effects” in a group of participants with schizophrenia contrasted with healthy participants in a longitudinal fMRI learning-experiment designed to allow for examination of non-specific effects of time. Flanking the learning portions of the experiment with a task-of-no-interest allowed us to extract task-independent BOLD changes. Task-independent effects occurred in both groups, but were more robust in the schizophrenia group. There was a significant interaction effect between group and time in a distributed activity pattern that included inferior and superior temporal regions, frontal areas (left anterior insula and superior medial gyri), and parietal areas (posterior cingulate cortices and precuneus). This pattern showed task-independent linear decrease in BOLD amplitude over the two scanning sessions for the schizophrenia group, but showed either opposite effect or no activity changes for the control group. There was a trend towards a correlation between task-independent effects and the presence of more negative symptoms in the schizophrenia group. The strong interaction between group and time suggests that both the scanning experience as a whole and the transition between task-types evokes a different response in persons with schizophrenia and may confound interpretation of learning-related longitudinal imaging experiments if not explicitly considered. PMID:26759790
ERIC Educational Resources Information Center
Rossetto, Marietta; Chiera-Macchia, Antonella
2011-01-01
This study investigated the use of comics (Cary, 2004) in a guided writing experience in secondary school Italian language learning. The main focus of the peer group interaction task included the exploration of visual sequencing and visual integration (Bailey, O'Grady-Jones, & McGown, 1995) using image and text to create a comic strip narrative in…
Annotation-Based Learner's Personality Modeling in Distance Learning Context
ERIC Educational Resources Information Center
Omheni, Nizar; Kalboussi, Anis; Mazhoud, Omar; Kacem, Ahmed Hadj
2016-01-01
Researchers in distance education are interested in observing and modeling learners' personality profiles, and adapting their learning experiences accordingly. When learners read and interact with their reading materials, they do unselfconscious activities like annotation which may be key feature of their personalities. Annotation activity…
Interactive Algorithms for Unsupervised Machine Learning
2015-06-01
committee members, Nina Balcan, Sanjoy Dasgupta, and John Langford. Nina’s unbounded energy and her passion for machine learning are qualities that I...52 3.3.2 Simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 3.3.3 Real World Experiments...80 4.4.1 Simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 4.4.2 Real World
Virtual Reality as a Story Telling Platform for Geoscience Communication
NASA Astrophysics Data System (ADS)
Lazar, K.; Moysey, S. M.
2017-12-01
Capturing the attention of students and the public is a critical step for increasing societal interest and literacy in earth science issues. Virtual reality (VR) provides a means for geoscience engagement that is well suited to place-based learning through exciting and immersive experiences. One approach is to create fully-immersive virtual gaming environments where players interact with physical objects, such as rock samples and outcrops, to pursue geoscience learning goals. Developing an experience like this, however, can require substantial programming expertise and resources. At the other end of the development spectrum, it is possible for anyone to create immersive virtual experiences with 360-degree imagery, which can be made interactive using easy to use VR editing software to embed videos, audio, images, and other content within the 360-degree image. Accessible editing tools like these make the creation of VR experiences something that anyone can tackle. Using the VR editor ThingLink and imagery from Google Maps, for example, we were able to create an interactive tour of the Grand Canyon, complete with embedded assessments, in a matter of hours. The true power of such platforms, however, comes from the potential to engage students as content authors to create and share stories of place that explore geoscience issues from their personal perspective. For example, we have used combinations of 360-degree images with interactive mapping and web platforms to enable students with no programming experience to create complex web apps as highly engaging story telling platforms. We highlight here examples of how we have implemented such story telling approaches with students to assess learning in courses, to share geoscience research outcomes, and to communicate issues of societal importance.
Cerebral interactions of pain and reward and their relevance for chronic pain.
Becker, Susanne; Gandhi, Wiebke; Schweinhardt, Petra
2012-06-29
Pain and reward are opponent, interacting processes. Such interactions are enabled by neuroanatomical and neurochemical overlaps of brain systems that process pain and reward. Cerebral processing of hedonic ('liking') and motivational ('wanting') aspects of reward can be separated: the orbitofrontal cortex and opioids play an important role for the hedonic experience, and the ventral striatum and dopamine predominantly process motivation for reward. Supported by neuroimaging studies, we present here the hypothesis that the orbitofrontal cortex and opioids are responsible for pain modulation by hedonic experience, while the ventral striatum and dopamine mediate motivational effects on pain. A rewarding stimulus that appears to be particularly important in the context of pain is pain relief. Further, reward, including pain relief, leads to operant learning, which can affect pain sensitivity. Indirect evidence points at brain mechanisms that might underlie pain relief as a reward and related operant learning but studies are scarce. Investigating the cerebral systems underlying pain-reward interactions as well as related operant learning holds the potential of better understanding mechanisms that contribute to the development and maintenance of chronic pain, as detailed in the last section of this review. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.
The Effect of Interactive Instruction in the Astro 101 Classroom: Report on a National Study
NASA Astrophysics Data System (ADS)
Rudolph, Alexander L.; Prather, E. E.; Brissenden, G.; Consiglio, D.; Schlingman, W. M.; Gonzaga, V.; Collaboration of Astronomy Teaching Scholars CATS
2011-01-01
We have conducted a national research study designed to determine the effect of interactive learning strategies on students' conceptual learning in general education astronomy courses (Astro 101). Nearly 4000 students at 31 institutions, (4-year and 2-year) around the country participated in the study. Our results show dramatic improvement in student learning with increased use of interactive learning strategies independent of institution type or class size, and after controlling for individual student characteristics. In addition, we find that the positive effects of interactive learning strategies apply equally to men and women, across ethnicities, for students with all levels of prior mathematical preparation and physical science course experience, independent of GPA, and regardless of primary language. These results powerfully illustrate that all categories of students can benefit from the effective implementation of interactive learning strategies. This material is based upon work supported by the National Science Foundation under Award No. 0715517, a CCLI Phase III Grant for the Collaboration of Astronomy Teaching Scholars (CATS) Program, and Award No. 0847170, a PAARE grant funding the California-Arizona Minority Partnership for Astronomy Research and Education (CAMPARE). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.
ERIC Educational Resources Information Center
Senchina, David S.
2011-01-01
Student researchers in physiology courses often interact with human subjects in classroom research but may be unfamiliar with the professional ethics of experimenter-subject interactions. This communication describes experiences related to an interactive video used in exercise science and general biology courses to help students become aware of,…
Effects of Class Size and Attendance Policy on University Classroom Interaction in Taiwan
ERIC Educational Resources Information Center
Bai, Yin; Chang, Te-Sheng
2016-01-01
Classroom interaction experience is one of the main parts of students' learning lives. However, surprisingly little research has investigated students' perceptions of classroom interaction with different attendance policies across different class sizes in the higher education system. To elucidate the effects of class size and attendance policy on…
D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform
NASA Astrophysics Data System (ADS)
Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.
2011-12-01
The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? Which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment? We will share our progress and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.
Christman, Stephen D; Butler, Michael
2011-10-01
The existence of handedness differences in the retrieval of episodic memories is well-documented, but virtually all have been obtained under conditions of intentional learning. Two experiments are reported that extend the presence of such handedness differences to memory retrieval under conditions of incidental learning. Experiment 1 used Craik and Tulving's (1975) classic levels-of-processing paradigm and obtained handedness differences under incidental and intentional conditions of deep processing, but not under conditions of shallow incidental processing. Experiment 2 looked at incidental memory for distracter items from a recognition memory task and again found a mixed-handed advantage. Results are discussed in terms of the relation between interhemispheric interaction, levels of processing, and episodic memory retrieval. Copyright © 2011 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Peleg, Ran; Baram-Tsabari, Ayelet
2017-12-01
Theatre is often introduced into science museums to enhance visitor experience. While learning in museums exhibitions received considerable research attention, learning from museum theatre has not. The goal of this exploratory study was to investigate the potential educational role of a science museum theatre play. The study aimed to investigate (1) cognitive learning outcomes of the play, (2) how these outcomes interact with different viewing contexts and (3) experiential learning outcomes through the theatrical experience. The play `Robot and I', addressing principles in robotics, was commissioned by a science museum. Data consisted of 391 questionnaires and interviews with 47 children and 20 parents. Findings indicate that explicit but not implicit learning goals were decoded successfully. There was little synergy between learning outcomes of the play and an exhibition on robotics, demonstrating the effect of two different physical contexts. Interview data revealed that prior knowledge, experience and interest played a major role in children's understanding of the play. Analysis of the theatrical experience showed that despite strong identification with the child protagonist, children often doubted the protagonist's knowledge jeopardizing integration of scientific content. The study extends the empirical knowledge and theoretical thinking on museum theatre to better support claims of its virtues and respond to their criticism.
ERIC Educational Resources Information Center
Slover, Ed; Mandernach, Jean
2018-01-01
While it is well-established that nontraditional students are more likely to take online courses than their traditional-age counterparts, investigations of the learning equivalence between online and campus-based instruction typically fail to consider student age as a mediating factor in the learning experience. To examine learning outcomes as a…
PESTEL Factors for E-Learning Revisited: The 4Es of Tutoring for Value Added Learning
ERIC Educational Resources Information Center
Graham, Deryn
2018-01-01
There is a growing prevalence in the use of digital media for education management and international partnerships; however, research continues to reflect the position that the absence of social interaction is a major barrier to a positive on-line learning experience. In 2007, a paper described the application of PESTE (Political, Economic, Social,…
ERIC Educational Resources Information Center
Babu, Suresh Chandra; Ferguson, Jenna; Parsai, Nilam; Almoguera, Rose
2013-01-01
This paper documents the experience and lessons from implementing an e-learning program aimed at creating research capacity for gender, crisis prevention, and recovery. It presents a case study of bringing together a multidisciplinary group of women professionals through both online and face-to-face interactions to learn the skills needed to be a…
Fay, Nicolas; Walker, Bradley; Swoboda, Nik; Garrod, Simon
2018-05-01
Human cognition and behavior are dominated by symbol use. This paper examines the social learning strategies that give rise to symbolic communication. Experiment 1 contrasts an individual-level account, based on observational learning and cognitive bias, with an inter-individual account, based on social coordinative learning. Participants played a referential communication game in which they tried to communicate a range of recurring meanings to a partner by drawing, but without using their conventional language. Individual-level learning, via observation and cognitive bias, was sufficient to produce signs that became increasingly effective, efficient, and shared over games. However, breaking a referential precedent eliminated these benefits. The most effective, most efficient, and most shared signs arose when participants could directly interact with their partner, indicating that social coordinative learning is important to the creation of shared symbols. Experiment 2 investigated the contribution of two distinct aspects of social interaction: behavior alignment and concurrent partner feedback. Each played a complementary role in the creation of shared symbols: Behavior alignment primarily drove communication effectiveness, and partner feedback primarily drove the efficiency of the evolved signs. In conclusion, inter-individual social coordinative learning is important to the evolution of effective, efficient, and shared symbols. Copyright © 2018 Cognitive Science Society, Inc.
Learning to recognize rat social behavior: Novel dataset and cross-dataset application.
Lorbach, Malte; Kyriakou, Elisavet I; Poppe, Ronald; van Dam, Elsbeth A; Noldus, Lucas P J J; Veltkamp, Remco C
2018-04-15
Social behavior is an important aspect of rodent models. Automated measuring tools that make use of video analysis and machine learning are an increasingly attractive alternative to manual annotation. Because machine learning-based methods need to be trained, it is important that they are validated using data from different experiment settings. To develop and validate automated measuring tools, there is a need for annotated rodent interaction datasets. Currently, the availability of such datasets is limited to two mouse datasets. We introduce the first, publicly available rat social interaction dataset, RatSI. We demonstrate the practical value of the novel dataset by using it as the training set for a rat interaction recognition method. We show that behavior variations induced by the experiment setting can lead to reduced performance, which illustrates the importance of cross-dataset validation. Consequently, we add a simple adaptation step to our method and improve the recognition performance. Most existing methods are trained and evaluated in one experimental setting, which limits the predictive power of the evaluation to that particular setting. We demonstrate that cross-dataset experiments provide more insight in the performance of classifiers. With our novel, public dataset we encourage the development and validation of automated recognition methods. We are convinced that cross-dataset validation enhances our understanding of rodent interactions and facilitates the development of more sophisticated recognition methods. Combining them with adaptation techniques may enable us to apply automated recognition methods to a variety of animals and experiment settings. Copyright © 2017 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Jin, Seung-A. Annie
2011-01-01
Within the Entertainment-Education (E-E) framework, two experiments examined the effects of avatar-based e-health education targeting college students. Study 1 (between-subjects factorial design experiment: N = 94) tested the effects of message framing in e-learning and the moderating role of students' motivational systems on their enjoyment of…
Exploring nursing students’ experience of peer learning in clinical practice
Ravanipour, Maryam; Bahreini, Masoud; Ravanipour, Masoumeh
2015-01-01
Background: Peer learning is an educational process wherein someone of the same age or level of experience level interacts with other students interested in the same topic. There is limited evidence specifically focusing on the practical use of peer learning in Iran. The aim of this study was to explore nursing students’ experiences of peer learning in clinical practice. Materials and Methods: A qualitative content analysis was conducted. Focus groups were used to find the students’ experiences about peerlearning. Twenty-eight baccalaureate nursing students at Bushehr University of Medical Sciences were selected purposively, and were arranged in four groups of seven students each. The focus group interviews were conducted using a semi-structured interview schedule. All interviews were tape-recorded, transcribed verbatim, and analyzed using conventional content analysis method. Results: The analysis identified four themes: Paradoxical dualism, peer exploitation, first learning efficacy, and socialization practice. Gained advantages and perceived disadvantages created paradoxical dualism, and peer exploitation resulted from peer selection and peer training. Conclusion: Nursing students reported general satisfaction concerning peer learning due to much more in-depth learning with little stress than conventional learning methods. Peer learning is a useful method for nursing students for practicing educational leadership and learning the clinical skills before they get a job. PMID:26097860
ERIC Educational Resources Information Center
Simon, Nicole A.
2013-01-01
Virtual laboratory experiments using interactive computer simulations are not being employed as viable alternatives to laboratory science curriculum at extensive enough rates within higher education. Rote traditional lab experiments are currently the norm and are not addressing inquiry, Critical Thinking, and cognition throughout the laboratory…
Toddlers and Child Care: A Time for Discussion, Dialogue, and Change
ERIC Educational Resources Information Center
Gloeckler, Lissy; La Paro, Karen M.
2015-01-01
Research indicates that many toddlers experience low to mediocre quality child care settings with limited interactions and learning opportunities available. This article uses the context of brain and development research to describe toddlers' experiences in child care. Reporting on the established connections between toddlers' experiences and…
Educating Laboratory Science Learners at a Distance Using Interactive Television
ERIC Educational Resources Information Center
Reddy, Christopher
2014-01-01
Laboratory science classes offered to students learning at a distance require a methodology that allows for the completion of tactile activities. Literature describes three different methods of solving the distance laboratory dilemma: kit-based laboratory experience, computer-based laboratory experience, and campus-based laboratory experience,…
ERIC Educational Resources Information Center
Colbert-White, Erin; Simpson, Elizabeth
2017-01-01
Research mentors strive to ensure that undergraduates gain research skills and develop professionally during mentored research experiences in the sciences. We created the SURE (Specialized Undergraduate Research Experience) Workbook, a freely-available, interactive guide to scaffold student learning during this process. The Workbook: (1)…
Interactive Groups: Examining and Interrogating Issues of Heterogeneity and Accountability
ERIC Educational Resources Information Center
Frost, Gail; Connolly, Maureen
2009-01-01
Teachers and learners alike bring past experiences into present teaching and learning contexts. Group work is an experience that carries equal measures of joyful anticipation and mournful trepidation. Learners typically experience group work as an uneven distribution of time, competence, and accountability, and seem to have lingering memories of…
The Multicultural Experience of International Students in Portugal: A Narrative Approach
ERIC Educational Resources Information Center
Nada, Cosmin Ionut; Araújo, Helena Costa
2017-01-01
Purpose: The aim of this paper is to explore qualitatively and holistically the experience of international students in the context of Portuguese higher education. This paper interrogates the potential that an experience abroad provides for multicultural learning and for enhancing interaction between students with different cultural backgrounds.…
Structural Enhancement of Learning
ERIC Educational Resources Information Center
Trumpower, David L.; Goldsmith, Timothy E.
2004-01-01
Structural learning aids, such as interactive overviews (IOs), have previously been shown to facilitate text comprehension and recall. In this study, we examined the effects of structural aids on learners' structural knowledge and their performance on a procedural transfer task. In Experiment 1, 90 college students were presented definitions of…
Designing Instructional Texts: Interaction between Text and Learner.
ERIC Educational Resources Information Center
Beukhof, Gijsbertus
A prescriptive theory for learning which delivers prescriptions for designing prototypes of instructional materials with different knowledge structures, the Elaboration Theory of Instruction (ETI) is based on important principles and theories of learning and instruction. This paper reports three experiments which tested ETI. The first experiment…
Online Interactions and Social Presence in Online Learning
ERIC Educational Resources Information Center
Lee, Sang Joon; Huang, Kun
2018-01-01
The community of inquiry framework identified three essential elements of cognitive, social, and teaching presences for a successful online learning experience. Among them, social presence is key for developing personal relationships and enhancing collaboration and critical discourse in online courses. This study examined whether providing more…
Interactive distance learning for orthodontic residents: utilization and acceptability.
Klein, Katherine P; Hannum, Wallace M; Koroluk, Lorne D; Proffit, William R
2012-03-01
Sharing resources through distance education has been proposed as 1 way to deal with a lack of full-time faculty in orthodontic residency programs. To keep distance education for orthodontic residents as cost-effective as possible while retaining interaction, we developed a "blended" interactive distance learning approach that combines observation of Web-based seminars with live postseminar discussions. For the 2009-2010 academic year, a grant from the American Association of Orthodontists opened access to the blended learning experience to all orthodontic programs in the United States and Canada. The specific aims of this project were to (1) measure programmatic interest in using blended distance learning, (2) determine resident and faculty interest, (3) determine the seminars' perceived usefulness, and (4) elicit feedback regarding future use. Participants in this project were expected to (1) read all assigned articles before viewing a recorded seminar, (2) watch a 1 to 1.5 hour recording of an actual interactive seminar on a Web site, and (3) participate in a 30-minute follow-up discussion immediately after watching the recorded seminar either with a faculty member at the participating institution or via a videoconference with the leader of the Web-based seminar. The residents and faculty then completed surveys about the experience. Half (52%) of the 63 orthodontic programs in the United States fully participated in this project. The blended approach to distance learning was judged to be effective and enjoyable; faculty members were somewhat more enthusiastic about the experience than were residents. Most residents were not adequately prepared for the seminars (only 14% read all preparatory articles in depth); this impacted their perception of the effectiveness and enjoyability of the experience (P = 0.0016). Prepared residents reported a greater ability to learn from the seminars (P = 0.0035) than those who did not read, and also indicated that they were more likely to use the seminars again (P = 0.0018). Despite feedback regarding the need for technologic improvements of the recorded seminars, such as better editing, more frequent slides, quicker pace, and improved sound quality, most residents and faculty agreed that they would like to use this approach to distance learning again. Blended distance learning is an acceptable method of instruction that allows residents to access various experts, supplement traditional instructor-led training, and ease the strain of current faculty shortages. The content of the recorded seminars needs to remain evidence-based, and some technologic aspects of the recordings should be improved. Copyright © 2012 American Association of Orthodontists. Published by Mosby, Inc. All rights reserved.
Using machine learning tools to model complex toxic interactions with limited sampling regimes.
Bertin, Matthew J; Moeller, Peter; Guillette, Louis J; Chapman, Robert W
2013-03-19
A major impediment to understanding the impact of environmental stress, including toxins and other pollutants, on organisms, is that organisms are rarely challenged by one or a few stressors in natural systems. Thus, linking laboratory experiments that are limited by practical considerations to a few stressors and a few levels of these stressors to real world conditions is constrained. In addition, while the existence of complex interactions among stressors can be identified by current statistical methods, these methods do not provide a means to construct mathematical models of these interactions. In this paper, we offer a two-step process by which complex interactions of stressors on biological systems can be modeled in an experimental design that is within the limits of practicality. We begin with the notion that environment conditions circumscribe an n-dimensional hyperspace within which biological processes or end points are embedded. We then randomly sample this hyperspace to establish experimental conditions that span the range of the relevant parameters and conduct the experiment(s) based upon these selected conditions. Models of the complex interactions of the parameters are then extracted using machine learning tools, specifically artificial neural networks. This approach can rapidly generate highly accurate models of biological responses to complex interactions among environmentally relevant toxins, identify critical subspaces where nonlinear responses exist, and provide an expedient means of designing traditional experiments to test the impact of complex mixtures on biological responses. Further, this can be accomplished with an astonishingly small sample size.
Jadhav, Shantanu P.; Rothschild, Gideon; Roumis, Demetris K.; Frank, Loren M.
2016-01-01
SUMMARY Interactions between the hippocampus and prefrontal cortex (PFC) are critical for learning and memory. Hippocampal activity during awake sharp wave ripple (SWR) events is important for spatial learning, and hippocampal SWR activity often represents past or potential future experiences. Whether or how this reactivation engages the PFC, and how reactivation might interact with ongoing patterns of PFC activity remains unclear. We recorded hippocampal CA1 and PFC activity in animals learning spatial tasks and found that many PFC cells showed spiking modulation during SWRs. Unlike in CA1, SWR-related activity in PFC comprised both excitation and inhibition of distinct populations. Within individual SWRs, excitation activated PFC cells with representations related to the concurrently reactivated hippocampal representation, while inhibition suppressed PFC cells with unrelated representations. Thus, awake SWRs mark times of strong coordination between hippocampus and PFC that reflects structured reactivation of representations related to ongoing experience. PMID:26971950
Green, Rebecca D; Schlairet, Maura C
2017-02-01
Nurse educators rely on the tenets of educational theory and evidence-based education to promote the most effective curriculum and facilitate the best outcomes. The flipped classroom model, in which students assume personal responsibility for knowledge acquisition in a highly engaging and interactive environment, supports self-directed learning and the unique needs of clinical education. To understand how students perceived their experiences in the flipped classroom and how students' learning dispositions were affected by the flipped classroom experience. A phenomenological approach was used to gain deeper understanding about students' perspectives, perceptions and subjective experiences of the flipped classroom model. The focus of the study was on characteristics of student learning. Fourteen Bachelors of Science of Nursing (BSN) students at a regional university in the southeastern United States. Using data transcribed from face-to-face, semi-structured interviews, experiential themes were extracted from the qualitative data (student-reported experiences, attributes, thoughts, values, and beliefs regarding teaching and learning in the context of their experience of the flipped classroom) using Graneheim's and Lundman's (2004) guidelines; and were coded and analyzed within theoretical categories based on pedagogical, andragogical or heutagogical learning dispositions. Experiential themes that emerged from students' descriptions of their experiences in the flipped classroom included discernment, challenge, relevance, responsibility, and expertise. The flipped classroom model offers promising possibilities for facilitating students' movement from learning that is characteristic of pedagogy and andragogy toward heutagogical learning. Copyright © 2016 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Gardner, Christina M.
Learning-by-doing learning environments support a wealth of physical engagement in activities. However, there is also a lot of variability in what participants learn in each enactment of these types of environments. Therefore, it is not always clear how participants are learning in these environments. In order to design technologies to support learning in these environments, we must have a greater understanding of how participants engage in learning activities, their goals for their engagement, and the types of help they need to cognitively engage in learning activities. To gain a greater understanding of participant engagement and factors and circumstances that promote and inhibit engagement, this dissertation explores and answers several questions: What are the types of interactions and experiences that promote and /or inhibit learning and engagement in learning-by-doing learning environments? What are the types of configurations that afford or inhibit these interactions and experiences in learning-by-doing learning environments? I explore answers to these questions through the context of two enactments of Kitchen Science Investigators (KSI), a learning-by-doing learning environment where middle-school aged children learn science through cooking from customizing recipes to their own taste and texture preferences. In small groups, they investigate effects of ingredients through the design of cooking and science experiments, through which they experience and learn about chemical, biological, and physical science phenomena and concepts (Clegg, Gardner, Williams, & Kolodner, 2006). The research reported in this dissertation sheds light on the different ways participant engagement promotes and/or inhibits cognitive engagement in by learning-by-doing learning environments through two case studies. It also provides detailed descriptions of the circumstances (social, material, and physical configurations) that promote and/or inhibit participant engagement in these learning environments through cross-case analyses of these cases. Finally, it offers suggestions about structuring activities, selecting materials and resources, and designing facilitation and software-realized scaffolding in the design of these types of learning environments. These design implications focus on affording participant engagement in science content and practices learning. Overall, the case studies, cross-case analyses, and empirically-based design implications begin to bridge the gap between theory and practice in the design and implementation of these learning environments. This is demonstrated by providing detailed and explanatory examples and factors that affect how participants take up the affordances of the learning opportunities designed into these learning environments.
Multiagent Reinforcement Learning With Sparse Interactions by Negotiation and Knowledge Transfer.
Zhou, Luowei; Yang, Pei; Chen, Chunlin; Gao, Yang
2017-05-01
Reinforcement learning has significant applications for multiagent systems, especially in unknown dynamic environments. However, most multiagent reinforcement learning (MARL) algorithms suffer from such problems as exponential computation complexity in the joint state-action space, which makes it difficult to scale up to realistic multiagent problems. In this paper, a novel algorithm named negotiation-based MARL with sparse interactions (NegoSIs) is presented. In contrast to traditional sparse-interaction-based MARL algorithms, NegoSI adopts the equilibrium concept and makes it possible for agents to select the nonstrict equilibrium-dominating strategy profile (nonstrict EDSP) or meta equilibrium for their joint actions. The presented NegoSI algorithm consists of four parts: 1) the equilibrium-based framework for sparse interactions; 2) the negotiation for the equilibrium set; 3) the minimum variance method for selecting one joint action; and 4) the knowledge transfer of local Q -values. In this integrated algorithm, three techniques, i.e., unshared value functions, equilibrium solutions, and sparse interactions are adopted to achieve privacy protection, better coordination and lower computational complexity, respectively. To evaluate the performance of the presented NegoSI algorithm, two groups of experiments are carried out regarding three criteria: 1) steps of each episode; 2) rewards of each episode; and 3) average runtime. The first group of experiments is conducted using six grid world games and shows fast convergence and high scalability of the presented algorithm. Then in the second group of experiments NegoSI is applied to an intelligent warehouse problem and simulated results demonstrate the effectiveness of the presented NegoSI algorithm compared with other state-of-the-art MARL algorithms.
Imitative and Direct Learning as Interacting Factors in Life History Evolution.
Bullinaria, John A
2017-01-01
The idea that lifetime learning can have a significant effect on life history evolution has recently been explored using a series of artificial life simulations. These involved populations of competing individuals evolving by natural selection to learn to perform well on simplified abstract tasks, with the learning consisting of identifying regularities in their environment. In reality, there is more to learning than that type of direct individual experience, because it often includes a substantial degree of social learning that involves various forms of imitation of what other individuals have learned before them. This article rectifies that omission by incorporating memes and imitative learning into revised versions of the previous approach. To do this reliably requires formulating and testing a general framework for meme-based simulations that will enable more complete investigations of learning as a factor in any life history evolution scenarios. It does that by simulating imitative information transfer in terms of memes being passed between individuals, and developing a process for merging that information with the (possibly inconsistent) information acquired by direct experience, leading to a consistent overall body of learning. The proposed framework is tested on a range of learning variations and a representative set of life history factors to confirm the robustness of the approach. The simulations presented illustrate the types of interactions and tradeoffs that can emerge, and indicate the kinds of species-specific models that could be developed with this approach in the future.
Lie, Désirée A.; Forest, Christopher P.; Walsh, Anne; Banzali, Yvonne; Lohenry, Kevin
2016-01-01
Background The student-run clinic (SRC) has the potential to address interprofessional learning among health professions students. Purpose To derive a framework for understanding student learning during team-based care provided in an interprofessional SRC serving underserved patients. Methods The authors recruited students for a focus group study by purposive sampling and snowballing. They constructed two sets of semi-structured questions for uniprofessional and multiprofessional groups. Sessions were audiotaped, and transcripts were independently coded and adjudicated. Major themes about learning content and processes were extracted. Grounded theory was followed after data synthesis and interpretation to establish a framework for interprofessional learning. Results Thirty-six students from four professions (medicine, physician assistant, occupational therapy, and pharmacy) participated in eight uniprofessional groups; 14 students participated in three multiprofessional groups (N = 50). Theme saturation was achieved. Six common themes about learning content from uniprofessional groups were role recognition, team-based care appreciation, patient experience, advocacy-/systems-based models, personal skills, and career choices. Occupational therapy students expressed self-advocacy, and medical students expressed humility and self-discovery. Synthesis of themes from all groups suggests a learning continuum that begins with the team huddle and continues with shared patient care and social interactions. Opportunity to observe and interact with other professions in action is key to the learning process. Discussion Interprofessional SRC participation promotes learning ‘with, from, and about’ each other. Participation challenges misconceptions and sensitizes students to patient experiences, health systems, advocacy, and social responsibility. Learning involves interprofessional interactions in the patient encounter, reinforced by formal and informal communications. Participation is associated with interest in serving the underserved and in primary care careers. The authors proposed a framework for interprofessional learning with implications for optimal learning environments to promote team-based care. Future research is suggested to identify core faculty functions and best settings to advance and enhance student preparation for future collaborative team practice. PMID:27499364
Lie, Désirée A; Forest, Christopher P; Walsh, Anne; Banzali, Yvonne; Lohenry, Kevin
2016-01-01
Background The student-run clinic (SRC) has the potential to address interprofessional learning among health professions students. Purpose To derive a framework for understanding student learning during team-based care provided in an interprofessional SRC serving underserved patients. Methods The authors recruited students for a focus group study by purposive sampling and snowballing. They constructed two sets of semi-structured questions for uniprofessional and multiprofessional groups. Sessions were audiotaped, and transcripts were independently coded and adjudicated. Major themes about learning content and processes were extracted. Grounded theory was followed after data synthesis and interpretation to establish a framework for interprofessional learning. Results Thirty-six students from four professions (medicine, physician assistant, occupational therapy, and pharmacy) participated in eight uniprofessional groups; 14 students participated in three multiprofessional groups (N = 50). Theme saturation was achieved. Six common themes about learning content from uniprofessional groups were role recognition, team-based care appreciation, patient experience, advocacy-/systems-based models, personal skills, and career choices. Occupational therapy students expressed self-advocacy, and medical students expressed humility and self-discovery. Synthesis of themes from all groups suggests a learning continuum that begins with the team huddle and continues with shared patient care and social interactions. Opportunity to observe and interact with other professions in action is key to the learning process. Discussion Interprofessional SRC participation promotes learning 'with, from, and about' each other. Participation challenges misconceptions and sensitizes students to patient experiences, health systems, advocacy, and social responsibility. Learning involves interprofessional interactions in the patient encounter, reinforced by formal and informal communications. Participation is associated with interest in serving the underserved and in primary care careers. The authors proposed a framework for interprofessional learning with implications for optimal learning environments to promote team-based care. Future research is suggested to identify core faculty functions and best settings to advance and enhance student preparation for future collaborative team practice.
Lie, Désirée A; Forest, Christopher P; Walsh, Anne; Banzali, Yvonne; Lohenry, Kevin
2016-01-01
The student-run clinic (SRC) has the potential to address interprofessional learning among health professions students. To derive a framework for understanding student learning during team-based care provided in an interprofessional SRC serving underserved patients. The authors recruited students for a focus group study by purposive sampling and snowballing. They constructed two sets of semi-structured questions for uniprofessional and multiprofessional groups. Sessions were audiotaped, and transcripts were independently coded and adjudicated. Major themes about learning content and processes were extracted. Grounded theory was followed after data synthesis and interpretation to establish a framework for interprofessional learning. Thirty-six students from four professions (medicine, physician assistant, occupational therapy, and pharmacy) participated in eight uniprofessional groups; 14 students participated in three multiprofessional groups (N = 50). Theme saturation was achieved. Six common themes about learning content from uniprofessional groups were role recognition, team-based care appreciation, patient experience, advocacy-/systems-based models, personal skills, and career choices. Occupational therapy students expressed self-advocacy, and medical students expressed humility and self-discovery. Synthesis of themes from all groups suggests a learning continuum that begins with the team huddle and continues with shared patient care and social interactions. Opportunity to observe and interact with other professions in action is key to the learning process. Interprofessional SRC participation promotes learning 'with, from, and about' each other. Participation challenges misconceptions and sensitizes students to patient experiences, health systems, advocacy, and social responsibility. Learning involves interprofessional interactions in the patient encounter, reinforced by formal and informal communications. Participation is associated with interest in serving the underserved and in primary care careers. The authors proposed a framework for interprofessional learning with implications for optimal learning environments to promote team-based care. Future research is suggested to identify core faculty functions and best settings to advance and enhance student preparation for future collaborative team practice.
The Impact of Sleep on Learning and Behavior in Adolescents.
ERIC Educational Resources Information Center
Mitru, Georgios; Millrood, Daniel L.; Mateika, Jason H.
2002-01-01
Many adolescents experience sleep deprivation due to such factors as academic workload and social and employment opportunities. The ability to effectively interact with peers while learning and processing new information may be diminished in sleep deprived adolescents. Some school districts are changing school start times to allow students more…
English Language Learner Status in a Predominantly European-American School
ERIC Educational Resources Information Center
Han, Keonghee Tao
2010-01-01
Using status characteristics theory, this study examined a sixth-grade Korean student's experiences associated with English literacy learning while attending a predominantly European-American school in the United States. Of particular interest was the interaction between race, culture, and learning in a classroom where the mainstream teachers,…
Transforming Professional Healthcare Narratives into Structured Game-Informed-Learning Activities
ERIC Educational Resources Information Center
Begg, Michael; Ellaway, Rachel; Dewhurst, David; Macleod, Hamish
2007-01-01
Noting the dependency of healthcare education on practice-based learning, Michael Begg, Rachel Ellaway, David Dewhurst, and Hamish Macleod suggest that creating a virtual clinical setting for students to interact with virtual patients can begin to address educational demands for clinical experience. They argue that virtual patient simulations that…
Educators' Experiences of Inclusive Learning Contexts: An Exploration of Competencies
ERIC Educational Resources Information Center
Magare, Ishmael; Kitching, Ansie Elizabeth; Roos, Vera
2010-01-01
The successful implementation of inclusive education relies heavily on educators. Inclusive education is based on values such as human dignity, equality, human rights and freedom. The complexity of the interactive relationships between different systems, such as learners, educators, families, schools and the learning context, was recognised in…
Enactive Metaphors: Learning through Full-Body Engagement
ERIC Educational Resources Information Center
Gallagher, Shaun; Lindgren, Robb
2015-01-01
Building on both cognitive semantics and enactivist approaches to cognition, we explore the concept of enactive metaphor and its implications for learning. Enactive approaches to cognition involve the idea that online sensory-motor and affective processes shape the way the perceiver-thinker experiences the world and interacts with others.…
Geometrical Constructions in Dynamic and Interactive Mathematics Learning Environment
ERIC Educational Resources Information Center
Kondratieva, Margo
2013-01-01
This paper concerns teaching Euclidean geometry at the university level. It is based on the authors' personal experience. It describes a sequence of learning activities that combine geometrical constructions with explorations, observations, and explanations of facts related to the geometry of triangle. Within this approach, a discussion of the…
Developing Visualization Support System for Teaching/Learning Database Normalization
ERIC Educational Resources Information Center
Folorunso, Olusegun; Akinwale, AdioTaofeek
2010-01-01
Purpose: In tertiary institution, some students find it hard to learn database design theory, in particular, database normalization. The purpose of this paper is to develop a visualization tool to give students an interactive hands-on experience in database normalization process. Design/methodology/approach: The model-view-controller architecture…
Designing a Children's Water Garden as an Outdoor Learning Lab for Environmental Education
ERIC Educational Resources Information Center
Byrd, Renee K.; Haque, Mary Taylor; Tai, Lolly; McLellan, Gina K.; Knight, Erin Jordan
2007-01-01
A Clemson University introductory landscape design class collaborated with South Carolina Botanical Gardens (SCBG) staff and coordinators of Sprouting Wings to design an exploratory Children's Garden within the SCBG. Service learning provides students with invaluable real-world experiences solving problems and interacting with clients while…
Epistemic Frames for Epistemic Games
ERIC Educational Resources Information Center
Shaffer, David W.
2006-01-01
This paper, develops the concept of "epistemic frames" as a mechanism through which students can use experiences in video games, computer games, and other interactive learning environments to help them deal more effectively with situations outside of the original context of learning. Building on ideas of "islands of expertise" [Crowley, K., &…
Enhancing Lean Manufacturing Learning Experience through Hands-On Simulation
ERIC Educational Resources Information Center
Elbadawi, Isam; McWilliams, Douglas L.; Tetteh, Edem G.
2010-01-01
Finding appropriate interactive exercises to increase students' learning in technical topic courses is always challenging to educators. In this study, several paper plane hands-on simulation exercises were developed, used, and tested in a lean manufacturing course for beginning college students. A pretest and posttest was used to assess the…
Foods and Families Learning Package: An Educational Supplement to Early Childhood News.
ERIC Educational Resources Information Center
General Mills, Inc., Minneapolis, Minn.
This resource guide for the early childhood professional contains creative art activities, active learning experiences, interactive bulletin boards, teacher-made materials, simple cooking projects, inviting fingerplays, songs, and music. The activities are planned to stimulate children's curiosity and senses. Through experiencing these activities,…
Recognition of Learner's Personality Traits through Digital Annotations in Distance Learning
ERIC Educational Resources Information Center
Omheni, Nizar; Kalboussi, Anis; Mazhoud, Omar; Kacem, Ahmed Hadj
2017-01-01
Researchers in distance education are interested in observing and modelling of learner's personality profile, and adapting their learning experiences accordingly. When learners read and interact with their reading materials, they do unselfconscious activities like annotation which may be a key feature of their personalities. Annotation activity…
Enhancing Racial Self-Understanding through Structured Learning and Reflective Experiences
ERIC Educational Resources Information Center
Quaye, Stephen John; Baxter Magolda, Marcia B.
2007-01-01
Intercultural maturity and the learning partnerships model are offered as frameworks for understanding the intersection of students' developmental levels and readiness for cross-racial interactions, and for assisting educators in promoting racial self-understanding. A case study is used to illustrate the usefulness of the model in supporting…
Enriching Classroom Learning through a Microblogging-Supported Activity
ERIC Educational Resources Information Center
Li, Kun; Darr, Kent; Gao, Fei
2018-01-01
Researchers have recognized the role that microblogging tools play in enhancing the effectiveness of communication and interaction in the classroom. However, few studies have specifically examined how to use microblogging tools to bring educational resources into the classroom to enrich the student learning experience. The exploratory case study…
Video Game-Based Learning: An Emerging Paradigm for Instruction
ERIC Educational Resources Information Center
Squire, Kurt D.
2008-01-01
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
An Exploratory Use of Musical Metaphors to Enhance Student Learning
ERIC Educational Resources Information Center
Weinrauch, J. Donald
2005-01-01
This article provides the role, scope, instructional experiences, and prospects of employing musical metaphors as a possible teaching tool. Interactive student learning is encouraged by actually playing songs in marketing strategy courses. First, an overview on the explanation and popularity of metaphors in both nonbusiness and business fields…
Design Considerations for Enhancing Confidence and Participation in Web Based Courses.
ERIC Educational Resources Information Center
Winfield, William; Mealy, Martha; Scheibel, Pamela
The University of Wisconsin Learning Innovations Center's instructional design model for World Wide Web delivered courses incorporates a range of collaborative discussions and interactive experiences for the learner. In addition, these courses capitalize on the multimedia learning environment that the web offers to accommodate many kinds of…
Connectivism and Dimensions of Individual Experience
ERIC Educational Resources Information Center
Tschofen, Carmen; Mackness, Jenny
2012-01-01
Connectivism has been offered as a new learning theory for a digital age, with four key principles for learning: autonomy, connectedness, diversity, and openness. The testing ground for this theory has been massive open online courses (MOOCs). As the number of MOOC offerings increases, interest in how people interact and develop as individual…
ERIC Educational Resources Information Center
Imafuku, Rintaro; Kataoka, Ryuta; Mayahara, Mitsuori; Suzuki, Hisayoshi; Saiki, Takuya
2014-01-01
Interdisciplinary problem-based learning (PBL) aims to provide students with opportunities to develop the necessary skills to work with different health professionals in a collaborative manner. This discourse study examined the processes of collective knowledge construction in Japanese students in the tutorials. Analyses of video-recorded data…
Video Game-Based Learning: An Emerging Paradigm for Instruction
ERIC Educational Resources Information Center
Squire, Kurt D.
2013-01-01
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Developing Critical Thinking through Science. Book Two.
ERIC Educational Resources Information Center
Eggen, Paul; Main, June
This book is based on the premise that students apply thinking skills to learning science concepts by doing through firsthand experiences in an interactive, open atmosphere; constructing by building knowledge through guided inquiry; and connecting by relating learning to the world around them. The contents of this book have been designed to…
The Ecology of Interactive Learning Environments: Situating Traditional Theory
ERIC Educational Resources Information Center
Johnson, Genevieve Marie
2014-01-01
In educational discourse on human learning (i.e. the result of experience) and development (i.e. the result of maturation), there are three fundamental theoretical frameworks, -- behaviourism, cognitivism and constructivism, each of which have been applied, with varying degrees of success, in online environments. An ecological framework of human…
Experiences with Reusable E-Learning Objects: From Theory to Practice.
ERIC Educational Resources Information Center
Muzio, Jeanette A.; Heins, Tanya; Mundell, Roger
2002-01-01
Explains reusable electronic learning objects (ELOs) that are stored in a database and discusses the practical application of creating and reusing ELOs at Royal Roads University (Canada). Highlights include ELOs and the instructional design of online courses; and examples of using templates to develop interactive ELOs. (Author/LRW)
Gender, Experience, and Self-Efficacy in Introductory Physics
ERIC Educational Resources Information Center
Nissen, Jayson M.; Shemwell, Jonathan T.
2016-01-01
There is growing evidence of persistent gender achievement gaps in university physics instruction, not only for learning physics content, but also for developing productive attitudes and beliefs about learning physics. These gaps occur in both traditional and interactive-engagement (IE) styles of physics instruction. We investigated one gender gap…
ERIC Educational Resources Information Center
Brown, Harry J.
2008-01-01
Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…
Developing Emotion-Aware, Advanced Learning Technologies: A Taxonomy of Approaches and Features
ERIC Educational Resources Information Center
Harley, Jason M.; Lajoie, Susanne P.; Frasson, Claude; Hall, Nathan C.
2017-01-01
A growing body of work on intelligent tutoring systems, affective computing, and artificial intelligence in education is exploring creative, technology-driven approaches to enhance learners' experience of adaptive, positively-valenced emotions while interacting with advanced learning technologies. Despite this, there has been no published work to…
Place-Based Curriculum Making: Devising a Synthesis between Primary Geography and Outdoor Learning
ERIC Educational Resources Information Center
Dolan, Anne M.
2016-01-01
Outdoor learning provides children with an opportunity to experience the interdisciplinary nature of the real world through interactions with each other and the planet. Geographical enquiry involves exploring the outdoors in an investigative capacity. Space, place and sustainability are three core concepts in primary geography, although…
NASA Astrophysics Data System (ADS)
Gilligan, J. M.; Corey, B.; Camp, J. V.; John, N. J.; Sengupta, P.
2015-12-01
The complex interactions between land use and natural hazards pose serious challenges in education, research, and public policy. Where complex nonlinear interactions produce unintuitive results, interactive computer simulations can be useful tools for education and decision support. Emotions play important roles in cognition and learning, especially where risks are concerned. Interactive simulations have the potential to harness emotional engagement to enhance learning and understanding of risks in coupled human-natural systems. We developed a participatory agent-based simulation of cities at risk of river flooding. Participants play the role of managers of neighboring cities along a flood-prone river and make choices about building flood walls to protect their inhabitants. Simulated agents participate in dynamic real estate markets in which demand for property, and thus values and decisions to build, respond to experience with flooding over time. By reducing high-frequency low-magnitude flooding, flood walls may stimulate development, thus increasing tax revenues but also increasing vulnerability to uncommon floods that overtop the walls. Flood waves are launched stochastically and propagate downstream. Flood walls that restrict overbank flow at one city can increase the amplitude of a flood wave at neighboring cities, both up and downstream. We conducted a pilot experiment with a group of three pre-service teachers. The subjects successfully learned key concepts of risk tradeoffs and unintended consequences that can accompany flood-control measures. We also observed strong emotional responses, including hope, fear, and sense of loss. This emotional engagement with a model of coupled human-natural systems was very different from previous experiments on participatory simulations of purely natural systems for physics pedagogy. We conducted a second session in which the participants were expert engineers. We will present the results of these experiments and the prospects for using such models for middle-school, high-school, and post-secondary environmental science pedagogy, for improving public understanding of flood risks, and as decision support tools for planners.
Barriers to learning from reflection: a study of the use of groupwork with post-registration nurses.
Platzer, H; Blake, D; Ashford, D
2000-05-01
There are few studies which describe the use of groups to facilitate reflection and even fewer which evaluate the effectiveness of such groups. Much of the literature discussing the techniques used to facilitate reflection suggests that learners willingly engage in such processes and find them enjoyable. This paper reports on a qualitative study of the use of groups to develop learning through reflection on a part-time post-registration diploma programme for nurses. The findings suggest that there are many barriers to learning which must be overcome before practitioners can use the opportunities to reflect on and learn from their experience. It is also contended that such learning may not necessarily be an enjoyable experience. The findings suggest that previous educational experience and the current culture in which nurses and midwives work, impose tremendous barriers to reflecting on, and learning from, experience. In particular these affect the willingness of learners to expose themselves to the judgement of others and their ability to be open to taking responsibility for their own learning. Other barriers to learning in groups are the effects of other group members, their commitment or resistance to shared learning, the ways in which group members interact with each other and facilitation styles.
Word-level information influences phonetic learning in adults and infants
Feldman, Naomi H.; Myers, Emily B.; White, Katherine S.; Griffiths, Thomas L.; Morgan, James L.
2013-01-01
Infants begin to segment words from fluent speech during the same time period that they learn phonetic categories. Segmented words can provide a potentially useful cue for phonetic learning, yet accounts of phonetic category acquisition typically ignore the contexts in which sounds appear. We present two experiments to show that, contrary to the assumption that phonetic learning occurs in isolation, learners are sensitive to the words in which sounds appear and can use this information to constrain their interpretation of phonetic variability. Experiment 1 shows that adults use word-level information in a phonetic category learning task, assigning acoustically similar vowels to different categories more often when those sounds consistently appear in different words. Experiment 2 demonstrates that eight-month-old infants similarly pay attention to word-level information and that this information affects how they treat phonetic contrasts. These findings suggest that phonetic category learning is a rich, interactive process that takes advantage of many different types of cues that are present in the input. PMID:23562941
The Teacher-Community of Practice-Student Interaction in the New Zealand Technology Classroom
ERIC Educational Resources Information Center
Slatter, Wendy; France, Bev
2011-01-01
In New Zealand in order to provide authentic learning experiences teachers are counselled to access Communities of Practice (CoP) (Ministry of Education 2007). This research provides information about teachers' interactions with CoPs and the implication of this access on their pedagogy. A range of interactions occurred which was influenced by how…
ERIC Educational Resources Information Center
Corder, Greg
2005-01-01
Science teachers face challenges that affect the quality of instruction. Tight budgets, limited resources, school schedules, and other obstacles limit students' opportunities to experience science that is visual and interactive. Incorporating web-based Java applets into science instruction offers a practical solution to these challenges. The…
Learning to learn causal models.
Kemp, Charles; Goodman, Noah D; Tenenbaum, Joshua B
2010-09-01
Learning to understand a single causal system can be an achievement, but humans must learn about multiple causal systems over the course of a lifetime. We present a hierarchical Bayesian framework that helps to explain how learning about several causal systems can accelerate learning about systems that are subsequently encountered. Given experience with a set of objects, our framework learns a causal model for each object and a causal schema that captures commonalities among these causal models. The schema organizes the objects into categories and specifies the causal powers and characteristic features of these categories and the characteristic causal interactions between categories. A schema of this kind allows causal models for subsequent objects to be rapidly learned, and we explore this accelerated learning in four experiments. Our results confirm that humans learn rapidly about the causal powers of novel objects, and we show that our framework accounts better for our data than alternative models of causal learning. Copyright © 2010 Cognitive Science Society, Inc.
Case studies and role play: learning strategies in nursing.
Cogo, Ana Luísa Petersen; Pai, Daiane Dal; Aliti, Graziella Badin; Hoefel, Heloísa Karnas; Azzolin, Karina de Oliveira; Busin, Lurdes; Unicovsky, Margarita Ana Rubin; Kruse, Maria Henriqueta Luce
2016-01-01
to report professors' experience in a public university of Southern region of Brazil using case studies and role play as learning strategies for nursing care of hospitalized adults. learning experience report from the Nursing Care of Adults I class of nursing undergraduate course. the development of case studies and role play considered health care needs from epidemiological profile of chronic noncommunicable diseases morbidity and mortality, nursing as an assisting method, and social aspects of hospitalized individuals. Role play planning was made by creating a stage in laboratory of practices and dialogues comprising students and professors interaction. case studies and role play encouraged students to active search for learning and brought theory closer to real health care situations.
Adventure Learning: Theory and Implementation of Hybrid Learning
NASA Astrophysics Data System (ADS)
Doering, A.
2008-12-01
Adventure Learning (AL), a hybrid distance education approach, provides students and teachers with the opportunity to learn about authentic curricular content areas while interacting with adventurers, students, and content experts at various locations throughout the world within an online learning environment (Doering, 2006). An AL curriculum and online environment provides collaborative community spaces where traditional hierarchical classroom roles are blurred and learning is transformed. AL has most recently become popular in K-12 classrooms nationally and internationally with millions of students participating online. However, in the literature, the term "adventure learning" many times gets confused with phrases such as "virtual fieldtrip" and activities where someone "exploring" is posting photos and text. This type of "adventure learning" is not "Adventure Learning" (AL), but merely a slideshow of their activities. The learning environment may not have any curricular and/or social goals, and if it does, the environment design many times does not support these objectives. AL, on the other hand, is designed so that both teachers and students understand that their online and curriculum activities are in synch and supportive of the curricular goals. In AL environments, there are no disparate activities as the design considers the educational, social, and technological affordances (Kirschner, Strijbos, Kreijns, & Beers, 2004); in other words, the artifacts of the learning environment encourage and support the instructional goals, social interactions, collaborative efforts, and ultimately learning. AL is grounded in two major theoretical approaches to learning - experiential and inquiry-based learning. As Kolb (1984) noted, in experiential learning, a learner creates meaning from direct experiences and reflections. Such is the goal of AL within the classroom. Additionally, AL affords learners a real-time authentic online learning experience concurrently as they study the AL curriculum. AL is also grounded in an inquiry- based approach to learning where learners are pursuing answers to questions they have posed rather than focusing on memorizing and regurgitating isolated, irrelevant facts. Both the curriculum and the online classroom are developed to foster students' abilities to inquire via "identifying and posing questions, designing and conducting investigations, analyzing data and evidence, using models and explanations, and communicating findings" (Keys and Bryan, 2001, p 121). The union of experiential and inquiry-based learning is the foundation of AL, guiding and supporting authentic learning endeavors. Based on these theoretical foundations, the design of the adventure learning experiences follows seven interdependent principles that further operationalize AL: researched curriculum grounded in inquiry; collaboration and interaction opportunities between students, experts, peers, and content; utilization of the Internet for curriculum and learning environment delivery; enhancement of curriculum with media and text from the field delivered in a timely manner; synched learning opportunities with the AL curriculum; pedagogical guidelines of the curriculum and the online learning environment; and adventure-based education. (Doering, 2006).
Transforming pedagogy in nursing education: a caring learning environment for adult students.
Bankert, Esther G; Kozel, Victoria V
2005-01-01
This article is an account of a project involving nursing faculty and adult learners. Their purpose was to generate interactive and collaborative pedagogies. Reflection and dialogue were used to explore how the educational experience can be transformed into an engaging and caring learning environment for adult students. Principles derived from humanistic nursing and caring, reflection, and teaching and learning guided this project.
Interactive robots in experimental biology.
Krause, Jens; Winfield, Alan F T; Deneubourg, Jean-Louis
2011-07-01
Interactive robots have the potential to revolutionise the study of social behaviour because they provide several methodological advances. In interactions with live animals, the behaviour of robots can be standardised, morphology and behaviour can be decoupled (so that different morphologies and behavioural strategies can be combined), behaviour can be manipulated in complex interaction sequences and models of behaviour can be embodied by the robot and thereby be tested. Furthermore, robots can be used as demonstrators in experiments on social learning. As we discuss here, the opportunities that robots create for new experimental approaches have far-reaching consequences for research in fields such as mate choice, cooperation, social learning, personality studies and collective behaviour. Copyright © 2011 Elsevier Ltd. All rights reserved.
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.
The Use of Concrete Experiences in Early Childhood Mathematics Instruction.
Baroody, Arthur J
2017-01-01
Addressed are four key issues regarding concrete instruction: What is concrete? What is a worthwhile concrete experience? How can concrete experiences be used effectively in early childhood mathematics instruction? Is there evidence such experiences work? I argue that concrete experiences are those that build on what is familiar to a child and can involve objects, verbal analogies, or virtual images. The use of manipulatives or computer games, for instance, does not in itself guarantee an educational experience. Such experiences are worthwhile if they target and further learning (e.g., help children extend their informal knowledge or use their informal knowledge to understand and learn formal knowledge). A crucial guideline for the effective use of concrete experience is Dewey's principle of interaction-external factors (e.g., instructional activities) need to mesh with internal factors (readiness, interest). Cognitive views of concrete materials, such as the cognitive alignment perspective and dual-representation hypothesis, provide useful guidance about external factors but do not adequately take into account internal factors and their interaction with external factors. Research on the effectiveness of concrete experience is inconclusive because it frequently overlooks internal factors. © 2017 Elsevier Inc. All rights reserved.
Learning gestures for customizable human-computer interaction in the operating room.
Schwarz, Loren Arthur; Bigdelou, Ali; Navab, Nassir
2011-01-01
Interaction with computer-based medical devices in the operating room is often challenging for surgeons due to sterility requirements and the complexity of interventional procedures. Typical solutions, such as delegating the interaction task to an assistant, can be inefficient. We propose a method for gesture-based interaction in the operating room that surgeons can customize to personal requirements and interventional workflow. Given training examples for each desired gesture, our system learns low-dimensional manifold models that enable recognizing gestures and tracking particular poses for fine-grained control. By capturing the surgeon's movements with a few wireless body-worn inertial sensors, we avoid issues of camera-based systems, such as sensitivity to illumination and occlusions. Using a component-based framework implementation, our method can easily be connected to different medical devices. Our experiments show that the approach is able to robustly recognize learned gestures and to distinguish these from other movements.
NASA Astrophysics Data System (ADS)
Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.
2012-05-01
Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field tour for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field tour over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field tour in particular). Our experiences are highly relevant to the implementation of novel learning and teaching technologies in hydrology education.
NASA Astrophysics Data System (ADS)
Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.
2011-12-01
Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field trip for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field trip over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field trip in particular). We believe our experiences are directly relevant to the implementation of such novel learning and teaching technologies in hydrology education.
e-Learning initiatives to support prescribing
Maxwell, Simon; Mucklow, John
2012-01-01
Preparing medical students to prescribe is a major challenge of undergraduate education. They must develop an understanding of clinical pharmacology and acquire knowledge about drugs and therapeutics, as well as the skills to prescribe for individual patients in the face of multiple variables. The task of delivering the learning required to achieve these attributes relies upon limited numbers of teachers, who have increasingly busy clinical commitments. There is evidence that training is currently insufficient to meet the demands of the workplace. e-Learning provides an opportunity to improve the learning experience. The advantages for teachers are improved distribution of learning content, ease of update, standardization and tracking of learner activities. The advantages for learners are ease of access, greater interactivity and individual choice concerning the pace and mix of learning. Important disadvantages are the considerable resource required to develop e-Learning projects and difficulties in simulating some aspects of the real world prescribing experience. Pre-requisites for developing an e-Learning programme to support prescribing include academic expertise, institutional support, learning technology services and an effective virtual learning environment. e-Learning content might range from complex interactive learning sessions through to static web pages with links. It is now possible to simulate and provide feedback on prescribing decisions and this will improve with advances in virtual reality. Other content might include a student formulary, self-assessment exercises (e.g. calculations), a glossary and an on-line library. There is some evidence for the effectiveness of e-Learning but better research is required into its potential impact on prescribing. PMID:22509885
e-Learning initiatives to support prescribing.
Maxwell, Simon; Mucklow, John
2012-10-01
Preparing medical students to prescribe is a major challenge of undergraduate education. They must develop an understanding of clinical pharmacology and acquire knowledge about drugs and therapeutics, as well as the skills to prescribe for individual patients in the face of multiple variables. The task of delivering the learning required to achieve these attributes relies upon limited numbers of teachers, who have increasingly busy clinical commitments. There is evidence that training is currently insufficient to meet the demands of the workplace. e-Learning provides an opportunity to improve the learning experience. The advantages for teachers are improved distribution of learning content, ease of update, standardization and tracking of learner activities. The advantages for learners are ease of access, greater interactivity and individual choice concerning the pace and mix of learning. Important disadvantages are the considerable resource required to develop e-Learning projects and difficulties in simulating some aspects of the real world prescribing experience. Pre-requisites for developing an e-Learning programme to support prescribing include academic expertise, institutional support, learning technology services and an effective virtual learning environment. e-Learning content might range from complex interactive learning sessions through to static web pages with links. It is now possible to simulate and provide feedback on prescribing decisions and this will improve with advances in virtual reality. Other content might include a student formulary, self-assessment exercises (e.g. calculations), a glossary and an on-line library. There is some evidence for the effectiveness of e-Learning but better research is required into its potential impact on prescribing. © 2012 The Authors. British Journal of Clinical Pharmacology © 2012 The British Pharmacological Society.
Can you go the distance? Attending the virtual classroom.
Bigony, Lorraine
2010-01-01
Distance learning via the World Wide Web offers convenience and flexibility. Online education connects nurses geographically in a manner that the traditional face-to-face learning environment lacks. Delivered in both a synchronous (real time interaction) or asynchronous (delayed interaction) format, distance programs continue to provide nurses with choice, especially in the pursuit of advanced degrees. This article explores the pros and cons of distance education, in addition to the most popular platform used in distance learning today, the Blackboard Academic Suite. Characteristics of the potential enrollee to ensure a successful distance education experience are also discussed. Distance nursing programs are here to stay. Although rigorous, the ease of accessibility makes distance learning a viable alternative for busy nurses.
NASA Astrophysics Data System (ADS)
Lahti, Paul M.; Motyka, Eric J.; Lancashire, Robert J.
2000-05-01
A straightforward procedure is described to combine computation of molecular vibrational modes using commonly available molecular modeling programs with visualization of the modes using advanced features of the MDL Information Systems Inc. Chime World Wide Web browser plug-in. Minor editing of experimental spectra that are stored in the JCAMP-DX format allows linkage of IR spectral frequency ranges to Chime molecular display windows. The spectra and animation files can be combined by Hypertext Markup Language programming to allow interactive linkage between experimental spectra and computationally generated vibrational displays. Both the spectra and the molecular displays can be interactively manipulated to allow the user maximum control of the objects being viewed. This procedure should be very valuable not only for aiding students through visual linkage of spectra and various vibrational animations, but also by assisting them in learning the advantages and limitations of computational chemistry by comparison to experiment.
Sharing e-Learning Experiences: A Personalised Approach
NASA Astrophysics Data System (ADS)
Clematis, Andrea; Forcheri, Paola; Ierardi, Maria Grazia; Quarati, Alfonso
A two-tier architecture is presented, based on hybrid peer-to-peer technology, aimed at providing personalized access to heterogeneous learning sources. The architecture deploys a conceptual model that is superimposed over logically and physically separated repositories. The model is based on the interactions between users and learning resources, described by means of coments. To support users to find out material satisfying their needs, mechanisms for ranking resources and for extracting personalized views of the learning space are provided.
Understanding and Transcending Team Member Differences: A Felt-Experience Exercise
ERIC Educational Resources Information Center
Dugal, Sanjiv S.; Eriksen, Matthew
2004-01-01
The felt-experience exercise is a form of cooperative learning. Participants are placed into dyads in which they interact with one another to realize and deepen their understanding of themselves, their partner, and the course content. Meaning is created through written reflection on personal experience and dialogue with one's partner. The…
Kron, Frederick W; Fetters, Michael D; Scerbo, Mark W; White, Casey B; Lypson, Monica L; Padilla, Miguel A; Gliva-McConvey, Gayle A; Belfore, Lee A; West, Temple; Wallace, Amelia M; Guetterman, Timothy C; Schleicher, Lauren S; Kennedy, Rebecca A; Mangrulkar, Rajesh S; Cleary, James F; Marsella, Stacy C; Becker, Daniel M
2017-04-01
To assess advanced communication skills among second-year medical students exposed either to a computer simulation (MPathic-VR) featuring virtual humans, or to a multimedia computer-based learning module, and to understand each group's experiences and learning preferences. A single-blinded, mixed methods, randomized, multisite trial compared MPathic-VR (N=210) to computer-based learning (N=211). Primary outcomes: communication scores during repeat interactions with MPathic-VR's intercultural and interprofessional communication scenarios and scores on a subsequent advanced communication skills objective structured clinical examination (OSCE). Multivariate analysis of variance was used to compare outcomes. student attitude surveys and qualitative assessments of their experiences with MPathic-VR or computer-based learning. MPathic-VR-trained students improved their intercultural and interprofessional communication performance between their first and second interactions with each scenario. They also achieved significantly higher composite scores on the OSCE than computer-based learning-trained students. Attitudes and experiences were more positive among students trained with MPathic-VR, who valued its providing immediate feedback, teaching nonverbal communication skills, and preparing them for emotion-charged patient encounters. MPathic-VR was effective in training advanced communication skills and in enabling knowledge transfer into a more realistic clinical situation. MPathic-VR's virtual human simulation offers an effective and engaging means of advanced communication training. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Kron, Frederick W.; Fetters, Michael D.; Scerbo, Mark W.; White, Casey B.; Lypson, Monica L.; Padilla, Miguel A.; Gliva-McConvey, Gayle A.; Belfore, Lee A.; West, Temple; Wallace, Amelia M.; Guetterman, Timothy C.; Schleicher, Lauren S.; Kennedy, Rebecca A.; Mangrulkar, Rajesh S.; Cleary, James F.; Marsella, Stacy C.; Becker, Daniel M.
2016-01-01
Objectives To assess advanced communication skills among second-year medical students exposed either to a computer simulation (MPathic-VR) featuring virtual humans, or to a multimedia computer-based learning module, and to understand each group’s experiences and learning preferences. Methods A single-blinded, mixed methods, randomized, multisite trial compared MPathic-VR (N=210) to computer-based learning (N=211). Primary outcomes: communication scores during repeat interactions with MPathic-VR’s intercultural and interprofessional communication scenarios and scores on a subsequent advanced communication skills objective structured clinical examination (OSCE). Multivariate analysis of variance was used to compare outcomes. Secondary outcomes: student attitude surveys and qualitative assessments of their experiences with MPathic-VR or computer-based learning. Results MPathic-VR-trained students improved their intercultural and interprofessional communication performance between their first and second interactions with each scenario. They also achieved significantly higher composite scores on the OSCE than computer-based learning-trained students. Attitudes and experiences were more positive among students trained with MPathic-VR, who valued its providing immediate feedback, teaching nonverbal communication skills, and preparing them for emotion-charged patient encounters. Conclusions MPathic-VR was effective in training advanced communication skills and in enabling knowledge transfer into a more realistic clinical situation. Practice Implications MPathic-VR’s virtual human simulation offers an effective and engaging means of advanced communication training. PMID:27939846
Activity-Based Introductory Physics Reform *
NASA Astrophysics Data System (ADS)
Thornton, Ronald
2004-05-01
Physics education research has shown that learning environments that engage students and allow them to take an active part in their learning can lead to large conceptual gains compared to those of good traditional instruction. Examples of successful curricula and methods include Peer Instruction, Just in Time Teaching, RealTime Physics, Workshop Physics, Scale-Up, and Interactive Lecture Demonstrations (ILDs). RealTime Physics promotes interaction among students in a laboratory setting and makes use of powerful real-time data logging tools to teach concepts as well as quantitative relationships. An active learning environment is often difficult to achieve in large lecture sessions and Workshop Physics and Scale-Up largely eliminate lectures in favor of collaborative student activities. Peer Instruction, Just in Time Teaching, and Interactive Lecture Demonstrations (ILDs) make lectures more interactive in complementary ways. This presentation will introduce these reforms and use Interactive Lecture Demonstrations (ILDs) with the audience to illustrate the types of curricula and tools used in the curricula above. ILDs make use real experiments, real-time data logging tools and student interaction to create an active learning environment in large lecture classes. A short video of students involved in interactive lecture demonstrations will be shown. The results of research studies at various institutions to measure the effectiveness of these methods will be presented.
Education Through Exploration: Evaluating the Unknown
NASA Astrophysics Data System (ADS)
Anbar, A. D.
2015-12-01
Mastery of the peculiar and powerful practices of science is increasingly important for the average citizen. With the rise of the Internet, most of human knowledge is at our fingertips. As content becomes a commodity, success and survival aren't about who knows the most, but who is better able to explore the unknown, actively applying and extending knowledge through critical thinking and hypothesis-driven problem-solving. This applies to the economic livelihoods of individuals and to society at large as we grapple with climate change and other science-infused challenges. Unfortunately, science is too often taught as an encyclopedic collection of settled facts to be mastered rather than as a process of exploration that embraces curiosity, inquiry, testing, and communication to reduce uncertainty about the unknown. This problem is exacerbated by the continued prevalence of teacher-centric pedagogy, which promotes learning-from-authority and passive learning. The initial wave of massively open online courses (MOOCs) generally mimic this teaching style in virtual form. It is hypothesized that emerging digital teaching technologies can help address this challenge at Internet scale in "next generation" MOOCs and flipped classroom experiences. Interactive simulations, immersive virtual field trips, gamified elements, rapid adaptive feedback, intelligent tutoring systems, and personalized pathways, should motivate and enhance learning. Through lab-like projects and tutorials, students should be able to construct knowledge from interactive experiences, modeling the authentic practice of science while mastering complex concepts. Freed from lecturing, teaching staff should be available for direct and intense student-teacher interactions. These claims are difficult to evaluate with traditional assessment instruments, but digital technologies provide powerful new ways to evaluate student learning and learn from student behaviors. We will describe ongoing experiences with such technologies, and future plans, drawing from the experiences of > 2500 students who have taken the Habitable Worlds fully online general education class at ASU, and as part of the new Inspark Science Teaching Network.
Teaching undergraduate mathematics in interactive groups: how does it fit with students' learning?
NASA Astrophysics Data System (ADS)
Sheryn, Louise; Ell, Fiona
2014-08-01
Debates about how undergraduate mathematics should be taught are informed by different views of what it is to learn and to do mathematics. In this qualitative study 10 students enrolled in an advanced undergraduate course in mathematics shared their views about how they best learn mathematics. After participating in a semester-long course in combinatorics, taught using a non-traditional, formal group work approach, the 10 students shared their views about how such an approach fitted in with their experience of learning mathematics. A descriptive thematic analysis of the students' responses revealed that despite being very comfortable with the traditional approach to learning new mathematics, most students were open to a formal group work approach and could see benefits from it after their participation. The students' prior conceptions of the goal of undergraduate mathematics learning and their view of themselves as 'mathematicians' framed their experience of learning mathematics in a non-traditional class.
Survey Development for Assessing Learning Identity in an ISLE Classroom
NASA Astrophysics Data System (ADS)
Li, Sissi L.; Roth, Jennifer A.; Demaree, Dedra
2010-10-01
Innovative STEM curricula such as the ISLE (Investigative Science Learning Environment) curriculum [1] are centered on active engagement in social learning processes as a means to achieve curricular goals. Classroom practices are highly interactive to facilitate students' development of authentic scientist abilities. To the students, these classroom practices often seem very different from their previous learning experiences in terms of behavioral expectations, attitude, and what it means to learn. Consequently, students must modify their identity as learners in addition to physics conceptual understanding in order to participate productively in this learning environment. Using a survey we developed, we want to assess their 1) expectations of student and teacher roles, 2) self efficacy towards skills supported in ISLE and 3) attitudes towards social learning as well as how these change as a result of their experience in this curriculum. We will discuss the development, validation and preliminary findings of the survey.
Fetal Alcohol Spectrum Disorders (FASDs): Treatments
... out by mental health providers with specialized training. Math Interactive Learning Experience (MILE) program to help with mathematics difficulty 3 Deficits in mathematical functioning have been ...
Motor Learning Enhances Use-Dependent Plasticity
2017-01-01
Motor behaviors are shaped not only by current sensory signals but also by the history of recent experiences. For instance, repeated movements toward a particular target bias the subsequent movements toward that target direction. This process, called use-dependent plasticity (UDP), is considered a basic and goal-independent way of forming motor memories. Most studies consider movement history as the critical component that leads to UDP (Classen et al., 1998; Verstynen and Sabes, 2011). However, the effects of learning (i.e., improved performance) on UDP during movement repetition have not been investigated. Here, we used transcranial magnetic stimulation in two experiments to assess plasticity changes occurring in the primary motor cortex after individuals repeated reinforced and nonreinforced actions. The first experiment assessed whether learning a skill task modulates UDP. We found that a group that successfully learned the skill task showed greater UDP than a group that did not accumulate learning, but made comparable repeated actions. The second experiment aimed to understand the role of reinforcement learning in UDP while controlling for reward magnitude and action kinematics. We found that providing subjects with a binary reward without visual feedback of the cursor led to increased UDP effects. Subjects in the group that received comparable reward not associated with their actions maintained the previously induced UDP. Our findings illustrate how reinforcing consistent actions strengthens use-dependent memories and provide insight into operant mechanisms that modulate plastic changes in the motor cortex. SIGNIFICANCE STATEMENT Performing consistent motor actions induces use-dependent plastic changes in the motor cortex. This plasticity reflects one of the basic forms of human motor learning. Past studies assumed that this form of learning is exclusively affected by repetition of actions. However, here we showed that success-based reinforcement signals could affect the human use-dependent plasticity (UDP) process. Our results indicate that learning augments and interacts with UDP. This effect is important to the understanding of the interplay between the different forms of motor learning and suggests that reinforcement is not only important to learning new behaviors, but can shape our subsequent behavior via its interaction with UDP. PMID:28143961
Iani, Cristina; Rubichi, Sandro; Ferraro, Luca; Nicoletti, Roberto; Gallese, Vittorio
2013-07-01
We assessed whether observational learning in perceptual-motor tasks is affected by the visibility of an action producing perceived environmental effects and by the observer's possibility to act during observation. To this end, we conducted three experiments in which participants were required to observe a spatial compatibility task in which only the effects of computer-generated responses were visible before executing a Simon task. In Experiment 1, we compared the effects of a passively observed practice with either a spatially compatible or incompatible stimulus-response (S-R) association. In Experiment 2, during the observed spatially incompatible practice participants were prevented from potentially acting, either because a plexiglas barrier separated the participant from the response device rendering it out of reach; or because the participant's hands were tied; or the device affording a response was absent. In Experiment 3, the plexiglas presented an opening that could allow the participant to potentially reach and interact with it. As when the practice is physically performed, we found an elimination of the Simon effect following a spatially incompatible observed practice, suggesting that participants learned an incompatible S-R association by observing and transferred this knowledge to the subsequent Simon task. No evidence of transfer of learning was found when, during passive observation, the participant's hands were tied, or a barrier prevented him/her from potentially interacting with the device, or no response device was present. Differently, a transfer-of-learning effect was observed when the barrier presented an opening. These results suggest that learning can derive from the mere observation of action effects, even when an action is not visible, as long as the observer has the potential to act. Copyright © 2013 Elsevier B.V. All rights reserved.
NASA Astrophysics Data System (ADS)
Klug Boonstra, S.; Swann, J.; Boonstra, D.; Manfredi, L.; Christensen, P. R.
2016-12-01
Recent research identifies the most effective learning as active, engaged learning in which students interact with phenomena, other students, and the teacher/leader to derive meaning and construct understanding of their surroundings. "Similarly, an engaging and effective science education goes well beyond the low-level factual recall that is emphasized in many science classes. It must develop the skills that students need to solve complex problems, work in teams, make and recognize evidence-based arguments, and interpret and communicate complex information" (emphasis added). Authentic science research projects provide active, engaged learning in which students interact with authentic science data in an authentic problem-solving context to derive meaning and construct understanding of the world. In formal (and many informal) settings, the teacher/leader is effectively the gatekeeper who determines the learning experiences in which the students will participate. From our experience of nearly a decade and a half of authentic science programming for 5thgrade through early college students working with NASA Mars data, supporting and enabling the teacher is perhaps the most critical and foundational element for designing a successful authentic research experience. Yet, a major barrier to this type of learning are teacher/leaders who are too often not equipped or who lack confidence to succeed in facilitating authentic research projects. The Mars Student Imaging Project has implemented an iterative process of design, testing, and redesign that has identified and implemented critical teacher/leader-enabling elements that have led to increasingly successful adoptions within formal and informal educational settings - allowing more students to gain the benefits of immersive research experience.
Cabirol, Amélie; Brooks, Rufus; Groh, Claudia; Barron, Andrew B; Devaud, Jean-Marc
2017-10-01
The honey bee mushroom bodies (MBs) are brain centers required for specific learning tasks. Here, we show that environmental conditions experienced as young adults affect the maturation of MB neuropil and performance in a MB-dependent learning task. Specifically, olfactory reversal learning was selectively impaired following early exposure to an impoverished environment lacking some of the sensory and social interactions present in the hive. In parallel, the overall number of synaptic boutons increased within the MB olfactory neuropil, whose volume remained unaffected. This suggests that experience of the rich in-hive environment promotes MB maturation and the development of MB-dependent learning capacities. © 2017 Cabirol et al.; Published by Cold Spring Harbor Laboratory Press.
NASA Astrophysics Data System (ADS)
Feltman, Vallery
Over the last decade growth in technologies available to teach students and enhance curriculum has become an important consideration in the educational system. The profile of today's secondary students have also been found to be quite different than those of the past. Their learning styles and preferences are issues that should be addressed by educators. With the growth and availability of new technologies students are increasingly expecting to use these as learning tools in their classrooms. This study investigates how interactive technology may impact student performance. This study specifically focuses on the use of the Apple Ipad in 4 Biology I classrooms. This study used an experimental mixed method design to examine how using Ipads for learning impacted student achievement, motivation to learn, and learning strategies. Qualitatively the study examined observed student behaviors and student perceptions regarding the use of interactive technologies. Data was analyzed using descriptive statistics, t-tests, 2-way ANOVAs, and qualitative analysis. Quantitatively the results revealed no significant difference between students who used the interactive technology to learn and those who did not. Qualitative data revealed behaviors indicative of being highly engaged with the subject matter and the development of critical thinking skills which may improve student performance. Student perceptions also revealed overall positive experiences with using interactive technology in the classroom. It is recommended that further studies be done to look at using interactive technologies for a longer period of time using multiple subjects areas. This would provide a more in-depth exploration of interactive technologies on student achievement.
Informal science education at Science City
NASA Astrophysics Data System (ADS)
French, April Nicole
The presentation of chemistry within informal learning environments, specifically science museums and science centers is very sparse. This work examines learning in Kansas City's Science City's Astronaut Training Center in order to identify specific behaviors associated with visitors' perception of learning and their attitudes toward space and science to develop an effective chemistry exhibit. Grounded in social-constructivism and the Contextual Model of Learning, this work approaches learning in informal environments as resulting from social interactions constructed over time from interaction between visitors. Visitors to the Astronaut Training Center were surveyed both during their visit and a year after the visit to establish their perceptions of behavior within the exhibit and attitudes toward space and science. Observations of visitor behavior and a survey of the Science City staff were used to corroborate visitor responses. Eighty-six percent of visitors to Science City indicated they had learned from their experiences in the Astronaut Training Center. No correlation was found between this perception of learning and visitor's interactions with exhibit stations. Visitor attitudes were generally positive toward learning in informal settings and space science as it was presented in the exhibit. Visitors also felt positively toward using video game technology as learning tools. This opens opportunities to developing chemistry exhibits using video technology to lessen the waste stream produced by a full scale chemistry exhibit.
Szabo, Miruna; Deco, Gustavo; Fusi, Stefano; Del Giudice, Paolo; Mattia, Maurizio; Stetter, Martin
2006-05-01
Recent experiments on behaving monkeys have shown that learning a visual categorization task makes the neurons in infero-temporal cortex (ITC) more selective to the task-relevant features of the stimuli (Sigala and Logothetis in Nature 415 318-320, 2002). We hypothesize that such a selectivity modulation emerges from the interaction between ITC and other cortical area, presumably the prefrontal cortex (PFC), where the previously learned stimulus categories are encoded. We propose a biologically inspired model of excitatory and inhibitory spiking neurons with plastic synapses, modified according to a reward based Hebbian learning rule, to explain the experimental results and test the validity of our hypothesis. We assume that the ITC neurons, receiving feature selective inputs, form stronger connections with the category specific neurons to which they are consistently associated in rewarded trials. After learning, the top-down influence of PFC neurons enhances the selectivity of the ITC neurons encoding the behaviorally relevant features of the stimuli, as observed in the experiments. We conclude that the perceptual representation in visual areas like ITC can be strongly affected by the interaction with other areas which are devoted to higher cognitive functions.
Tolsgaard, Martin G; Kulasegaram, Kulamakan M; Ringsted, Charlotte V
2016-01-01
This study is designed to provide an overview of why, how, when and for whom collaborative learning of clinical skills may work in health professions education. Collaborative learning of clinical skills may influence learning positively according to the non-medical literature. Training efficiency may therefore be improved if the outcomes of collaborative learning of clinical skills are superior or equivalent to those attained through individual learning. According to a social interaction perspective, collaborative learning of clinical skills mediates its effects through social interaction, motivation, accountability and positive interdependence between learners. Motor skills learning theory suggests that positive effects rely on observational learning and action imitation, and negative effects may include decreased hands-on experience. Finally, a cognitive perspective suggests that learning is dependent on cognitive co-construction, shared knowledge and reduced cognitive load. The literature on the collaborative learning of clinical skills in health science education is reviewed to support or contradict the hypotheses provided by the theories outlined above. Collaborative learning of clinical skills leads to improvements in self-efficacy, confidence and performance when task processing is observable or communicable. However, the effects of collaborative learning of clinical skills may decrease over time as benefits in terms of shared cognition, scaffolding and cognitive co-construction are outweighed by reductions in hands-on experience and time on task. Collaborative learning of clinical skills has demonstrated promising results in the simulated setting. However, further research into how collaborative learning of clinical skills may work in clinical settings, as well as into the role of social dynamics between learners, is required. © 2015 John Wiley & Sons Ltd.
Open University Learning Analytics dataset.
Kuzilek, Jakub; Hlosta, Martin; Zdrahal, Zdenek
2017-11-28
Learning Analytics focuses on the collection and analysis of learners' data to improve their learning experience by providing informed guidance and to optimise learning materials. To support the research in this area we have developed a dataset, containing data from courses presented at the Open University (OU). What makes the dataset unique is the fact that it contains demographic data together with aggregated clickstream data of students' interactions in the Virtual Learning Environment (VLE). This enables the analysis of student behaviour, represented by their actions. The dataset contains the information about 22 courses, 32,593 students, their assessment results, and logs of their interactions with the VLE represented by daily summaries of student clicks (10,655,280 entries). The dataset is freely available at https://analyse.kmi.open.ac.uk/open_dataset under a CC-BY 4.0 license.
Open University Learning Analytics dataset
Kuzilek, Jakub; Hlosta, Martin; Zdrahal, Zdenek
2017-01-01
Learning Analytics focuses on the collection and analysis of learners’ data to improve their learning experience by providing informed guidance and to optimise learning materials. To support the research in this area we have developed a dataset, containing data from courses presented at the Open University (OU). What makes the dataset unique is the fact that it contains demographic data together with aggregated clickstream data of students’ interactions in the Virtual Learning Environment (VLE). This enables the analysis of student behaviour, represented by their actions. The dataset contains the information about 22 courses, 32,593 students, their assessment results, and logs of their interactions with the VLE represented by daily summaries of student clicks (10,655,280 entries). The dataset is freely available at https://analyse.kmi.open.ac.uk/open_dataset under a CC-BY 4.0 license. PMID:29182599
Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality
NASA Astrophysics Data System (ADS)
Parmar, Dhaval
Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields.
2016-01-01
Emerging studies indicate that several species such as corvids, apes and children solve ‘The Crow and the Pitcher’ task (from Aesop's Fables) in diverse conditions. Hidden beneath this fascinating paradigm is a fundamental question: by cumulatively interacting with different objects, how can an agent abstract the underlying cause–effect relations to predict and creatively exploit potential affordances of novel objects in the context of sought goals? Re-enacting this Aesop's Fable task on a humanoid within an open-ended ‘learning–prediction–abstraction’ loop, we address this problem and (i) present a brain-guided neural framework that emulates rapid one-shot encoding of ongoing experiences into a long-term memory and (ii) propose four task-agnostic learning rules (elimination, growth, uncertainty and status quo) that correlate predictions from remembered past experiences with the unfolding present situation to gradually abstract the underlying causal relations. Driven by the proposed architecture, the ensuing robot behaviours illustrated causal learning and anticipation similar to natural agents. Results further demonstrate that by cumulatively interacting with few objects, the predictions of the robot in case of novel objects converge close to the physical law, i.e. the Archimedes principle: this being independent of both the objects explored during learning and the order of their cumulative exploration. PMID:27466440
The Role of Cuticular Pheromones in Courtship Conditioning of "Drosophila" Males
ERIC Educational Resources Information Center
Siwicki, Kathleen K.; Riccio, Paul; Ladewski, Lisa; Marcillac, Fabrice; Dartevelle, Laurence; Cross, Stephanie A.; Ferveur, Jean-Francois
2005-01-01
Courtship conditioning is an associative learning paradigm in "Drosophila melanogaster," wherein male courtship behavior is modified by experience with unreceptive, previously mated females. While the training experience with mated females involves multiple sensory and behavioral interactions, the authors hypothesized that female cuticular…
ERIC Educational Resources Information Center
Ustati, Rusmanizah; Hassan, Sharifah Sariah Syed
2013-01-01
This study draws on the experience from a focus group interviews under the distance learning programme known as "Program Pensiswazahan Guru" (PPG) organized by the Malaysian Ministry of Education in collaboration with local universities and institutes of education. Its purpose is to uncover students' perception about the platform used by…
Imagining and Feeling: Experiential Learning in Mass Communication Instruction.
ERIC Educational Resources Information Center
Parcells, Frank E.
Defining the media experience as the media and social interaction involved in any person's viewing of television and the consequences of that viewing for oneself and others, this paper examines how phenomenology and psychodrama--methods of experiential learning focusing on the feeling and imagining functions of communication--can be used to teach…
Family Literacy: Experiences from Africa and around the World
ERIC Educational Resources Information Center
Desmond, Snoeks, Ed.; Elfert, Maren, Ed.
2008-01-01
Family literacy is a form of intergenerational learning that is based on the fundamental connection and interaction between the education of children, young people and adults. The family--in its broader sense--builds the foundation for lifelong learning. This book was published to help promote literacy by raising the understanding and awareness of…
Declarative Knowledge Acquisition in Immersive Virtual Learning Environments
ERIC Educational Resources Information Center
Webster, Rustin
2016-01-01
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
Potential of Mediated Learning in the Primary School Classroom--A Pilot Study.
ERIC Educational Resources Information Center
Seng, Seok Hoon
Recent research suggests the importance of social interaction in facilitating knowledge acquisition and transfer. The theory of mediated learning experience has recently been used to develop a teacher-student interactionist model that is especially applicable to high-risk students. In this model, teachers are involved as mediators in: (1)…
Pedagogy and Practice in Museum Online Learning
ERIC Educational Resources Information Center
Din, Herminia
2015-01-01
How best might museums harness the interactive capabilities of online environments to provide active teaching and learning experiences for diverse learners and communities? How can museums engage learners in ways that encourage them to visit the museum in person and/or further explore online resources? What should be the role of the museum in…
A Virtual Walk through London: Culture Learning through a Cultural Immersion Experience
ERIC Educational Resources Information Center
Shih, Ya-Chun
2015-01-01
Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…
Teaching Business Management to Engineers: The Impact of Interactive Lectures
ERIC Educational Resources Information Center
Rambocas, Meena; Sastry, Musti K. S.
2017-01-01
Some education specialists are challenging the use of traditional strategies in classrooms and are calling for the use of contemporary teaching and learning techniques. In response to these calls, many field experiments that compare different teaching and learning strategies have been conducted. However, to date, little is known on the outcomes of…
Virtual Worlds: Relationship between Real Life and Experience in Second Life
ERIC Educational Resources Information Center
Anstadt, Scott P.; Bradley, Shannon; Burnette, Ashley; Medley, Lesley L.
2013-01-01
Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration and experiential learning as part of a distance learning curriculum assignment. A review of current research regarding SL examined real world social influences in online interactions and what the…
Zone of Proximal Development, Liminality, and Communitas: Implications for Religious Education
ERIC Educational Resources Information Center
Junker, Debora B. Agra
2013-01-01
This article seeks to understand religious education as a process of communal endeavor that prioritizes and considers the learning experience intrinsically connected to its social and cultural contexts. Two authors will be of help to develop this pursuit: Lev Vygotsky, whose work emphasizes learning as constructed through interactions and in…
Getting a Handle on Learning Anatomy with Interactive Three-Dimensional Graphics
ERIC Educational Resources Information Center
Stull, Andrew T.; Hegarty, Mary; Mayer, Richard E.
2009-01-01
In 2 experiments, participants learned bone anatomy by using a handheld controller to rotate an on-screen 3-dimensional bone model. The on-screen bone either included orientation references, which consisted of visible lines marking its axes (orientation reference condition), or did not include such references (no-orientation reference condition).…
From Our Eyes: Learning from Indigenous Peoples.
ERIC Educational Resources Information Center
O'Meara, Sylvia, Ed.; West, Douglas A., Ed.
The purpose of the conference and this book is to begin to establish the parameters of a new period of interaction between indigenous and non-Native peoples of North America through their experiences in university and academic practices and settings. The book exposes academic communities to indigenous learning and indigenous knowledge with the…
Learners' Perceptions of a Reading Section without Instruction
ERIC Educational Resources Information Center
Mulling, Alessandra Belletti Figueira
2017-01-01
This study highlights learners' perceptions about their experience with self-access materials with a qualitative orientation as the best way to understand nuances of how students learn and what they need from learning materials. This paper presents English as a foreign language learners' attitudes when interacting with the computer-reading section…
Assessing Peer Support and Usability of Blogging in Hybrid Learning Environments
ERIC Educational Resources Information Center
Chang, Y. J.; Chang, Y. S.
2014-01-01
Blogs provide contextualization of the information which is vital to the process of peer support. Through dialogues initiated by blog authors and followed by readers, blog platforms build a viable base of shared experiences and mutual relationships. We employ blogs as interactive learning tools for communities of practice in higher education.…
Latino Youth's Out-of-School Math and Science Experiences: Impact on Teacher Candidates
ERIC Educational Resources Information Center
Diaz, Maria E.; Bussert-Webb, Kathy
2017-01-01
This qualitative study examines the learning and interaction processes between Latino/a teacher candidates (TCs) and youth during a community service-learning program involving science and math. Knowing and affirming nondominant youth's strengths are essential from funds of knowledge and Third Space perspectives. Participants were 11 TCs and their…
Using a Focus Group to Analyze Students' Perceptions of a Service-Learning Project
ERIC Educational Resources Information Center
Diambra, Joel F.; McClam, Tricia; Fuss, Angie; Burton, Bobbie; Fudge, Daniel L.
2009-01-01
A semi-structured focus group prompted interaction among 23 human service undergraduates prior to a unique service-learning experience that involved completing a horticultural project and case management tasks with at-risk youth living in a locked psychiatric residential treatment center. The focus group provided an opportunity for university…
ERIC Educational Resources Information Center
Murugaiah, Puvaneswary; Thang, Siew Ming
2010-01-01
Technology has brought tremendous advancements in online education, spurring transformations in online pedagogical practices. Online learning in the past was passive, using the traditional teacher-centred approach. However, with the tools available today, it can be active, collaborative, and meaningful. A well-developed task can impel learners to…
Why Evaluations Fail: To Achieve Meaningful Results, Address These Common Challenges
ERIC Educational Resources Information Center
Killion, Joellen
2017-01-01
Evaluation of professional learning illuminates the interactions that occur in the implementation of planned learning experiences and the necessary supports designed to improve professional practice and its effects on students. It investigates how a set of actions designed to achieve defined short- and long-term outcomes occur over time and how…
Language Experience Interviews: What Can They Tell Us about Individual Differences?
ERIC Educational Resources Information Center
Polat, Brittany
2013-01-01
While language learners and teachers have long known that individual differences (IDs) among students result in differential learning, we still do not know how traditional ID variables interact or the specific impact each one has on language learning. The present study proposes that instead of looking at isolated variables, researchers should…
Learning Political Science with Prediction Markets: An Experimental Study
ERIC Educational Resources Information Center
Ellis, Cali Mortenson; Sami, Rahul
2012-01-01
Prediction markets are designed to aggregate the information of many individuals to forecast future events. These markets provide participants with an incentive to seek information and a forum for interaction, making markets a promising tool to motivate student learning. We carried out a quasi-experiment in an introductory political science class…
ARTutor--An Augmented Reality Platform for Interactive Distance Learning
ERIC Educational Resources Information Center
Lytridis, Chris; Tsinakos, Avgoustos; Kazanidis, Ioannis
2018-01-01
Augmented Reality (AR) has been used in various contexts in recent years in order to enhance user experiences in mobile and wearable devices. Various studies have shown the utility of AR, especially in the field of education, where it has been observed that learning results are improved. However, such applications require specialized teams of…
Aprendizagem de Historia e Internet (The Learning of History and the Internet).
ERIC Educational Resources Information Center
Pereira, Romildo Penha
2000-01-01
Presents two experiences of the author as history professor. Finds the teaching-learning of history vitally related to the life of the students, an approach that increases interest and provides the opportunity for shared interest and social interaction. Emphasizes the important role that the Internet can exercise. (BT)
The Violet Experience: Social Interaction through Eclectic Music Learning Practices
ERIC Educational Resources Information Center
Dakon, Jacob M.; Cloete, Elene
2018-01-01
In this qualitative case study, we used participant observation and interviews to examine Violet, a Flemish string youth orchestra. In doing so, we identify the qualities that constitute an 'eclectic' ensemble space, herein defined as a musical environment that uses a blend of informal and formal learning practices. Moreover, we emphasize how…
ERIC Educational Resources Information Center
Bu, Ligguo; Mumba, Frackson; Henson, Harvey; Wright, Mary
2013-01-01
GeoGebra is an emergent open-source Dynamic and Interactive Mathematics Learning Environment (DIMLE) (Martinovic & Karadag, 2012) that invites a modeling perspective in mathematics teaching and learning. In springs of 2010 and 2012, GeoGebra was integrated respectively into two online professional development courses on mathematical problem…
ERIC Educational Resources Information Center
McDonald, Jacquie; McPhail, Janelle; Maguire, Michael; Millett, Bruce
2004-01-01
The University of Southern Queensland (USQ), Australia, has more than 25 years experience in distributed education. More recently, USQ has embraced information and communication technologies to delivery learning resources in a more integrated and interactive environment to on-campus and external students. To understand the complex reactions of…
Learning as Students to become Better Teachers: Pre-Service Teachers' IWB Learning Experience
ERIC Educational Resources Information Center
Divaharan, Shanti; Koh, Joyce Hwee Ling
2010-01-01
The study presented in this paper involved 124 Singaporean pre-service teachers who were attending a core information and communications technology (ICT) module, which is a component of their teacher education program. During this module, the pre-service teachers were introduced to the interactive whiteboard (IWB) through an instructional approach…
Inquiry Style Interactive Virtual Experiments: A Case on Circular Motion
ERIC Educational Resources Information Center
Zhou, Shaona; Han, Jing; Pelz, Nathaniel; Wang, Xiaojun; Peng, Liangyu; Xiao, Hua; Bao, Lei
2011-01-01
Interest in computer-based learning, especially in the use of virtual reality simulations is increasing rapidly. While there are good reasons to believe that technologies have the potential to improve teaching and learning, how to utilize the technology effectively in teaching specific content difficulties is challenging. To help students develop…
ERIC Educational Resources Information Center
Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle
2018-01-01
Combinations of Conventional Studio and Virtual Design Studio (VDS) have created valuable learning environments that take advantage of different instruments of communication and interaction. However, past experiences have reported limitations in regards to student engagement and motivation, especially when the studio projects encourage abstraction…
Beyond Polls: Using Science and Student Data to Stimulate Learning
ERIC Educational Resources Information Center
Loepp, Eric D.
2018-01-01
In an effort to promote learning in classrooms, political science instructors are increasingly turning to interactive teaching strategies--experiments, simulations, etc.--that supplement traditional lecture formats. In this article, I advocate the use of student-generated data as a powerful teaching tool that can be used in a variety of ways to…
Not Your Mother's View: The Dynamics of Toddler Visual Experience
ERIC Educational Resources Information Center
Smith, Linda B.; Yu, Chen; Pereira, Alfredo F.
2011-01-01
Human toddlers learn about objects through second-by-second, minute-by-minute sensory-motor interactions. In an effort to understand how toddlers' bodily actions structure the visual learning environment, mini-video cameras were placed low on the foreheads of toddlers, and for comparison also on the foreheads of their parents, as they jointly…
The Effects of Videoconferencing, Class Size, and Learner Characteristics on Training Outcomes
ERIC Educational Resources Information Center
Brown, Kenneth G.; Rietz, Thomas A.; Sugrue, Brenda
2005-01-01
We examined direct and interaction effects of learners' characteristics (cognitive ability, prior knowledge, prior experience, and motivation to learn) and classroom characteristics (videoconferencing and class size) on learning from a 16-week course. A 2x2 quasi-experimental design varied the class size between large (approximately 60 students)…
Transformative Learning: Moving beyond Theory and Practice
ERIC Educational Resources Information Center
Nerstrom, Norma
2017-01-01
Events or experiences that have a transformative effect on people's lives can have an even greater impact if they are documented and disseminated through books, articles, or other forms of media. Whether one learns of such episodes through personal interaction or published sources, these personal stories enrich and inform one's own life, providing…
ERIC Educational Resources Information Center
Albadry, Haifa
2015-01-01
This paper will present the experience of using iPads with a group of 21 students in a Saudi university over a period of one semester. The purpose of this ongoing study is to explore how students learn to collaborate and interact in English by participating in a teacher-designed English as a Foreign Language (EFL) course. The course aimed at…
ERIC Educational Resources Information Center
Bellocchi, Alberto; Ritchie, Stephen M.
2015-01-01
The role that specific emotions, such as pride and triumph, play during instruction in science education is an under researched field of study. Emotions are recognized as central to learning yet little is known about the way in which they are produced in naturalistic settings, how emotions relate to classroom learning during interactions, and what…
Limperos, Anthony M
2014-02-01
Many studies have investigated how commercial exergames can be used to increase physical activity and energy expenditure, but relatively few have focused on understanding if these games can impact learning of exercise behavior. The objective of this research is to understand how features of mediated exercise technologies can impact learning of exercise behavior. One hundred thirty college students (mean age, 20.56 years old) participated in a between-subjects experiment where they spent approximately 10 minutes exercising with either the "Biggest Loser" exergame (for the Nintendo(®) [Redmond, WA] Wii™ console) or the Biggest Loser Workout Vol. 2 DVD. Then, participants filled out a questionnaire with items pertaining to interactivity, trainer liking, self-efficacy, and learning. Analysis of covariance tests and meditational analyses were used to answer the questions of interest. Results indicated that participants who interacted with an exergame experienced greater interactivity and learning from playing the game than working out with the nearly identical exercise DVD. Furthermore, the relationship between playing an exergame and learning was mediated by interactivity. This study suggests that exergames may be more beneficial than similar mediated exercise companions in encouraging learning about exercise. Theoretical and practical implications as well as limitations and future research considerations are discussed.
Using interactive video technology in nursing education: a pilot study.
Zerr, Daria M; Pulcher, Karen L
2008-02-01
A pilot study was conducted to analyze the benefits of using interactive technology with external assessors and graduating senior nursing students during Senior Nurse Leadership Assessment Day at the University of Central Missouri. The primary aim was to determine whether videoconferencing technology would promote recruitment and retention of professional nurse external assessors without compromising student learning. Among the issues discussed are the advantages and disadvantages of using interactive videoconferencing technology in education and the influence of external assessors in nursing education. The study results indicate that interactive videoconferencing is an effective, accepted format for educational opportunities such as Senior Nurse Leadership Assessment Day, based on the lived experiences of the study participants. In addition, the results demonstrate that interactive videoconferencing does not compromise student learning or assessment by external assessors.
Hafen, Christopher A.; Hamre, Bridget K.; Allen, Joseph P.; Bell, Courtney A.; Gitomer, Drew H.; Pianta, Robert C.
2017-01-01
Valid measurement of how students’ experiences in secondary school classrooms lead to gains in learning requires a developmental approach to conceptualizing classroom processes. This article presents a potentially useful theoretical model, the Teaching Through Interactions framework, which posits teacher-student interactions as a central driver for student learning and that teacher-student interactions can be organized into three major domains. Results from 1,482 classrooms provide evidence for distinct emotional, organizational, and instructional domains of teacher-student interaction. It also appears that a three-factor structure is a better fit to observational data than alternative one- and two-domain models of teacher-student classroom interactions, and that the three-domain structure is generalizable from 6th through 12th grade. Implications for practitioners, stakeholders, and researchers are discussed. PMID:28232770
Nestel, Debra; Harlim, Jennifer; Bryant, Melanie; Rampersad, Rajay; Hunter-Smith, David; Spychal, Bob
2017-08-01
The landscape of surgical training is changing. The anticipated increase in the numbers of surgical trainees and the shift to competency-based surgical training places pressures on an already stretched health service. With these pressures in mind, we explored trainers' and trainees' experiences of surgical training in a less traditional rotation, an outer metropolitan hospital. We considered practice-based learning theories to make meaning of surgical training in this setting, in particular Actor-network theory. We adopted a qualitative approach and purposively sampled surgical trainers and trainees to participate in individual interviews and focus groups respectively. Transcripts were made and thematically analysed. Institutional human research ethics approval was obtained. Four surgical trainers and fourteen trainees participated. Almost without exception, participants' report training needs to be well met. Emergent inter-related themes were: learning as social activity; learning and programmatic factors; learning and physical infrastructure; and, learning and organizational structure. This outer metropolitan hospital is suited to the provision of surgical training with the current rotational system for trainees. The setting offers experiences that enable consolidation of learning providing a rich and varied overall surgical training program. Although relational elements of learning were paramount they occurred within a complex environment. Actor-network theory was used to give meaning to emergent themes acknowledging that actors (both people and objects) and their interactions combine to influence training quality, shifting the focus of responsibility for learning away from individuals to the complex interactions in which they work and learn.
Statistical learning of speech sounds is most robust during the period of perceptual attunement.
Liu, Liquan; Kager, René
2017-12-01
Although statistical learning has been shown to be a domain-general mechanism, its constraints, such as its interactions with perceptual development, are less well understood and discussed. This study is among the first to investigate the distributional learning of lexical pitch in non-tone-language-learning infants, exploring its interaction with language-specific perceptual attunement during the first 2years after birth. A total of 88 normally developing Dutch infants of 5, 11, and 14months were tested via a distributional learning paradigm and were familiarized on a unimodal or bimodal distribution of high-level versus high-falling tones in Mandarin Chinese. After familiarization, they were tested on a tonal contrast that shared equal distributional information in either modality. At 5months, infants in both conditions discriminated the contrast, whereas 11-month-olds showed discrimination only in the bimodal condition. By 14months, infants failed to discriminate the contrast in either condition. Results indicate interplay between infants' long-term linguistic experience throughout development and short-term distributional learning during the experiment, and they suggest that the influence of tonal distributional learning varies along the perceptual attunement trajectory, such that opportunities for distributional learning effects appear to be constrained in the beginning and at the end of perceptual attunement. The current study contributes to previous research by demonstrating an effect of age on learning from distributional cues. Copyright © 2017 Elsevier Inc. All rights reserved.
Sawatsky, Adam P; Nordhues, Hannah C; Merry, Stephen P; Bashir, M Usmaan; Hafferty, Frederic W
2018-03-27
International health electives (IHEs) are widely available during residency and provide unique experiences for trainees. Theoretical models of professional identity formation and transformative learning may provide insight into residents' experiences during IHEs. The purpose of this study was to explore transformative learning and professional identity formation during resident IHEs and characterize the relationship between transformative learning and professional identity formation. The authors used a constructivist grounded theory approach, with the sensitizing concepts of transformative learning and professional identity formation to analyze narrative reflective reports of residents' IHEs. The Mayo International Health Program supports residents from all specialties across three Mayo Clinic sites. In 2015, the authors collected narrative reflective reports from 377 IHE participants dating from 2001-2014. Reflections were coded and themes were organized into a model for transformative learning during IHEs, focusing on professional identity. Five components of transformative learning were identified during IHEs: a disorienting experience; an emotional response; critical reflection; perspective change; and a commitment to future action. Within the component of critical reflection three domains relating to professional identity were identified: making a difference; the doctor-patient relationship; and medicine in its "purest form." Transformation was demonstrated through perspective change and a commitment to future action, including continued service, education, and development. IHEs provide rich experiences for transformative learning and professional identity formation. Understanding the components of transformative learning may provide insight into the interaction between learner, experiences, and the influence of mentors in the process of professional identity formation.
Educational Videogames: Concept, Design And Evaluation
NASA Astrophysics Data System (ADS)
Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.
2013-12-01
Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide range of backgrounds. Overall we find that designing educational games is a constant balancing act to ensure the player is engaged and has fun while at the same time learning important concepts.
Interactive Simulated Patient: Experiences with Collaborative E-Learning in Medicine
ERIC Educational Resources Information Center
Bergin, Rolf; Youngblood, Patricia; Ayers, Mary K.; Boberg, Jonas; Bolander, Klara; Courteille, Olivier; Dev, Parvati; Hindbeck, Hans; Edward, Leonard E., II; Stringer, Jennifer R.; Thalme, Anders; Fors, Uno G. H.
2003-01-01
Interactive Simulated Patient (ISP) is a computer-based simulation tool designed to provide medical students with the opportunity to practice their clinical problem solving skills. The ISP system allows students to perform most clinical decision-making procedures in a simulated environment, including history taking in natural language, many…
Working Smart Workbook. An Interactive Learning Experience.
ERIC Educational Resources Information Center
Los Angeles Unified School District, CA. Div. of Adult and Occupational Education.
This workbook accompanies an interactive videodisc used in the Working Smart workplace literacy project prepared for the hotel and food services industry in the Los Angeles, California area. The first instructional unit addresses preparing the work area, including stocking supplies and cleaning the work area. The second instructional unit covers…
Supporting Empathy in Online Learning with Artificial Expressions
ERIC Educational Resources Information Center
Lyons, Michael J.; Kluender, Daniel; Tetsutani, Nobuji
2005-01-01
Motivated by a consideration of the machine-mediated nature of human interaction in web-based tutoring, we propose the construction of artificial expressions, displays which reflect users' felt bodily experience, to support the development of greater empathy in remote interaction. To demonstrate the concept of artificial expressions we have…
Skype Synchronous Interaction Effectiveness in a Quantitative Management Science Course
ERIC Educational Resources Information Center
Strang, Kenneth David
2012-01-01
An experiment compared asynchronous versus synchronous instruction in an online quantitative course. Mann-Whitney U-tests, correlation, analysis of variance, t tests, and multivariate analysis of covariance (MANCOVA) were utilized to test the hypothesis that more high-quality online experiential learning interactions would increase grade.…
Sensory Cues, Visualization and Physics Learning
ERIC Educational Resources Information Center
Reiner, Miriam
2009-01-01
Bodily manipulations, such as juggling, suggest a well-synchronized physical interaction as if the person were a physics expert. The juggler uses "knowledge" that is rooted in bodily experience, to interact with the environment. Such enacted bodily knowledge is powerful, efficient, predictive, and relates to sensory perception of the dynamics of…
Views from inside the "Black Box": A Q-Methodology Study of Mentoring Support for Entrepreneurs
ERIC Educational Resources Information Center
Stanigar, Jennifer Jill
2016-01-01
Aspiring entrepreneurs give and receive support in growth-fostering interactions with seasoned entrepreneurs, mentors, peers, and others. This dissertation investigates viewpoints held by entrepreneurs about their experiences of effective mentoring support. Little is known about how an entrepreneur learns through interacting with different…
The Educational Software/Website Effectiveness Survey
ERIC Educational Resources Information Center
Furner, Joseph M.; Daigle, Debra
2004-01-01
In today's growing technological age of educational software and interactive Internet teaching/learning websites, it is important to note that educators must take the time to see that the interactive electronic experiences their students are involved meet the appropriate standards, hence been evaluated. This article provides the readers with an…
Bridge Building Potential in Cross-Cultural Learning: A Mixed Method Study
ERIC Educational Resources Information Center
Rienties, Bart; Johan, Novie; Jindal-Snape, Divya
2015-01-01
Although many international students experience transitional issues, most research assumes that these issues will disappear over time with increased interaction. Using principles of social network theory, this study addressed why some students become bridge builders between international and host students, while others primarily interact with…
Writing to Learn in Social Studies
ERIC Educational Resources Information Center
Boyer, Tara L.
2006-01-01
One of the best ways to enrich students' social studies experience is to include assignments in which students interact with social studies content and skills. In this article, the author explains how teachers can use writing exercises to encourage such interaction. She describes the following writing activities: (1) acrostics; (2) haiku; (3)…
Games as an innovative teaching strategy for overactive bladder and BPH.
LeCroy, Cheryl
2006-10-01
A challenge for urologic nurses and nurse educators is how to present information to staff, students, and patients in a way that will capture their interest and engage them in the learning process. The use of adult-learning principles and innovative teaching strategies can make the learning experience dynamic, and encourage learners to take a more active role in their own learning. Games are a creative, fun, and interactive way to assist in the emphasis, review, reinforcement, and retention of information for urology nurses.
Managing the negatives of experience in physician teams.
Hoff, Timothy
2010-01-01
Experience is a key shaper of thought and action in the health care workplace and a fundamental component of management and professional policies dealing with improving quality of care. Physicians rely on experience to structure social interaction, to determine authority relations, and to resist organizational encroachments on their work and autonomy. However, an overreliance on experience within physician teams may paradoxically undermine learning, participation, and entrepreneurship, affecting organizational performance. Approximately 100 hours of direct observation of normal workdays for physician teams (n = 17 physicians) in two different work settings in a single academic medical center located in the Northeastern part of the United States. Qualitative data were collected from physician teams in the medical intensive care unit and trauma/general surgery settings. Data were transcribed and computer analyzed through an interactive process of open coding, theoretical sampling, and pattern recognition that proceeded longitudinally. Three particular experience-based schemas were identified that physician teams used to structure social relations and perform work. These schemas involved using experience as a commodity, trump card, and liberator. Each of these schemas consisted of strongly held norms, beliefs, and values that produced team dynamics with the potential for undermining learning, participation, and entrepreneurship in the group. Organizations may move to mitigate the negative impact of an overreliance on experience among physicians by promoting bureaucratic forms of control that enable physicians to engage learning, participation, and entrepreneurship in their work while not usurping existing and difficult-to-change cultural drivers of team behavior.
Havugimana, Pierre C; Hu, Pingzhao; Emili, Andrew
2017-10-01
Elucidation of the networks of physical (functional) interactions present in cells and tissues is fundamental for understanding the molecular organization of biological systems, the mechanistic basis of essential and disease-related processes, and for functional annotation of previously uncharacterized proteins (via guilt-by-association or -correlation). After a decade in the field, we felt it timely to document our own experiences in the systematic analysis of protein interaction networks. Areas covered: Researchers worldwide have contributed innovative experimental and computational approaches that have driven the rapidly evolving field of 'functional proteomics'. These include mass spectrometry-based methods to characterize macromolecular complexes on a global-scale and sophisticated data analysis tools - most notably machine learning - that allow for the generation of high-quality protein association maps. Expert commentary: Here, we recount some key lessons learned, with an emphasis on successful workflows, and challenges, arising from our own and other groups' ongoing efforts to generate, interpret and report proteome-scale interaction networks in increasingly diverse biological contexts.
Perrachione, Tyler K; Lee, Jiyeon; Ha, Louisa Y Y; Wong, Patrick C M
2011-07-01
Studies evaluating phonological contrast learning typically investigate either the predictiveness of specific pretraining aptitude measures or the efficacy of different instructional paradigms. However, little research considers how these factors interact--whether different students learn better from different types of instruction--and what the psychological basis for any interaction might be. The present study demonstrates that successfully learning a foreign-language phonological contrast for pitch depends on an interaction between individual differences in perceptual abilities and the design of the training paradigm. Training from stimuli with high acoustic-phonetic variability is generally thought to improve learning; however, we found high-variability training enhanced learning only for individuals with strong perceptual abilities. Learners with weaker perceptual abilities were actually impaired by high-variability training relative to a low-variability condition. A second experiment assessing variations on the high-variability training design determined that the property of this learning environment most detrimental to perceptually weak learners is the amount of trial-by-trial variability. Learners' perceptual limitations can thus override the benefits of high-variability training where trial-by-trial variability in other irrelevant acoustic-phonetic features obfuscates access to the target feature. These results demonstrate the importance of considering individual differences in pretraining aptitudes when evaluating the efficacy of any speech training paradigm. © 2011 Acoustical Society of America
NASA Astrophysics Data System (ADS)
Horton, Scott
This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA. The main effects of shader fidelity and polygon fidelity were both non-significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.
Liu, Chen-Chung; Chou, Chien-Chia; Liu, Baw-Jhiune; Yang, Jui-Wen
2006-01-01
Hard of hearing students usually face more difficulties at school than other students. A classroom environment with wireless technology was implemented to explore whether wireless technology could enhance mathematics learning and teaching activities for a hearing teacher and her 7 hard of hearing students in a Taiwan junior high school. Experiments showed that the highly interactive communication through the wireless network increased student participation in learning activities. Students demonstrated more responses to the teacher and fewer distraction behaviors. Fewer mistakes were made in in-class course work because Tablet PCs provided students scaffolds. Students stated that the environment with wireless technology was desirable and said that they hoped to continue using the environment to learn mathematics.
Higazi, Tarig B
2011-01-01
Histology is one of the main subjects in introductory college-level Human Anatomy and Physiology classes. Institutions are moving toward the replacement of traditional microscope-based histology learning with virtual microscopy learning amid concerns of losing the valuable learning experience of traditional microscopy. This study used live digital imaging (LDI) of microscopic slides on a SMART board to enhance Histology laboratory teaching. The interactive LDI system consists of a digital camera-equipped microscope that projects live images on a wall-mounted SMART board via a computer. This set-up allows real-time illustration of microscopic slides with highlighted key structural components, as well as the ability to provide the students with relevant study and review material. The impact of interactive LDI on student learning of Histology was then measured based on performance in subsequent laboratory tests before and after its implementation. Student grades increased from a mean of 76% (70.3-82.0, 95% CI) before to 92% (88.8-95.3, 95% CI) after integration of LDI indicating highly significant (P < 0.001) enhancement in students' Histology laboratory performance. In addition, student ratings of the impact of the interactive LDI on their Histology learning were strongly positive, suggesting that a majority of students who valued this learning approach also improved learning and understanding of the material as a result. The interactive LDI technique is an innovative, highly efficient and affordable tool to enhance student Histology learning, which is likely to expand knowledge and student perception of the subject and in turn enrich future science careers. Copyright © 2011 American Association of Anatomists.