Sample records for learning design based

  1. Applying Learning Design to Work-Based Learning

    ERIC Educational Resources Information Center

    Miao, Yongwu; Hoppe, Heinz Ulrich

    2011-01-01

    Learning design is currently slanted to reflect a course-based approach to learning. This article explores whether the concept of learning design could be applied to support the informal aspects of work-based learning (WBL). It also discusses the characteristics of WBL and presents a WBL-specific learning design that highlights the key features…

  2. Managing the Complexity of Design Problems through Studio-Based Learning

    ERIC Educational Resources Information Center

    Cennamo, Katherine; Brandt, Carol; Scott, Brigitte; Douglas, Sarah; McGrath, Margarita; Reimer, Yolanda; Vernon, Mitzi

    2011-01-01

    The ill-structured nature of design problems makes them particularly challenging for problem-based learning. Studio-based learning (SBL), however, has much in common with problem-based learning and indeed has a long history of use in teaching students to solve design problems. The purpose of this ethnographic study of an industrial design class,…

  3. Teaching Strategies to Promote Concept Learning by Design Challenges

    ERIC Educational Resources Information Center

    Van Breukelen, Dave; Van Meel, Adrianus; De Vries, Marc

    2017-01-01

    Background: This study is the second study of a design-based research, organised around four studies, that aims to improve student learning, teaching skills and teacher training concerning the design-based learning approach called Learning by Design (LBD). Purpose: LBD uses the context of design challenges to learn, among other things, science.…

  4. Development of Learning Resources to Promote Knowledge Sharing in Problem Based Learning

    ERIC Educational Resources Information Center

    Uden, Lorna; Page, Tom

    2008-01-01

    Problem Based Learning offers many benefits to students' learning, however, the design and implementation of effective problem based learning (PBL) is not trivial. Central to effective implementation of PBL are the problem design and group working of the students. Design of good problems requires that the learning outcomes of the subject are…

  5. Designing for Diverse Learning: Case Study of Place-Based Learning in Design and Technologies Pre-Service Teacher Education

    ERIC Educational Resources Information Center

    Best, Marnie; MacGregor, Denise; Price, Deborah

    2017-01-01

    Place-based learning experiences in Design and Technologies education connect people and place with design processes and products. Drawing on place-based learning, this case study shares the experiences of eight final year pre-service Design and Technologies education students from the University of South Australia as they collaborated with…

  6. Teaching strategies to promote concept learning by design challenges

    NASA Astrophysics Data System (ADS)

    Van Breukelen, Dave; Van Meel, Adrianus; De Vries, Marc

    2017-07-01

    Background: This study is the second study of a design-based research, organised around four studies, that aims to improve student learning, teaching skills and teacher training concerning the design-based learning approach called Learning by Design (LBD).

  7. Designing for Interaction: Six Steps to Designing Computer-Supported Group-Based Learning

    ERIC Educational Resources Information Center

    Strijbos, J. W.; Martens, R. L.; Jochems, W. M. G.

    2004-01-01

    At present, the design of computer-supported group-based learning (CSGBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as "cooperative learning" and "collaborative learning." Critical review reveals these concepts as insufficiently substantial to serve as a basis for CSGBL design. Furthermore,…

  8. Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review

    ERIC Educational Resources Information Center

    Abdul Jabbar, Azita Iliya; Felicia, Patrick

    2015-01-01

    In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…

  9. iPad Learning Ecosystem: Developing Challenge-Based Learning Using Design Thinking

    ERIC Educational Resources Information Center

    Marin, Catalina; Hargis, Jace; Cavanaugh, Cathy

    2013-01-01

    In order to maximize college English language students' learning, product development, 21st Century skills and engagement with real world meaningful challenges, a course was designed to integrate Challenge Based Learning (CBL) and iPad mobile learning technology. This article describes the course design, which was grounded in design thinking, and…

  10. Towards a Web-Based Handbook of Generic, Process-Oriented Learning Designs

    ERIC Educational Resources Information Center

    Marjanovic, Olivera

    2005-01-01

    Process-oriented learning designs are innovative learning activities that include a set of inter-related learning tasks and are generic (could be used across disciplines). An example includes a problem-solving process widely used in problem-based learning today. Most of the existing process-oriented learning designs are not documented, let alone…

  11. Agent-Based Learning Environments as a Research Tool for Investigating Teaching and Learning.

    ERIC Educational Resources Information Center

    Baylor, Amy L.

    2002-01-01

    Discusses intelligent learning environments for computer-based learning, such as agent-based learning environments, and their advantages over human-based instruction. Considers the effects of multiple agents; agents and research design; the use of Multiple Intelligent Mentors Instructing Collaboratively (MIMIC) for instructional design for…

  12. Design of a Blended Learning Environment Based on Merrill’s Principles

    NASA Astrophysics Data System (ADS)

    Simarmata, Janner; Djohar, Asari; Purba, Janulis; Juanda, Enjang A.

    2018-01-01

    Designing blended learning courses requires a systematic approach, in instructional design decisions and implementations, instructional principles help educators not only to specify the elements of the course, but also to provide a solid base from which to build the technology. The blended learning course was designed based on Merrill’s First Principles of Instruction with five phases. This paper helps inform educators about how to develop appropriate learning styles and preferences according to students’ learning needs.

  13. Designing for Inquiry-Based Learning with the Learning Activity Management System

    ERIC Educational Resources Information Center

    Levy, P.; Aiyegbayo, O.; Little, S.

    2009-01-01

    This paper explores the relationship between practitioners' pedagogical purposes, values and practices in designing for inquiry-based learning in higher education, and the affordances of the Learning Activity Management System (LAMS) as a tool for creating learning designs in this context. Using a qualitative research methodology, variation was…

  14. Implementing Project Based Learning Approach to Graphic Design Course

    ERIC Educational Resources Information Center

    Riyanti, Menul Teguh; Erwin, Tuti Nuriah; Suriani, S. H.

    2017-01-01

    The purpose of this study was to develop a learning model based Commercial Graphic Design Drafting project-based learning approach, was chosen as a strategy in the learning product development research. University students as the target audience of this model are the students of the fifth semester Visual Communications Design Studies Program…

  15. Didactic trajectory of research in mathematics education using research-based learning

    NASA Astrophysics Data System (ADS)

    Charitas Indra Prahmana, Rully; Kusumah, Yaya S.; Darhim

    2017-10-01

    This study aims to describe the role of research-based learning in design a learning trajectory of research in mathematics education to enhance research and academic writing skills for pre-service mathematics teachers. The method used is a design research with three stages, namely the preliminary design, teaching experiment, and retrospective analysis. The research subjects are pre-service mathematics teacher class of 2012 from one higher education institution in Tangerang - Indonesia. The use of research-based learning in designing learning trajectory of research in mathematics education plays a crucial role as a trigger to enhancing math department preservice teachers research and academic writing skills. Also, this study also describes the design principles and characteristics of the learning trajectory namely didactic trajectory generated by the role of research-based learning syntax.

  16. Work-Based Learning: Learning To Work; Working To Learn; Learning To Learn.

    ERIC Educational Resources Information Center

    Strumpf, Lori; Mains, Kristine

    This document describes a work-based learning approach designed to integrate work and learning at the workplace and thereby help young people develop the skills required for changing workplaces. The following considerations in designing work-based programs are discussed: the trend toward high performance workplaces and changes in the way work is…

  17. Content-based VLE designs improve learning efficiency in constructivist statistics education.

    PubMed

    Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward

    2011-01-01

    We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific-purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under investigation. The findings demonstrate that a content-based design outperforms the traditional VLE-based design.

  18. Using a Game Environment to Foster Collaborative Learning: A Design-Based Study

    ERIC Educational Resources Information Center

    Hamalainen, Raija

    2011-01-01

    Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…

  19. Development of a Design-Based Learning Curriculum through Design-Based Research for a Technology-Enabled Science Classroom

    ERIC Educational Resources Information Center

    Kim, Paul; Suh, Esther; Song, Donggil

    2015-01-01

    This exploratory study provides a deeper look into the aspects of students' experience from design-based learning (DBL) activities for fifth grade students. Using design-based research (DBR), this study was conducted on a series of science learning activities leveraging mobile phones with relevant applications and sensors. We observed 3 different…

  20. Instructional Designers' Media Selection Practices for Distributed Problem-Based Learning Environments

    ERIC Educational Resources Information Center

    Fells, Stephanie

    2012-01-01

    The design of online or distributed problem-based learning (dPBL) is a nascent, complex design problem. Instructional designers are challenged to effectively unite the constructivist principles of problem-based learning (PBL) with appropriate media in order to create quality dPBL environments. While computer-mediated communication (CMC) tools and…

  1. The Relationships between Problem Design and Learning Process in Problem-Based Learning Environments: Two Cases

    ERIC Educational Resources Information Center

    Hung, Woei; Mehl, Katherine; Holen, Jodi Bergland

    2013-01-01

    Some researchers have argued that the design of problems used in a Problem-based Learning (PBL) course or curriculum could have an impact on student learning cognitively or psychologically, such as students' self-directed learning process or engagement. To investigate the relationship between PBL problem design and students' self-directed learning…

  2. Comparison of Example-Based Learning and Problem-Based Learning in Engineering Domain

    ERIC Educational Resources Information Center

    Sern, Lai Chee; Salleh, Kahirol Mohd; Sulaiman, Nor lisa; Mohamad, Mimi Mohaffyza; Yunos, Jailani Md

    2015-01-01

    The research was conducted to compare the impacts of problem-based learning (PBL) and example-based learning (EBL) on the learning performance in an engineering domain. The research was implemented by means of experimental design. Specifically, a two-group experiment with a pre- and post-test design was used in this research. A total of 37…

  3. Web-Based Learning Design Tool

    ERIC Educational Resources Information Center

    Bruno, F. B.; Silva, T. L. K.; Silva, R. P.; Teixeira, F. G.

    2012-01-01

    Purpose: The purpose of this paper is to propose a web-based tool that enables the development and provision of learning designs and its reuse and re-contextualization as generative learning objects, aimed at developing educational materials. Design/methodology/approach: The use of learning objects can facilitate the process of production and…

  4. The Effectiveness of Using Interactive Multimedia in Improving the Concept of Fashion Design and Its Application in The Making of Digital Fashion Design

    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.

  5. Using Biomimicry to Engage Students in a Design-Based Learning Activity

    ERIC Educational Resources Information Center

    Gardner, Grant E.

    2012-01-01

    I describe a design-based learning activity that utilizes the interdisciplinary content domain of biomimicry. Design-based learning requires student creativity and technological innovation to address novel science problems, characteristics of the nature of science not often addressed in schools. Alignment with national standards documents,…

  6. A Meta-Analysis Method to Advance Design of Technology-Based Learning Tool: Combining Qualitative and Quantitative Research to Understand Learning in Relation to Different Technology Features

    ERIC Educational Resources Information Center

    Zhang, Lin

    2014-01-01

    Educators design and create various technology tools to scaffold students' learning. As more and more technology designs are incorporated into learning, growing attention has been paid to the study of technology-based learning tool. This paper discusses the emerging issues, such as how can learning effectiveness be understood in relation to…

  7. The Development of Online Tutorial Program Design Using Problem-Based Learning in Open Distance Learning System

    ERIC Educational Resources Information Center

    Said, Asnah; Syarif, Edy

    2016-01-01

    This research aimed to evaluate of online tutorial program design by applying problem-based learning Research Methods currently implemented in the system of Open Distance Learning (ODL). The students must take a Research Methods course to prepare themselves for academic writing projects. Problem-based learning basically emphasizes the process of…

  8. Content-Based VLE Designs Improve Learning Efficiency in Constructivist Statistics Education

    PubMed Central

    Wessa, Patrick; De Rycker, Antoon; Holliday, Ian Edward

    2011-01-01

    Background We introduced a series of computer-supported workshops in our undergraduate statistics courses, in the hope that it would help students to gain a deeper understanding of statistical concepts. This raised questions about the appropriate design of the Virtual Learning Environment (VLE) in which such an approach had to be implemented. Therefore, we investigated two competing software design models for VLEs. In the first system, all learning features were a function of the classical VLE. The second system was designed from the perspective that learning features should be a function of the course's core content (statistical analyses), which required us to develop a specific–purpose Statistical Learning Environment (SLE) based on Reproducible Computing and newly developed Peer Review (PR) technology. Objectives The main research question is whether the second VLE design improved learning efficiency as compared to the standard type of VLE design that is commonly used in education. As a secondary objective we provide empirical evidence about the usefulness of PR as a constructivist learning activity which supports non-rote learning. Finally, this paper illustrates that it is possible to introduce a constructivist learning approach in large student populations, based on adequately designed educational technology, without subsuming educational content to technological convenience. Methods Both VLE systems were tested within a two-year quasi-experiment based on a Reliable Nonequivalent Group Design. This approach allowed us to draw valid conclusions about the treatment effect of the changed VLE design, even though the systems were implemented in successive years. The methodological aspects about the experiment's internal validity are explained extensively. Results The effect of the design change is shown to have substantially increased the efficiency of constructivist, computer-assisted learning activities for all cohorts of the student population under investigation. The findings demonstrate that a content–based design outperforms the traditional VLE–based design. PMID:21998652

  9. Story-Based Pedagogical Agents: A Scaffolding Design Approach for the Process of Historical Inquiry in a Web-Based Self-Learning Environment

    ERIC Educational Resources Information Center

    Fujimoto, Toru

    2010-01-01

    The purpose of this research was to design and evaluate a web-based self-learning environment for historical inquiry embedded with different types of instructional support featuring story-based pedagogical agents. This research focused on designing a learning environment by integrating story-based instruction and pedagogical agents as a means to…

  10. Task-Based EFL Language Teaching with Procedural Information Design in a Technical Writing Context

    ERIC Educational Resources Information Center

    Roy, Debopriyo

    2017-01-01

    Task-based language learning (TBLL) has heavily influenced syllabus design, classroom teaching, and learner assessment in a foreign or second language teaching context. In this English as foreign language (EFL) learning environment, the paper discussed an innovative language learning pedagogy based on design education and technical writing. In…

  11. Fostering significant learning in graduate nursing education.

    PubMed

    Marrocco, Geraldine F

    2014-03-01

    Faculty who want to energize graduate students with creative classes that lead to long-lasting learning will benefit by designing course objectives, learning activities, and assessment tools using Fink's taxonomy of significant learning and Wiggins's insights on performance-based or educative assessments. Research shows that course designs relying on content-driven lectures and written examinations do not promote significant learning among adult learners. This article reviews six types of significant learning using Fink's taxonomy and examines Wiggins's "backward" approach to designing courses using performance-based assessments that gauge true learning and learning that promotes a lasting change. When designing courses, educators should ask: "What do I really want students to get out of this course?" The answers will direct the design of objectives, learning activities, and assessment tools. Designing graduate courses using Fink's taxonomy and Wiggins's backward approach can lead to significant learning to better prepare nurse practitioners for the future of health care. Copyright 2014, SLACK Incorporated.

  12. Using Design-Based Research in Informal Environments

    ERIC Educational Resources Information Center

    Reisman, Molly

    2008-01-01

    Design-Based Research (DBR) has been a tool of the learning sciences since the early 1990s, used as a way to improve and study learning environments. Using an iterative process of design with the goal of reining theories of learning, researchers and educators now use DBR seek to identify "how" to make a learning environment work. They then draw…

  13. Seven-Step Problem-Based Learning in an Interaction Design Course

    ERIC Educational Resources Information Center

    Schultz, Nette; Christensen, Hans Peter

    2004-01-01

    The objective in this paper is the implementation of the highly structured seven-step problem-based learning (PBL) procedure as part of the learning process in a human-computer interaction (HCI) design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction design process. These…

  14. Designing Collaborative E-Learning Environments Based upon Semantic Wiki: From Design Models to Application Scenarios

    ERIC Educational Resources Information Center

    Li, Yanyan; Dong, Mingkai; Huang, Ronghuai

    2011-01-01

    The knowledge society requires life-long learning and flexible learning environment that enables fast, just-in-time and relevant learning, aiding the development of communities of knowledge, linking learners and practitioners with experts. Based upon semantic wiki, a combination of wiki and Semantic Web technology, this paper designs and develops…

  15. A New Design Approach to Game-Based Learning

    ERIC Educational Resources Information Center

    Larsen, Lasse Juel

    2012-01-01

    This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn--without the interference of teachers--whatever subject they wanted while sitting in front of a computer. This…

  16. Establishment of a Digital Knowledge Conversion Architecture Design Learning with High User Acceptance

    ERIC Educational Resources Information Center

    Wu, Yun-Wu; Weng, Apollo; Weng, Kuo-Hua

    2017-01-01

    The purpose of this study is to design a knowledge conversion and management digital learning system for architecture design learning, helping students to share, extract, use and create their design knowledge through web-based interactive activities based on socialization, internalization, combination and externalization process in addition to…

  17. A Silent Revolution: From Sketching to Coding--A Case Study on Code-Based Design Tool Learning

    ERIC Educational Resources Information Center

    Xu, Song; Fan, Kuo-Kuang

    2017-01-01

    Along with the information technology rising, Computer Aided Design activities are becoming more modern and more complex. But learning how to operation these new design tools has become the main problem lying in front of each designer. This study was purpose on finding problems encountered during code-based design tools learning period of…

  18. Effects of Cloud-Based m-Learning on Student Creative Performance in Engineering Design

    ERIC Educational Resources Information Center

    Chang, Yu-Shan; Chen, Si-Yi; Yu, Kuang-Chao; Chu, Yih-Hsien; Chien, Yu-Hung

    2017-01-01

    This study explored the effects of cloud-based m-learning on students' creative processes and products in engineering design. A nonequivalent pretest-posttest design was adopted, and 62 university students from Taipei City, Taiwan, were recruited as research participants in the study. The results showed that cloud-based m-learning had a positive…

  19. Adapting Cognitive Walkthrough to Support Game Based Learning Design

    ERIC Educational Resources Information Center

    Farrell, David; Moffat, David C.

    2014-01-01

    For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design…

  20. Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2011-01-01

    The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…

  1. The Development of a Robot-Based Learning Companion: A User-Centered Design Approach

    ERIC Educational Resources Information Center

    Hsieh, Yi-Zeng; Su, Mu-Chun; Chen, Sherry Y.; Chen, Gow-Dong

    2015-01-01

    A computer-vision-based method is widely employed to support the development of a variety of applications. In this vein, this study uses a computer-vision-based method to develop a playful learning system, which is a robot-based learning companion named RobotTell. Unlike existing playful learning systems, a user-centered design (UCD) approach is…

  2. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour

    ERIC Educational Resources Information Center

    Grey, Simon; Grey, David; Gordon, Neil; Purdy, Jon

    2017-01-01

    This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and…

  3. Designing Online Learning. Knowledge Series: A Topical, Start-Up Guide to Distance Education Practice and Delivery.

    ERIC Educational Resources Information Center

    Mishra, Sanjaya

    The term "online learning" refers to an Internet- or intranet-based teaching and learning system designed for World Wide Web-based delivery without face-to-face contact between teacher and learner. The Internet is the backbone of online learning. The following media are available to designers of online courses: text; graphics and images;…

  4. Design, Participation, and Social Change: What Design in Grassroots Spaces Can Teach Learning Scientists

    ERIC Educational Resources Information Center

    Zavala, Miguel

    2016-01-01

    While a science of design (and theory of learning) is certainly useful in design-based research, a participatory design research framework presents an opening for learning scientists to rethink design and learning as processes. Grounded in the autoethnographic investigation of a grassroots organization's design of a local campaign, the author…

  5. Designing Serious Game Interventions for Individuals with Autism.

    PubMed

    Whyte, Elisabeth M; Smyth, Joshua M; Scherf, K Suzanne

    2015-12-01

    The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism. Participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to novel, everyday social communicative interactions. This lack of generalized learning may result, in part, from the limited use of fundamental elements of serious game design that are known to maximize learning. We suggest that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.

  6. A Situated Cultural Festival Learning System Based on Motion Sensing

    ERIC Educational Resources Information Center

    Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te

    2017-01-01

    A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…

  7. Design and Evaluation of a Problem-Based Learning Environment for Teacher Training

    ERIC Educational Resources Information Center

    Hemker, Laura; Prescher, Claudia; Narciss, Susanne

    2017-01-01

    Problem-based learning can have a great impact on the acquisition of practical knowledge, which is a central learning aim in the field of teacher education. Therefore, we implemented a problem-based learning approach in four seminars on educational assessment. In this paper, we outline our didactic design and discuss the results of the first…

  8. Teaching Power Electronics with a Design-Oriented, Project-Based Learning Method at the Technical University of Denmark

    ERIC Educational Resources Information Center

    Zhang, Zhe; Hansen, Claus Thorp; Andersen, Michael A. E.

    2016-01-01

    Power electronics is a fast-developing technology within the electrical engineering field. This paper presents the results and experiences gained from applying design-oriented project-based learning to switch-mode power supply design in a power electronics course at the Technical University of Denmark (DTU). Project-based learning (PBL) is known…

  9. Design and Implementation of a Cooperative Learning System for Digital Content Design Curriculum: Investigation on Learning Effectiveness and Social Presence

    ERIC Educational Resources Information Center

    Huang, Ming-Shang; Hsiao, Wei-Hung; Chang, Tsung-Sheng; Hu, Mei-Huei

    2012-01-01

    The purpose of this paper is to investigate the learning effectiveness of cooperative learning system based on social presence theory. We develop a web-based cooperative learning system which contains personal module, admin module, course module, communication module, and learning records module to support the implementation of cooperative…

  10. Developing effective web-based regional anesthesia education: a randomized study evaluating case-based versus non-case-based module design.

    PubMed

    Kopp, Sandra L; Smith, Hugh M

    2011-01-01

    Little is known about the use of Web-based education in regional anesthesia training. Benefits of Web-based education include the ability to standardize learning material quality and content, build appropriate learning progressions, use interactive multimedia technologies, and individualize delivery of course materials. The goals of this investigation were (1) to determine whether module design influences regional anesthesia knowledge acquisition, (2) to characterize learner preference patterns among anesthesia residents, and (3) to determine whether learner preferences play a role in knowledge acquisition. Direct comparison of knowledge assessments, learning styles, and learner preferences will be made between an interactive case-based and a traditional textbook-style module design. Forty-three Mayo Clinic anesthesiology residents completed 2 online modules, a knowledge pretest, posttest, an Index of Learning Styles assessment, and a participant satisfaction survey. Interscalene and lumbar plexus regional techniques were selected as the learning content for 4 Web modules constructed using the Blackboard Vista coursework application. One traditional textbook-style module and 1 interactive case-based module were designed for each of the interscalene and lumbar plexus techniques. Participants scored higher on the postmodule knowledge assessment for both of the interscalene and lumbar plexus modules. Postmodule knowledge performance scores were independent of both module design (interactive case-based versus traditional textbook style) and learning style preferences. However, nearly all participants reported a preference for Web-based learning and believe that it should be used in anesthesia resident education. Participants did not feel that Web-base learning should replace the current lecture-based curriculum. All residents scored higher on the postmodule knowledge assessment, but this improvement was independent of the module design and individual learning styles. Although residents believe that online learning should be used in anesthesia training, the results of this study do not demonstrate improved learning or justify the time and expense of developing complex case-based training modules. While there may be practical benefits of Web-based education, educators in regional anesthesia should be cautious about developing curricula based on learner preference data.

  11. Designing, Developing and Implementing WWW-Based Distance Learning.

    ERIC Educational Resources Information Center

    Riley, Peter C.

    The rapid advancement of communication technologies is resulting in a wide array of design and development choices for distance learning projects. The 58th Special Operations Wing at Kirtland Air Force Base, New Mexico, is developing a prototype distance learning project designed to serve geographically separated learner populations. Project staff…

  12. Students' Construction of External Representations in Design-Based Learning Situations

    ERIC Educational Resources Information Center

    de Vries, Erica

    2006-01-01

    This article develops a theoretical framework for the study of students' construction of mixed multiple external representations in design-based learning situations involving an adaptation of professional tasks and tools to a classroom setting. The framework draws on research on professional design processes and on learning with multiple external…

  13. Interactive Multimedia-Based Animation: A Study of Effectiveness on Fashion Design Technology Learning

    NASA Astrophysics Data System (ADS)

    Wiana, W.

    2018-01-01

    The learning process is believed will reach optimal results if facilitated by diversity of learning’s device from aspects of the approach, method, media or it’s evaluation system, in individually, groups, or as well as classical. One of the learning’s Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.

  14. Service-Learning Instructional Design Considerations

    ERIC Educational Resources Information Center

    Maddrell, Jennifer

    2014-01-01

    This paper explores the design of "service-learning" experiences to engage college students in the real-world application of course subject matter. Service learning is an educational approach that combines community service, academic coursework, and work-based applied learning. Based on data gathered during a series of recent interviews…

  15. The Effect of Being Hypermedia Designers on Elementary School Students' Motivation and Learning of Design Knowledge.

    ERIC Educational Resources Information Center

    Liu, Min; Pedersen, Susan

    Current educational theory and practice clearly show that project-based instruction has the potential to enhance learning. Preliminary findings on one type of project-based learning in which students take on the role of hypermedia designers support this claim. This study examined the effect of being hypermedia designers on fourth-graders'…

  16. The Experimental Research on E-Learning Instructional Design Model Based on Cognitive Flexibility Theory

    NASA Astrophysics Data System (ADS)

    Cao, Xianzhong; Wang, Feng; Zheng, Zhongmei

    The paper reports an educational experiment on the e-Learning instructional design model based on Cognitive Flexibility Theory, the experiment were made to explore the feasibility and effectiveness of the model in promoting the learning quality in ill-structured domain. The study performed the experiment on two groups of students: one group learned through the system designed by the model and the other learned by the traditional method. The results of the experiment indicate that the e-Learning designed through the model is helpful to promote the intrinsic motivation, learning quality in ill-structured domains, ability to resolve ill-structured problem and creative thinking ability of the students.

  17. The Effect of Teaching Methods and Learning Style on Learning Program Design in Web-Based Education Systems

    ERIC Educational Resources Information Center

    Hung, Yen-Chu

    2012-01-01

    The instructional value of web-based education systems has been an important area of research in information systems education. This study investigates the effect of various teaching methods on program design learning for students with specific learning styles in web-based education systems. The study takes first-year Computer Science and…

  18. Authenticity in the Process of Learning about Instructional Design

    ERIC Educational Resources Information Center

    Wilson, Jay R.; Schwier, Richard A.

    2009-01-01

    Authentic learning is touted as a powerful learning approach, particularly in the context of problem-based learning (Savery, 2006). Teaching and learning in the area of instructional design appears to offer a strong fit between the tenets of authentic learning and the practice of instructional design. This paper details the efforts to broaden and…

  19. A Framework for the Flexible Content Packaging of Learning Objects and Learning Designs

    ERIC Educational Resources Information Center

    Lukasiak, Jason; Agostinho, Shirley; Burnett, Ian; Drury, Gerrard; Goodes, Jason; Bennett, Sue; Lockyer, Lori; Harper, Barry

    2004-01-01

    This paper presents a platform-independent method for packaging learning objects and learning designs. The method, entitled a Smart Learning Design Framework, is based on the MPEG-21 standard, and uses IEEE Learning Object Metadata (LOM) to provide bibliographic, technical, and pedagogical descriptors for the retrieval and description of learning…

  20. Visualising Learning Design in LAMS: A Historical View

    ERIC Educational Resources Information Center

    Dalziel, James

    2011-01-01

    The Learning Activity Management System (LAMS) provides a web-based environment for the creation, sharing, running and monitoring of Learning Designs. A central feature of LAMS is the visual authoring environment, where educators use a drag-and-drop environment to create sequences of learning activities. The visualisation is based on boxes…

  1. Engaging Workers in Simulation-Based E-Learning

    ERIC Educational Resources Information Center

    Slotte, Virpi; Herbert, Anne

    2008-01-01

    Purpose: The purpose of this paper is to evaluate learners' attitudes to the use of simulation-based e-learning as part of workplace learning when socially situated interaction and blended learning are specifically included in the instructional design. Design/methodology/approach: Responses to a survey questionnaire of 298 sales personnel were…

  2. Revising a Design Course from a Lecture Approach to a Project-Based Learning Approach

    ERIC Educational Resources Information Center

    Kunberger, Tanya

    2013-01-01

    In order to develop the evaluative skills necessary for successful performance of design, a senior, Geotechnical Engineering course was revised to immerse students in the complexity of the design process utilising a project-based learning (PBL) approach to instruction. The student-centred approach stresses self-directed group learning, which…

  3. Preparing Instructional Designers for Game-Based Learning: Part 1

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  4. Using the Constructivist Tridimensional Design Model for Online Continuing Education for Health Care Clinical Faculty

    ERIC Educational Resources Information Center

    Seo, Kay Kyeong-Ju; Engelhard, Chalee

    2014-01-01

    This article presents a new paradigm for continuing education of Clinical Instructors (CIs): the Constructivist Tridimensional (CTD) model for the design of an online curriculum. Based on problem-based learning, self-regulated learning, and adult learning theory, the CTD model was designed to facilitate interactive, collaborative, and authentic…

  5. The networked student: A design-based research case study of student constructed personal learning environments in a middle school science course

    NASA Astrophysics Data System (ADS)

    Drexler, Wendy

    This design-based research case study applied a networked learning approach to a seventh grade science class at a public school in the southeastern United States. Students adapted emerging Web applications to construct personal learning environments for in-depth scientific inquiry of poisonous and venomous life forms. The personal learning environments constructed used Application Programming Interface (API) widgets to access, organize, and synthesize content from a number of educational Internet resources and social network connections. This study examined the nature of personal learning environments; the processes students go through during construction, and patterns that emerged. The project was documented from both an instructional and student-design perspective. Findings revealed that students applied the processes of: practicing digital responsibility; practicing digital literacy; organizing content; collaborating and socializing; and synthesizing and creating. These processes informed a model of the networked student that will serve as a framework for future instructional designs. A networked learning approach that incorporates these processes into future designs has implications for student learning, teacher roles, professional development, administrative policies, and delivery. This work is significant in that it shifts the focus from technology innovations based on tools to student empowerment based on the processes required to support learning. It affirms the need for greater attention to digital literacy and responsibility in K12 schools as well as consideration for those skills students will need to achieve success in the 21st century. The design-based research case study provides a set of design principles for teachers to follow when facilitating student construction of personal learning environments.

  6. Design and validation of general biology learning program based on scientific inquiry skills

    NASA Astrophysics Data System (ADS)

    Cahyani, R.; Mardiana, D.; Noviantoro, N.

    2018-03-01

    Scientific inquiry is highly recommended to teach science. The reality in the schools and colleges is that many educators still have not implemented inquiry learning because of their lack of understanding. The study aims to1) analyze students’ difficulties in learning General Biology, 2) design General Biology learning program based on multimedia-assisted scientific inquiry learning, and 3) validate the proposed design. The method used was Research and Development. The subjects of the study were 27 pre-service students of general elementary school/Islamic elementary schools. The workflow of program design includes identifying learning difficulties of General Biology, designing course programs, and designing instruments and assessment rubrics. The program design is made for four lecture sessions. Validation of all learning tools were performed by expert judge. The results showed that: 1) there are some problems identified in General Biology lectures; 2) the designed products include learning programs, multimedia characteristics, worksheet characteristics, and, scientific attitudes; and 3) expert validation shows that all program designs are valid and can be used with minor revisions. The first section in your paper.

  7. A Personalized e-Learning Framework

    ERIC Educational Resources Information Center

    Alhawiti, Mohammed M.; Abdelhamid, Yasser

    2017-01-01

    With the advent of web based learning and content management tools, e-learning has become a matured learning paradigm, and changed the trend of instructional design from instructor centric learning paradigm to learner centric approach, and evolved from "one instructional design for many learners" to "one design for one learner"…

  8. Designing a Web-Based Science Learning Environment for Model-Based Collaborative Inquiry

    NASA Astrophysics Data System (ADS)

    Sun, Daner; Looi, Chee-Kit

    2013-02-01

    The paper traces a research process in the design and development of a science learning environment called WiMVT (web-based inquirer with modeling and visualization technology). The WiMVT system is designed to help secondary school students build a sophisticated understanding of scientific conceptions, and the science inquiry process, as well as develop critical learning skills through model-based collaborative inquiry approach. It is intended to support collaborative inquiry, real-time social interaction, progressive modeling, and to provide multiple sources of scaffolding for students. We first discuss the theoretical underpinnings for synthesizing the WiMVT design framework, introduce the components and features of the system, and describe the proposed work flow of WiMVT instruction. We also elucidate our research approach that supports the development of the system. Finally, the findings of a pilot study are briefly presented to demonstrate of the potential for learning efficacy of the WiMVT implementation in science learning. Implications are drawn on how to improve the existing system, refine teaching strategies and provide feedback to researchers, designers and teachers. This pilot study informs designers like us on how to narrow the gap between the learning environment's intended design and its actual usage in the classroom.

  9. Designing Web-Based Science Lesson Plans That Use Problem-Based Learning To Inspire Middle School Kids: KaAMS (Kids as Airborne Mission Scientists).

    ERIC Educational Resources Information Center

    Koszalka, Tiffany A.; Grabowski, Barbara; Kim, Younghoon

    Problem-based learning (PBL) has great potential for inspiring K-12 learning. KaAMS (Kids as Airborne Mission Scientists), an example of PBL, was designed to help teachers inspire middle school students to learning science, math, technology, and geography. The children participate as scientists investigating environmental problems using NASA…

  10. Design, Analysis and User Acceptance of Architectural Design Education in Learning System Based on Knowledge Management Theory

    ERIC Educational Resources Information Center

    Wu, Yun-Wu; Lin, Yu-An; Wen, Ming-Hui; Perng, Yeng-Hong; Hsu, I-Ting

    2016-01-01

    The major purpose of this study is to develop an architectural design knowledge management learning system with corresponding learning activities to help the students have meaningful learning and improve their design capability in their learning process. Firstly, the system can help the students to obtain and share useful knowledge. Secondly,…

  11. Message Design for Mobile Learning: Learning Theories, Human Cognition and Design Principles

    ERIC Educational Resources Information Center

    Wang, Minjuan; Shen, Ruimin

    2012-01-01

    The demands of an increasingly knowledge-based society and the dramatic advances in mobile phone technology are combining to spur the growth of mobile learning (mLearning). However, for mLearning to attain its full potential, it is essential to develop pedagogy and instructional design tailored to the needs of this new learning environment. At…

  12. Mapping remote and multidisciplinary learning barriers: lessons from challenge-based innovation at CERN

    NASA Astrophysics Data System (ADS)

    Jensen, Matilde Bisballe; Utriainen, Tuuli Maria; Steinert, Martin

    2018-01-01

    This paper presents the experienced difficulties of students participating in the multidisciplinary, remote collaborating engineering design course challenge-based innovation at CERN. This is with the aim to identify learning barriers and improve future learning experiences. We statistically analyse the rated differences between distinct design activities, educational background and remote vs. co-located collaboration. The analysis is based on a quantitative and qualitative questionnaire (N = 37). Our analysis found significant ranking differences between remote and co-located activities. This questions whether the remote factor might be a barrier for the originally intended learning goals. Further a correlation between analytical and converging design phases was identified. Hence, future facilitators are suggested to help students in the transition from one design phase to the next rather than only teaching methods in the individual design phases. Finally, we discuss how educators address the identified learning barriers when designing future courses including multidisciplinary or remote collaboration.

  13. From Playing to Designing: Enhancing Educational Experiences with Location-Based Mobile Learning Games

    ERIC Educational Resources Information Center

    Edmonds, Roger; Smith, Simon

    2017-01-01

    This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…

  14. Metacognitive Load--Useful, or Extraneous Concept? Metacognitive and Self-Regulatory Demands in Computer-Based Learning

    ERIC Educational Resources Information Center

    Schwonke, Rolf

    2015-01-01

    Instructional design theories such as the "cognitive load theory" (CLT) or the "cognitive theory of multimedia learning" (CTML) explain learning difficulties in (computer-based) learning usually as a result of design deficiencies that hinder effective schema construction. However, learners often struggle even in well-designed…

  15. Socio-Technical Dimensions of an Outdoor Mobile Learning Environment: A Three-Phase Design-Based Research Investigation

    ERIC Educational Resources Information Center

    Land, Susan M.; Zimmerman, Heather Toomey

    2015-01-01

    This design-based research project examines three iterations of Tree Investigators, a learning environment designed to support science learning outdoors at an arboretum and nature center using mobile devices (iPads). Researchers coded videorecords and artifacts created by children and parents (n = 53) to understand how both social and…

  16. Design-Based Learning for Biology: Genetic Engineering Experience Improves Understanding of Gene Expression

    ERIC Educational Resources Information Center

    Ellefson, Michelle R.; Brinker, Rebecca A.; Vernacchio, Vincent J.; Schunn, Christian D.

    2008-01-01

    Gene expression is a difficult topic for students to learn and comprehend, at least partially because it involves various biochemical structures and processes occurring at the microscopic level. Designer Bacteria, a design-based learning (DBL) unit for high-school students, applies principles of DBL to the teaching of gene expression. Throughout…

  17. Design Guidelines for Digital Learning Material for Food Chemistry Education.

    ERIC Educational Resources Information Center

    Diederen, Julia; Gruppen, Harry; Voragen, Alphons G. J.; Hartog, Rob; Mulder, Martin; Biemans, Harm

    This paper describes the first stage of a 4-year research project on the design, development and use of Web-based digital learning material for food chemistry education. The paper discusses design guidelines, based on principles that were selected from theories on learning and instruction, and illustrates in detail how these guidelines were used…

  18. A Computer Environment for Beginners' Learning of Sorting Algorithms: Design and Pilot Evaluation

    ERIC Educational Resources Information Center

    Kordaki, M.; Miatidis, M.; Kapsampelis, G.

    2008-01-01

    This paper presents the design, features and pilot evaluation study of a web-based environment--the SORTING environment--for the learning of sorting algorithms by secondary level education students. The design of this environment is based on modeling methodology, taking into account modern constructivist and social theories of learning while at…

  19. Combining Adaptive Hypermedia with Project and Case-Based Learning

    ERIC Educational Resources Information Center

    Papanikolaou, Kyparisia; Grigoriadou, Maria

    2009-01-01

    In this article we investigate the design of educational hypermedia based on constructivist learning theories. According to the principles of project and case-based learning we present the design rational of an Adaptive Educational Hypermedia system prototype named MyProject; learners working with MyProject undertake a project and the system…

  20. Animals, Emperors, Senses: Exploring a Story-Based Learning Design in a Museum Setting

    ERIC Educational Resources Information Center

    Murmann, Mai; Avraamidou, Lucy

    2014-01-01

    The aim of this qualitative case study was to explore the use of stories as tools for learning within formal and informal learning environments. The design was based on three areas of interest: (a) the story as a tool for learning; (b) the student as subjects engaging with the story; and (c) the context in which the story learning activity takes…

  1. Instructional design in mathematics for undergraduate students based on learning by mistakes approach utilizing scilab assistance

    NASA Astrophysics Data System (ADS)

    Kartika, H.

    2018-03-01

    The issue related to making mistake while learning such as negative emotion is found while students learn mathematics with the aid of a computer. When the computer output showed a mistake message, the students considered it as a computer software malfunction. Based on this issue, the writer designs an instructional model based on learning by mistake approach and which is Scilab assisted. The method used in this research is research design involving undergraduate students in matrix algebra courses. The data collected throught survey with questionnaire to gain feedback about the approach implemented. The data analyzed using quantitative descriptive. The instructional design proposed is the student act as a mistake corrector while the teacher acts as a mistake maker. Teacher deliberately makes mistakes with the help of Scilab software. On the other hand, students correct, analyze and explain errors resulting from Scilab software. The result of this research is an ICT based instructional design which is expected to be applicable as an alternative learning in directing students to think positively about mistakes in learning. Furthermore, students are also expected to improve their ability in understanding and thinking critically while solving problems and improving themselves in learning mathematics.

  2. An Ontology-Based Framework for Bridging Learning Design and Learning Content

    ERIC Educational Resources Information Center

    Knight, Colin, Gasevic, Dragan; Richards, Griff

    2006-01-01

    The paper describes an ontology-based framework for bridging learning design and learning object content. In present solutions, researchers have proposed conceptual models and developed tools for both of those subjects, but without detailed discussions of how they can be used together. In this paper we advocate the use of ontologies to explicitly…

  3. Learning How to Design a Technology Supported Inquiry-Based Learning Environment

    ERIC Educational Resources Information Center

    Hakverdi-Can, Meral; Sonmez, Duygu

    2012-01-01

    This paper describes a study focusing on pre-service teachers' experience of learning how to design a technology supported inquiry-based learning environment using the Internet. As part of their elective course, pre-service science teachers were asked to develop a WebQuest environment targeting middle school students. A WebQuest is an…

  4. From Play to Thoughtful Learning: A Design Strategy to Engage Children with Mathematical Representations

    ERIC Educational Resources Information Center

    Sedig, Kamran

    2008-01-01

    Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…

  5. A Research on the Generative Learning Model Supported by Context-Based Learning

    ERIC Educational Resources Information Center

    Ulusoy, Fatma Merve; Onen, Aysem Seda

    2014-01-01

    This study is based on the generative learning model which involves context-based learning. Using the generative learning model, we taught the topic of Halogens. This topic is covered in the grade 10 chemistry curriculum using activities which are designed in accordance with the generative learning model supported by context-based learning. The…

  6. Place-Based Learning: Interactive Learning and Net-Zero Design

    ERIC Educational Resources Information Center

    Holser, Alec; Becker, Michael

    2011-01-01

    Food and conservation science curriculum, net-zero design and student-based building performance monitoring have come together in the unique and innovative new Music and Science Building for Oregon's Hood River Middle School. The school's Permaculture-based curriculum both informed the building design and was also transformed through the…

  7. Facilitating the Learning Process in Design-Based Learning Practices: An Investigation of Teachers' Actions in Supervising Students

    ERIC Educational Resources Information Center

    Gómez Puente, S. M.; van Eijck, M.; Jochems, W.

    2013-01-01

    Background: In research on design-based learning (DBL), inadequate attention is paid to the role the teacher plays in supervising students in gathering and applying knowledge to design artifacts, systems, and innovative solutions in higher education. Purpose: In this study, we examine whether teacher actions we previously identified in the DBL…

  8. A Description Grid to Support the Design of Learning Role-Play Games

    ERIC Educational Resources Information Center

    Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe

    2012-01-01

    To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…

  9. Mobile Apps for Reflection in Learning: A Design Research in K-12 Education

    ERIC Educational Resources Information Center

    Leinonen, Teemu; Keune, Anna; Veermans, Marjaana; Toikkanen, Tarmo

    2016-01-01

    This study takes a design-based research approach to explore how applications designed for mobile devices could support reflection in learning in K-12 education. Use of mobile devices is increasing in schools. Most of the educational apps support single-person use of interactive learning materials, simulations and learning games. Apps designed to…

  10. Computer-based teaching module design: principles derived from learning theories.

    PubMed

    Lau, K H Vincent

    2014-03-01

    The computer-based teaching module (CBTM), which has recently gained prominence in medical education, is a teaching format in which a multimedia program serves as a single source for knowledge acquisition rather than playing an adjunctive role as it does in computer-assisted learning (CAL). Despite empirical validation in the past decade, there is limited research into the optimisation of CBTM design. This review aims to summarise research in classic and modern multimedia-specific learning theories applied to computer learning, and to collapse the findings into a set of design principles to guide the development of CBTMs. Scopus was searched for: (i) studies of classic cognitivism, constructivism and behaviourism theories (search terms: 'cognitive theory' OR 'constructivism theory' OR 'behaviourism theory' AND 'e-learning' OR 'web-based learning') and their sub-theories applied to computer learning, and (ii) recent studies of modern learning theories applied to computer learning (search terms: 'learning theory' AND 'e-learning' OR 'web-based learning') for articles published between 1990 and 2012. The first search identified 29 studies, dominated in topic by the cognitive load, elaboration and scaffolding theories. The second search identified 139 studies, with diverse topics in connectivism, discovery and technical scaffolding. Based on their relative representation in the literature, the applications of these theories were collapsed into a list of CBTM design principles. Ten principles were identified and categorised into three levels of design: the global level (managing objectives, framing, minimising technical load); the rhetoric level (optimising modality, making modality explicit, scaffolding, elaboration, spaced repeating), and the detail level (managing text, managing devices). This review examined the literature in the application of learning theories to CAL to develop a set of principles that guide CBTM design. Further research will enable educators to take advantage of this unique teaching format as it gains increasing importance in medical education. © 2014 John Wiley & Sons Ltd.

  11. Experiences of Practice-Based Learning in Phenomenographic Perspective

    ERIC Educational Resources Information Center

    Rovio-Johansson, Airi

    2018-01-01

    Purpose: The paper aims to examine, within the context of professional practice and learning, how designers collaboratively working in international teams experience practice-based learning and how such occasions contribute to professional development. Design/methodology/approach: The paper introduces the cooperation project between Tibro Training…

  12. Reflection on Cuboid Net with Mathematical Learning Quality

    NASA Astrophysics Data System (ADS)

    Sari, Atikah; Suryadi, Didi; Syaodih, Ernawulan

    2017-09-01

    This research aims to formulate an alternative to the reflection in mathematics learning activities related to the activities of the professionalism of teachers motivated by a desire to improve the quality of learning. This study is a qualitative study using the Didactical Design research. This study was conducted in one of the elementary schools. The data collection techniques are triangulation with the research subject is teacher 5th grade. The results of this study indicate that through deep reflection, teachers can design learning design in accordance with the conditions of the class. Also revealed that teachers have difficulty in choosing methods of learning and contextual learning media. Based on the implementation of activities of reflection and make the learning design based on the results of reflection can be concluded that the quality of learning in the class will develop.

  13. Combining Learning and Assessment in Assessment-Based Gaming Environments: A Case Study from a New York City School

    ERIC Educational Resources Information Center

    Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm

    2009-01-01

    Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…

  14. Motivating Students through Positive Learning Experiences: A Comparison of Three Learning Designs for Computer Programming Courses

    ERIC Educational Resources Information Center

    Lykke, Marianne; Coto, Mayela; Jantzen, Christian; Mora, Sonia; Vandel, Niels

    2015-01-01

    Based on the assumption that wellbeing, positive emotions and engagement influence motivation for learning, the aim of this paper is to provide insight into students' emotional responses to and engagement in different learning designs. By comparing students' reports on the experiential qualities of three different learning designs, their…

  15. Applying Item Response Theory Methods to Design a Learning Progression-Based Science Assessment

    ERIC Educational Resources Information Center

    Chen, Jing

    2012-01-01

    Learning progressions are used to describe how students' understanding of a topic progresses over time and to classify the progress of students into steps or levels. This study applies Item Response Theory (IRT) based methods to investigate how to design learning progression-based science assessments. The research questions of this study are: (1)…

  16. Design of Intelligent Robot as A Tool for Teaching Media Based on Computer Interactive Learning and Computer Assisted Learning to Improve the Skill of University Student

    NASA Astrophysics Data System (ADS)

    Zuhrie, M. S.; Basuki, I.; Asto B, I. G. P.; Anifah, L.

    2018-01-01

    The focus of the research is the teaching module which incorporates manufacturing, planning mechanical designing, controlling system through microprocessor technology and maneuverability of the robot. Computer interactive and computer-assisted learning is strategies that emphasize the use of computers and learning aids (computer assisted learning) in teaching and learning activity. This research applied the 4-D model research and development. The model is suggested by Thiagarajan, et.al (1974). 4-D Model consists of four stages: Define Stage, Design Stage, Develop Stage, and Disseminate Stage. This research was conducted by applying the research design development with an objective to produce a tool of learning in the form of intelligent robot modules and kit based on Computer Interactive Learning and Computer Assisted Learning. From the data of the Indonesia Robot Contest during the period of 2009-2015, it can be seen that the modules that have been developed confirm the fourth stage of the research methods of development; disseminate method. The modules which have been developed for students guide students to produce Intelligent Robot Tool for Teaching Based on Computer Interactive Learning and Computer Assisted Learning. Results of students’ responses also showed a positive feedback to relate to the module of robotics and computer-based interactive learning.

  17. The development of learning material using learning cycle 5E model based stem to improve students’ learning outcomes in Thermochemistry

    NASA Astrophysics Data System (ADS)

    sugiarti, A. C.; suyatno, S.; Sanjaya, I. G. M.

    2018-04-01

    The objective of this study is describing the feasibility of Learning Cycle 5E STEM (Science, Technology, Engineering, and Mathematics) based learning material which is appropriate to improve students’ learning achievement in Thermochemistry. The study design used 4-D models and one group pretest-posttest design to obtain the information about the improvement of sudents’ learning outcomes. The subject was learning cycle 5E based STEM learning materials which the data were collected from 30 students of Science class at 11th Grade. The techniques used in this study were validation, observation, test, and questionnaire. Some result attain: (1) all the learning materials contents were valid, (2) the practicality and the effectiveness of all the learning materials contents were classified as good. The conclution of this study based on those three condition, the Learnig Cycle 5E based STEM learning materials is appropriate to improve students’ learning outcomes in studying Thermochemistry.

  18. 20 CFR 670.515 - What responsibilities do the center operators have in managing work-based learning?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... have in managing work-based learning? 670.515 Section 670.515 Employees' Benefits EMPLOYMENT AND... managing work-based learning? (a) The center operator must emphasize and implement work-based learning... arrangements with employers. Work-based learning must be under actual working conditions and must be designed...

  19. 20 CFR 670.515 - What responsibilities do the center operators have in managing work-based learning?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... have in managing work-based learning? 670.515 Section 670.515 Employees' Benefits EMPLOYMENT AND... managing work-based learning? (a) The center operator must emphasize and implement work-based learning... arrangements with employers. Work-based learning must be under actual working conditions and must be designed...

  20. A DBR Framework for Designing Mobile Virtual Reality Learning Environments

    ERIC Educational Resources Information Center

    Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio

    2017-01-01

    This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…

  1. Outcome based education enacted: teachers' tensions in balancing between student learning and bureaucracy.

    PubMed

    Barman, Linda; Silén, Charlotte; Bolander Laksov, Klara

    2014-12-01

    This paper reports on how teachers within health sciences education translate outcome-based education (OBE) into practice when they design courses. The study is an empirical contribution to the debate about outcome- and competency-based approaches in health sciences education. A qualitative method was used to study how teachers from 14 different study programmes designed courses before and after OBE was implemented. Using an interpretative approach, analysis of documents and interviews was carried out. The findings show that teachers enacted OBE either to design for more competency-oriented teaching-learning, or to further detail knowledge and thus move towards reductionism. Teachers mainly understood the outcome-based framework as useful to support students' learning, although the demand for accountability created tension and became a bureaucratic hindrance to design for development of professional competence. The paper shows variations of how teachers enacted the same outcome-based framework for instructional design. These differences can add a richer understanding of how outcome- or competency-based approaches relate to teaching-learning at a course level.

  2. Exploring the Effects of Online Team-Based Learning and Co-Regulated Learning on Students' Development of Computing Skills

    ERIC Educational Resources Information Center

    Tsai, Chia-Wen

    2016-01-01

    As more and more educational institutions are providing online courses, it is necessary to design effective teaching methods integrated with technologies to benefit both teachers and students. The researcher in this study designed innovative online teaching methods of team-based learning (TBL) and co-regulated learning (CRL) to improve students'…

  3. Learning in Virtual Forest: A Forest Ecosystem in the Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Jussila, Terttu; Virtanen, Viivi

    2014-01-01

    Virtual Forest is a web-based, open-access learning environment about forests designed for primary-school pupils between the ages of 10 and 13 years. It is pedagogically designed to develop an understanding of ecology, to enhance conceptual development and to give a holistic view of forest ecosystems. Various learning tools, such as concept maps,…

  4. The Effect of Learning Cycle Constructivist-Based Approach on Students' Academic Achievement and Attitude towards Chemistry in Secondary Schools in North-Eastern Part of Nigeria

    ERIC Educational Resources Information Center

    Jack, Gladys Uzezi

    2017-01-01

    This study investigated the effect of learning cycle constructivist-based approach on secondary schools students' academic achievement and their attitude towards chemistry. The design used was a pre-test, post-test non randomized control group quasi experimental research design. The design consisted of two instructional groups (learning cycle…

  5. Place-Based Design: An Instructional Design Theory for Supporting Community-Based Inquiry and Design Projects

    ERIC Educational Resources Information Center

    Mathews, James M.

    2013-01-01

    Place-based education has been forwarded as a pedagogical approach that has the potential to contextualize learning, increase student engagement, and strengthen the relationship between schools and the broader community. Despite this promise, however, many teachers struggle to develop learning experiences that incorporate the key components of…

  6. Telling Active Learning Pedagogies Apart: From Theory to Practice

    ERIC Educational Resources Information Center

    Cattaneo, Kelsey Hood

    2017-01-01

    Designing learning environments to incorporate active learning pedagogies is difficult as definitions are often contested and intertwined. This article seeks to determine whether classification of active learning pedagogies (i.e., project-based, problem-based, inquiry-based, case-based, and discovery-based), through theoretical and practical…

  7. Transactional Distance in a Blended Learning Environment

    ERIC Educational Resources Information Center

    Dron, Jon; Seidel, Catharine; Litten, Gabrielle

    2004-01-01

    This paper presents a case study that describes and discusses the problems encountered during the design and implementation of a blended learning course, largely taught online through a web-based learning environment. Based on Moore's theory of transactional distance, the course was explicitly designed to have dialogue at its heart. However, the…

  8. Conducting and Supporting a Goal-Based Scenario Learning Environment.

    ERIC Educational Resources Information Center

    Montgomery, Joel; And Others

    1994-01-01

    Discussion of goal-based scenario (GBS) learning environments focuses on a training module designed to prepare consultants with new skills in managing clients, designing user-friendly graphical computer interfaces, and working in a client/server computing environment. Transforming the environment from teaching focused to learning focused is…

  9. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    ERIC Educational Resources Information Center

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  10. ICCE/ICCAI 2000 Full & Short Papers (Web-Based Learning).

    ERIC Educational Resources Information Center

    2000

    This document contains full and short papers on World Wide Web-based learning from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction). Topics covered include: design and development of CAL (Computer Assisted Learning) systems; design and development of WBI (Web-Based…

  11. Using Teachers' Inquiry-Oriented Curriculum Materials as a Means to Examine Their Pedagogical Design Capacity and Pedagogical Content Knowledge for Inquiry-Based Learning

    ERIC Educational Resources Information Center

    Papaevripidou, Marios; Irakleous, Maria; Zacharia, Zacharias C.

    2017-01-01

    The study aimed at examining preservice elementary teachers' inquiry-oriented curriculum materials in an attempt to unravel their pedagogical design capacity (PDC) and pedagogical content knowledge (PCK) for inquiry-based learning (IBL), after attending a professional development program (PDP) centered around inquiry-based teaching and learning.…

  12. User-Centered Design of Online Learning Communities

    ERIC Educational Resources Information Center

    Lambropoulos, Niki, Ed.; Zaphiris, Panayiotis, Ed.

    2007-01-01

    User-centered design (UCD) is gaining popularity in both the educational and business sectors. This is due to the fact that UCD sheds light on the entire process of analyzing, planning, designing, developing, using, evaluating, and maintaining computer-based learning. "User-Centered Design of Online Learning Communities" explains how…

  13. A Design Methodology for Complex (E)-Learning. Innovative Session.

    ERIC Educational Resources Information Center

    Bastiaens, Theo; van Merrienboer, Jeroen; Hoogveld, Bert

    Human resource development (HRD) specialists are searching for instructional design models that accommodate e-learning platforms. Van Merrienboer proposed the four-component instructional design model (4C/ID model) for competency-based education. The model's basic message is that well-designed learning environments can always be described in terms…

  14. Learning System Design Consideration in Creating an Online Learning Environment.

    ERIC Educational Resources Information Center

    Schaffer, Scott

    This paper describes the design of a Web-based learning environment for leadership facilitators in a United States military organization. The overall aim of this project was to design a prototype of an online learning environment that supports leadership facilitators' knowledge development in the content area of motivation. The learning…

  15. A Framework for Adaptive Learning Design in a Web-Conferencing Environment

    ERIC Educational Resources Information Center

    Bower, Matt

    2016-01-01

    Many recent technologies provide the ability to dynamically adjust the interface depending on the emerging cognitive and collaborative needs of the learning episode. This means that educators can adaptively re-design the learning environment during the lesson, rather than purely relying on preemptive learning design thinking. Based on a…

  16. Impact of Learning Model Based on Cognitive Conflict toward Student’s Conceptual Understanding

    NASA Astrophysics Data System (ADS)

    Mufit, F.; Festiyed, F.; Fauzan, A.; Lufri, L.

    2018-04-01

    The problems that often occur in the learning of physics is a matter of misconception and low understanding of the concept. Misconceptions do not only happen to students, but also happen to college students and teachers. The existing learning model has not had much impact on improving conceptual understanding and remedial efforts of student misconception. This study aims to see the impact of cognitive-based learning model in improving conceptual understanding and remediating student misconceptions. The research method used is Design / Develop Research. The product developed is a cognitive conflict-based learning model along with its components. This article reports on product design results, validity tests, and practicality test. The study resulted in the design of cognitive conflict-based learning model with 4 learning syntaxes, namely (1) preconception activation, (2) presentation of cognitive conflict, (3) discovery of concepts & equations, (4) Reflection. The results of validity tests by some experts on aspects of content, didactic, appearance or language, indicate very valid criteria. Product trial results also show a very practical product to use. Based on pretest and posttest results, cognitive conflict-based learning models have a good impact on improving conceptual understanding and remediating misconceptions, especially in high-ability students.

  17. The Design and Management of an Organisation's Lifelong Learning Curriculum

    ERIC Educational Resources Information Center

    Dealtry, Richard

    2009-01-01

    Purpose: The purpose of this paper is to examine the successful design and management of high performance work-based lifelong learning processes. Design: The paper summarises the process management practices and contextual parameters that are being applied in the successful design and management of high performance work based lifelong learning…

  18. Designing Social Media for Informal Learning and Knowledge Maturing in the Digital Workplace

    ERIC Educational Resources Information Center

    Ravenscroft, A.; Schmidt, A.; Cook, J.; Bradley, C.

    2012-01-01

    This paper presents an original approach to designing social media that support informal learning in the digital workplace. It adapts design-based research to take into account the embeddedness of interactions within digitally mediated work-based contexts. The approach is demonstrated through the design, implementation, and evaluation of software…

  19. "Posterlet": A Game-Based Assessment of Children's Choices to Seek Feedback and to Revise

    ERIC Educational Resources Information Center

    Cutumisu, Maria; Blair, Kristen P.; Chin, Doris B.; Schwartz, Daniel L.

    2015-01-01

    We introduce one instance of a game-based assessment designed to measure students' self-regulated learning choices. We describe our overarching measurement strategy and we present "Posterlet", an assessment game in which students design posters and learn graphic design principles from feedback. We designed "Posterlet" to assess…

  20. Collaborative project-based learning: an integrative science and technological education project

    NASA Astrophysics Data System (ADS)

    Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan

    2017-04-01

    Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills.

  1. Defining and Building an Enriched Learning and Information Environment.

    ERIC Educational Resources Information Center

    Goodrum, David A.; And Others

    1993-01-01

    Discusses the development of an Enriched Learning and Information Environment (ELIE). Highlights include technology-based and theory-based frameworks for defining ELIEs; a socio-technical definition; a conceptual prototype; a participatory design process, including iterative design through rapid prototyping; and design issues for technology…

  2. Supporting Interoperability and Context-Awareness in E-Learning through Situation-Driven Learning Processes

    ERIC Educational Resources Information Center

    Dietze, Stefan; Gugliotta, Alessio; Domingue, John

    2009-01-01

    Current E-Learning technologies primarily follow a data and metadata-centric paradigm by providing the learner with composite content containing the learning resources and the learning process description, usually based on specific metadata standards such as ADL SCORM or IMS Learning Design. Due to the design-time binding of learning resources,…

  3. Learning control system design based on 2-D theory - An application to parallel link manipulator

    NASA Technical Reports Server (NTRS)

    Geng, Z.; Carroll, R. L.; Lee, J. D.; Haynes, L. H.

    1990-01-01

    An approach to iterative learning control system design based on two-dimensional system theory is presented. A two-dimensional model for the iterative learning control system which reveals the connections between learning control systems and two-dimensional system theory is established. A learning control algorithm is proposed, and the convergence of learning using this algorithm is guaranteed by two-dimensional stability. The learning algorithm is applied successfully to the trajectory tracking control problem for a parallel link robot manipulator. The excellent performance of this learning algorithm is demonstrated by the computer simulation results.

  4. Understanding Learning and Learning Design in MOOCs: A Measurement-Based Interpretation

    ERIC Educational Resources Information Center

    Milligan, Sandra; Griffin, Patrick

    2016-01-01

    The paper describes empirical investigations of how participants in a MOOC learn, and the implications for MOOC design. A learner capability to generate higher order learning in MOOCs--called crowd-sourced learning (C-SL) capability--was defined from learning science literature. The capability comprised a complex yet interrelated array of…

  5. Dynamic Learning Objects to Teach Java Programming Language

    ERIC Educational Resources Information Center

    Narasimhamurthy, Uma; Al Shawkani, Khuloud

    2010-01-01

    This article describes a model for teaching Java Programming Language through Dynamic Learning Objects. The design of the learning objects was based on effective learning design principles to help students learn the complex topic of Java Programming. Visualization was also used to facilitate the learning of the concepts. (Contains 1 figure and 2…

  6. Designing a Web-Based Science Learning Environment for Model-Based Collaborative Inquiry

    ERIC Educational Resources Information Center

    Sun, Daner; Looi, Chee-Kit

    2013-01-01

    The paper traces a research process in the design and development of a science learning environment called WiMVT (web-based inquirer with modeling and visualization technology). The WiMVT system is designed to help secondary school students build a sophisticated understanding of scientific conceptions, and the science inquiry process, as well as…

  7. Preparing Instructional Designers for Game-Based Learning: Part III. Game Design as a Collaborative Process

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…

  8. Didactical design based on sharing and jumping tasks for senior high school chemistry learning

    NASA Astrophysics Data System (ADS)

    Fatimah, I.; Hendayana, S.; Supriatna, A.

    2018-05-01

    The purpose of this research is to develop the didactical design of senior high school chemistry learning based on sharing and jumping tasks in shift equilibrium chemistry. Sharing tasks used to facilitate students slow learners with help by other students of fast learners so they engage in learning. While jumping tasks used to challenge fast learners students so they didn’t feel bored in learning. In developing the didactic design, teacher activity is not only to focus on students and learning materials but also on the relationship between students and learning materials. The results of the analysis teaching plan of shift equilibrium chemistry in attached Senior High School to Indonesia University of Education showed that the learning activities more focus on how the teacher teaches instead of how the process of students’ learning. The use of research method is didactical design research (DDR). Didactical design consisted of three steps i.e. (a) analysing didactical condition before learning, (b) analyzing metapedadidactical, and (c) analyzing retrospective. Data were collected by test, observations, interviews, documentation and recordings (audio and video).The result showed that the didactical design on shift equilibrium chemistry was valid.

  9. An Evaluation of Resource Development and Dissemination Activities Designed to Promote Problem-Based Learning at the University of Ulster

    ERIC Educational Resources Information Center

    Hack, Catherine; McKillop, Aine; Sweetman, Sandra; McCormack, Jacqueline

    2015-01-01

    The transition from traditional instruction to a problem-based approach to learning requires many changes for educators and for students. The aim of this project was to develop an online problem-based learning (PBL) resource centre to provide academic staff from across the University with support in incorporating PBL in their curriculum design.…

  10. Universal Design for Learning and Elementary School Science: Exploring the Efficacy, Use, and Perceptions of a Web-Based Science Notebook

    ERIC Educational Resources Information Center

    Rappolt-Schlichtmann, Gabrielle; Daley, Samantha G.; Lim, Seoin; Lapinski, Scott; Robinson, Kristin H.; Johnson, Mindy

    2013-01-01

    Science notebooks can play a critical role in activity-based science learning, but the tasks of recording, organizing, analyzing, and interpreting data create barriers that impede science learning for many students. This study (a) assessed in a randomized controlled trial the potential for a web-based science notebook designed using the Universal…

  11. Promoting Positive Academic Dispositions Using a Web-Based PBL Environment: The GlobalEd 2 Project

    ERIC Educational Resources Information Center

    Brown, Scott W.; Lawless, Kimberly A.; Boyer, Mark A.

    2013-01-01

    Problem-based learning (PBL) is an instructional design approach for promoting student learning, understanding and knowledge development in context rich settings. Previous PBL research has primarily focused on face-to-face learning environments, but current technologies afford PBL designers the opportunities to create online, virtual, PBL…

  12. Feedback and Feed-Forward for Promoting Problem-Based Learning in Online Learning Environments

    ERIC Educational Resources Information Center

    Webb, Ashley; Moallem, Mahnaz

    2016-01-01

    Purpose: The study aimed to (1) review the literature to construct conceptual models that could guide instructional designers in developing problem/project-based learning environments while applying effective feedback strategies, (2) use the models to design, develop, and implement an online graduate course, and (3) assess the efficiency of the…

  13. Education in the New Millennium: The Case for Design-Based Learning

    ERIC Educational Resources Information Center

    Lee, Hyun-Kyung; Breitenberg, Mark

    2010-01-01

    This article focuses on current examples of project or design-based learning at the secondary school level in the context of the increasing importance of creativity and innovative thinking in the twenty-first century. The authors argue that students today learn more effectively in pedagogical practices that emphasise holistic thinking, active…

  14. Design, Implementation, and Evaluation of GIS-Based Learning Materials in an Introductory Geoscience Course.

    ERIC Educational Resources Information Center

    Hall-Wallace, Michelle K.; McAuliffe, Carla M.

    2002-01-01

    Investigates student learning that occurred with a Geographic Information Systems (GIS) based module on plate tectonics and geologic hazards. Examines factors in the design and implementation of the materials that impacted student learning. Reports positive correlations between student' spatial ability and performance. Includes 17 references.…

  15. On the Bus and Online: Instantiating an Interactive Learning Environment through Design-Based Research

    ERIC Educational Resources Information Center

    Kartoglu, Ümit; Vesper, James L.; Reeves, Thomas C.

    2017-01-01

    The World Health Organization converted an award-winning experiential learning course that takes place on a bus traveling down the "cold chain" for time- and temperature-sensitive pharmaceutical products in Turkey to an online interactive learning environment through design-based research. Similarities and differences in the objectives…

  16. Complexity-Based Learning and Teaching: A Case Study in Higher Education

    ERIC Educational Resources Information Center

    Fabricatore, Carlo; López, María Ximena

    2014-01-01

    This paper presents a learning and teaching strategy based on complexity science and explores its impacts on a higher education game design course. The strategy aimed at generating conditions fostering individual and collective learning in educational complex adaptive systems, and led the design of the course through an iterative and adaptive…

  17. Online Learning Tools for Middle School Science: Lessons Learned from a Design-Based Research Project

    ERIC Educational Resources Information Center

    Terrazas-Arellanes, Fatima E.; Knox, Carolyn; Strycker, Lisa A.; Walden, Emily D.

    2017-01-01

    This article reports on how design-based research methodology was used to guide a line of intervention research that developed, implemented, revised, and evaluated online learning science curricula for middle school students, including general education students and English language learners (primarily of Hispanic origin). The iterative,…

  18. Students as Game Designers vs. "Just" Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula

    ERIC Educational Resources Information Center

    Slussareff, Michaela; Bohácková, Petra

    2016-01-01

    This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…

  19. Improving Transfer of Learning through Designed Context-Based Instructional Materials

    ERIC Educational Resources Information Center

    Bahtaji, Michael Allan A.

    2015-01-01

    This study investigates the outcome of designed source-text materials in context-based physics learning using validated test questions in mechanics. Two groups of students received context-based instruction (experimental group) and one group received content-based instruction (control group). These three groups of students are only different with…

  20. Forward-Oriented Design for Learning: Illustrating the Approach

    ERIC Educational Resources Information Center

    Dimitriadis, Yannis; Goodyear, Peter

    2013-01-01

    This paper concerns sustainable approaches to design for learning, emphasising the need for designs to be able to thrive outside of the protective niches of project-based innovation. It builds on the "in medias res" framework and more specifically on a forward-oriented approach to design for learning: one that takes a pro-active design…

  1. Enhancing an Instructional Design Model for Virtual Reality-Based Learning

    ERIC Educational Resources Information Center

    Chen, Chwen Jen; Teh, Chee Siong

    2013-01-01

    In order to effectively utilize the capabilities of virtual reality (VR) in supporting the desired learning outcomes, careful consideration in the design of instruction for VR learning is crucial. In line with this concern, previous work proposed an instructional design model that prescribes instructional methods to guide the design of VR-based…

  2. Examining the Characteristics of Digital Learning Games Designed by In-Service Teachers

    ERIC Educational Resources Information Center

    An, Yun-Jo; Cao, Li

    2017-01-01

    In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…

  3. A Design Quality Learning Unit in Relational Data Modeling Based on Thriving Systems Properties

    ERIC Educational Resources Information Center

    Waguespack, Leslie J.

    2013-01-01

    This paper presents a learning unit that addresses quality design in relational data models. The focus on modeling allows the learning to span analysis, design, and implementation enriching pedagogy across the systems development life cycle. Thriving Systems Theory presents fifteen choice properties that convey design quality in models integrating…

  4. Examining Pre-Service Teachers' Design Capacities for Web-Based 21st Century New Culture of Learning

    ERIC Educational Resources Information Center

    Chai, Ching Sing; Tan, Lynde; Deng, Feng; Koh, Joyce Hwee Ling

    2017-01-01

    Although there is an established body of work arguing that teachers' technological pedagogical content knowledge (TPACK) is necessary for designing ICT-integrated lessons, little is known about the relationships among teachers' beliefs about learning, their design dispositions, learning design practices and TPACK. Critical inquiry in this aspect…

  5. Developing a Learning Object Metadata Application Profile Based on LOM Suitable for the Australian Higher Education Context

    ERIC Educational Resources Information Center

    Agostinho, Shirley; Bennett, Sue; Lockyer, Lori; Harper, Barry

    2004-01-01

    This paper reports recent work in developing of structures and processes that support university teachers and instructional designers incorporating learning objects into higher education focused learning designs. The aim of the project is to develop a framework to guide the design and implementation of high quality learning experiences. This…

  6. A Planning Tool for Incorporating Backward Design, Active Learning, and Authentic Assessment in the College Classroom

    ERIC Educational Resources Information Center

    Reynolds, Heather L.; Kearns, Katherine Dowell

    2017-01-01

    Backward course design is a compelling strategy for achieving results-based, student-centered learning. The backward course-design approach is first to identify student-learning outcomes, then the means of assessing the outcomes, and lastly the classroom activities that would support the learning outcomes. With demonstrated success at improving…

  7. OPUS One: An Intelligent Adaptive Learning Environment Using Artificial Intelligence Support

    NASA Astrophysics Data System (ADS)

    Pedrazzoli, Attilio

    2010-06-01

    AI based Tutoring and Learning Path Adaptation are well known concepts in e-Learning scenarios today and increasingly applied in modern learning environments. In order to gain more flexibility and to enhance existing e-learning platforms, the OPUS One LMS Extension package will enable a generic Intelligent Tutored Adaptive Learning Environment, based on a holistic Multidimensional Instructional Design Model (PENTHA ID Model), allowing AI based tutoring and adaptation functionality to existing Web-based e-learning systems. Relying on "real time" adapted profiles, it allows content- / course authors to apply a dynamic course design, supporting tutored, collaborative sessions and activities, as suggested by modern pedagogy. The concept presented combines a personalized level of surveillance, learning activity- and learning path adaptation suggestions to ensure the students learning motivation and learning success. The OPUS One concept allows to implement an advanced tutoring approach combining "expert based" e-tutoring with the more "personal" human tutoring function. It supplies the "Human Tutor" with precise, extended course activity data and "adaptation" suggestions based on predefined subject matter rules. The concept architecture is modular allowing a personalized platform configuration.

  8. Learning from and with Museum Objects: Design Perspectives, Environment, and Emerging Learning Systems

    ERIC Educational Resources Information Center

    Vartiainen, Henriikka; Enkenberg, Jorma

    2013-01-01

    Sociocultural approaches emphasize the systemic, context-bound nature of learning, which is mediated by other people, physical and conceptual artifacts, and tools. However, current educational systems tend not to approach learning from the systemic perspective, and mostly situate learning within classroom environments. This design-based research…

  9. Melding Service Learning and Leadership Skills Development: Keys to Effective Course Design

    ERIC Educational Resources Information Center

    Lester, Scott W.

    2015-01-01

    The author presents keys to designing a class that successfully melds service learning and student leadership development. These prescriptions are based on the lessons learned over 8 years of teaching a class titled "Community Leadership." This class emphasizes experiential learning and revolves around service learning projects. The…

  10. Knowledge acquisition and learning process description in context of e-learning

    NASA Astrophysics Data System (ADS)

    Kiselev, B. G.; Yakutenko, V. A.; Yuriev, M. A.

    2017-01-01

    This paper investigates the problem of design of e-learning and MOOC systems. It describes instructional design-based approaches to e-learning systems design: IMS Learning Design, MISA and TELOS. To solve this problem we present Knowledge Field of Educational Environment with Competence boundary conditions - instructional engineering method for self-learning systems design. It is based on the simplified TELOS approach and enables a user to create their individual learning path by choosing prerequisite and target competencies. The paper provides the ontology model for the described instructional engineering method, real life use cases and the classification of the presented model. Ontology model consists of 13 classes and 15 properties. Some of them are inherited from Knowledge Field of Educational Environment and some are new and describe competence boundary conditions and knowledge validation objects. Ontology model uses logical constraints and is described using OWL 2 standard. To give TELOS users better understanding of our approach we list mapping between TELOS and KFEEC.

  11. A Meta-analysis Method to Advance Design of Technology-Based Learning Tool: Combining Qualitative and Quantitative Research to Understand Learning in Relation to Different Technology Features

    NASA Astrophysics Data System (ADS)

    Zhang, Lin

    2014-02-01

    Educators design and create various technology tools to scaffold students' learning. As more and more technology designs are incorporated into learning, growing attention has been paid to the study of technology-based learning tool. This paper discusses the emerging issues, such as how can learning effectiveness be understood in relation to different technology features? And how can pieces of qualitative and quantitative results be integrated to achieve a broader understanding of technology designs? To address these issues, this paper proposes a meta-analysis method. Detailed explanations about the structure of the methodology and its scientific mechanism are provided for discussions and suggestions. This paper ends with an in-depth discussion on the concerns and questions that educational researchers might raise, such as how this methodology takes care of learning contexts.

  12. Designing for expansive science learning and identification across settings

    NASA Astrophysics Data System (ADS)

    Stromholt, Shelley; Bell, Philip

    2017-10-01

    In this study, we present a case for designing expansive science learning environments in relation to neoliberal instantiations of standards-based implementation projects in education. Using ethnographic and design-based research methods, we examine how the design of coordinated learning across settings can engage youth from non-dominant communities in scientific and engineering practices, resulting in learning experiences that are more relevant to youth and their communities. Analyses highlight: (a) transformative moments of identification for one fifth-grade student across school and non-school settings; (b) the disruption of societal, racial stereotypes on the capabilities of and expectations for marginalized youth; and (c) how youth recognized themselves as members of their community and agents of social change by engaging in personally consequential science investigations and learning.

  13. Enhanced teaching and student learning through a simulator-based course in chemical unit operations design

    NASA Astrophysics Data System (ADS)

    Ghasem, Nayef

    2016-07-01

    This paper illustrates a teaching technique used in computer applications in chemical engineering employed for designing various unit operation processes, where the students learn about unit operations by designing them. The aim of the course is not to teach design, but rather to teach the fundamentals and the function of unit operation processes through simulators. A case study presenting the teaching method was evaluated using student surveys and faculty assessments, which were designed to measure the quality and effectiveness of the teaching method. The results of the questionnaire conclusively demonstrate that this method is an extremely efficient way of teaching a simulator-based course. In addition to that, this teaching method can easily be generalised and used in other courses. A student's final mark is determined by a combination of in-class assessments conducted based on cooperative and peer learning, progress tests and a final exam. Results revealed that peer learning can improve the overall quality of student learning and enhance student understanding.

  14. Culturally Responsive Online Design: Learning at Intercultural Intersections

    ERIC Educational Resources Information Center

    Morong, Gail; DesBiens, Donna

    2016-01-01

    This article presents evidence-based guidelines to inform culturally responsive online learning design in higher education. Intercultural understanding is now a recognised core learning outcome in a large majority of Canadian public universities; however, supporting design methodology is underdeveloped, especially in online contexts. Our search…

  15. Using Analytics to Transform a Problem-Based Case Library: An Educational Design Research Approach

    ERIC Educational Resources Information Center

    Schmidt, Matthew; Tawfik, Andrew A.

    2018-01-01

    This article describes the iterative design, development, and evaluation of a case-based learning environment focusing on an ill-structured sales management problem. We discuss our processes and situate them within the broader framework of educational design research. The learning environment evolved over the course of three design phases. A…

  16. Professional Development for Design-Based Learning in Engineering Education: A Case Study

    ERIC Educational Resources Information Center

    Gómez Puente, Sonia M.; van Eijck, Michiel; Jochems, Wim

    2015-01-01

    Design-based learning (DBL) is an educational approach in which students gather and apply theoretical knowledge to solve design problems. In this study, we examined how critical DBL dimensions (project characteristics, design elements, the teacher's role, assessment, and social context) are applied by teachers in the redesign of DBL projects.…

  17. Can Learning Motivation Predict Learning Achievement? A Case Study of a Mobile Game-Based English Learning Approach

    ERIC Educational Resources Information Center

    Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun

    2017-01-01

    This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…

  18. Assessing the Impact of Learning Environments on Students' Approaches to Learning: Comparing Conventional and Action Learning Designs

    ERIC Educational Resources Information Center

    Wilson, Keithia; Fowler, Jane

    2005-01-01

    This study investigated whether students' approaches to learning were influenced by the design of university courses. Pre- and post-evaluations of the approaches to learning of the same group of students concurrently enrolled in a conventional course (lectures and tutorials) and an action learning-based course (project work, learning groups) were…

  19. Comparison between project-based learning and discovery learning toward students' metacognitive strategies on global warming concept

    NASA Astrophysics Data System (ADS)

    Tumewu, Widya Anjelia; Wulan, Ana Ratna; Sanjaya, Yayan

    2017-05-01

    The purpose of this study was to know comparing the effectiveness of learning using Project-based learning (PjBL) and Discovery Learning (DL) toward students metacognitive strategies on global warming concept. A quasi-experimental research design with a The Matching-Only Pretest-Posttest Control Group Design was used in this study. The subjects were students of two classes 7th grade of one of junior high school in Bandung City, West Java of 2015/2016 academic year. The study was conducted on two experimental class, that were project-based learning treatment on the experimental class I and discovery learning treatment was done on the experimental class II. The data was collected through questionnaire to know students metacognitive strategies. The statistical analysis showed that there were statistically significant differences in students metacognitive strategies between project-based learning and discovery learning.

  20. Design-Based Research Principles for Student Orientation to Online Study: Capturing the Lessons Learnt

    ERIC Educational Resources Information Center

    Wozniak, Helen; Pizzica, Jenny; Mahony, Mary Jane

    2012-01-01

    Few institutions have reported research on students' "use" of orientation programs designed for mature students returning to study in contemporary learning environments now regularly amalgamating distance and online strategies. We report within a design-based research framework the student experience of "GetLearning," the third…

  1. Tool-Mediated Authentic Learning in an Educational Technology Course: A Designed-Based Innovation

    ERIC Educational Resources Information Center

    Amory, Alan

    2014-01-01

    This design-based research project is concerned with the design, development and deployment of interactive technological learning environments to support contemporary education. The use of technologies in education often replicates instructivist positions and practices. However, the use of Cultural Historical Activity Theory (C), authentic…

  2. An Architecture for Case-Based Learning

    ERIC Educational Resources Information Center

    Cifuentes, Laurent; Mercer, Rene; Alverez, Omar; Bettati, Riccardo

    2010-01-01

    We report on the design, development, implementation, and evaluation of a case-based instructional environment designed for learning network engineering skills for cybersecurity. We describe the societal problem addressed, the theory-based solution, and the preliminary testing and evaluation of that solution. We identify an architecture for…

  3. Case Study of a Project-Based Learning Course in Civil Engineering Design

    ERIC Educational Resources Information Center

    Gavin, K.

    2011-01-01

    This paper describes the use of project-based learning to teach design skills to civil engineering students at University College Dublin (UCD). The paper first considers the development of problem-based leaning (PBL) as a tool in higher education. The general issues to be considered in the design of the curriculum for a PBL module are reviewed.…

  4. Development and Validation of a Web-Based Module to Teach Metacognitive Learning Strategies to Students in Higher Education

    ERIC Educational Resources Information Center

    Singh, Oma B.

    2009-01-01

    This study used a design based-research (DBR) methodology to examine how an Instructional Systematic Design (ISD) process such as ADDIE (Analysis, Design, Development, Implementation, Evaluation) can be employed to develop a web-based module to teach metacognitive learning strategies to students in higher education. The goal of the study was…

  5. Work, Train, Win: Work-Based Learning Design and Management for Productivity Gains. OECD Education Working Papers, No. 135

    ERIC Educational Resources Information Center

    Kis, Viktoria

    2016-01-01

    Realising the potential of work-based learning schemes as a driver of productivity requires careful design and support. The length of work-based learning schemes should be adapted to the profile of productivity gains. A scheme that is too long for a given skill set might be unattractive for learners and waste public resources, but a scheme that is…

  6. Research-Informed Principles for (Re)Designing Teaching and Learning Spaces

    ERIC Educational Resources Information Center

    Finkelstein, Adam; Ferris, Jennie; Weston, Cynthia; Winer, Laura

    2016-01-01

    Designing physical learning environments that connect to indicators of effective educational practice reflects a university's pedagogical commitment to student success. This article describes an approach to teaching and learning space design based on research-informed pedagogical principles successfully implemented at our university. It then…

  7. Outcomes-Based Assessment and Learning: Trialling Change in a Postgraduate Civil Engineering Course

    ERIC Educational Resources Information Center

    El-Maaddawy, Tamer; Deneen, Christopher

    2017-01-01

    This paper aims to demonstrate how assessment tasks can function within an outcomes-based learning framework to evaluate student attainment of learning outcomes. An outcomes-based learning framework designed to integrate teaching, learning, and assessment activities was developed and implemented in a civil engineering master-level course. The…

  8. An Integrated Learning Management System for Location-Based Mobile Learning

    ERIC Educational Resources Information Center

    Sailer, Christian; Kiefer, Peter; Raubal, Martin

    2015-01-01

    This paper discusses the relevance and challenges of a location-based learning platform that supports mobile learning in education. We present the design of an integrated management system for location-based mobile learning. Independent of the taught subject, the objective of the system is an easy-to-understand user interface for both - teachers…

  9. Learning to Ask Naive Questions with IT Product Design Students

    ERIC Educational Resources Information Center

    Gunn, Wendy

    2008-01-01

    What does it mean to use, or do, theory in the scholarship of teaching and learning? The article approaches the question by considering the role of design anthropology in developing studio-based engineering programmes. Central to my discussion within situated contexts of learning is the idea of practice-based exploration conceived as a way of…

  10. Teachers' Cloud-Based Learning Designs: The Development of a Guiding Rubric Using the TPACK Framework

    ERIC Educational Resources Information Center

    Al-Harthi, Aisha Salim Ali; Campbell, Chris; Karimi, Arafeh

    2018-01-01

    This study aimed to develop, validate, and trial a rubric for evaluating the cloud-based learning designs (CBLD) that were developed by teachers using virtual learning environments. The rubric was developed using the technological pedagogical content knowledge (TPACK) framework, with rubric development including content and expert validation of…

  11. Students' Views about the Problem Based Collaborative Learning Environment Supported by Dynamic Web Technologies

    ERIC Educational Resources Information Center

    Ünal, Erhan; Çakir, Hasan

    2017-01-01

    The purpose of this study was to design a problem based collaborative learning environment supported by dynamic web technologies and to examine students' views about this learning environment. The study was designed as a qualitative research. Some 36 students who took an Object Oriented Programming I-II course at the department of computer…

  12. Reconceptualizing Pedagogical Usability of and Teachers' Roles in Computer Game-Based Learning in School

    ERIC Educational Resources Information Center

    Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua

    2012-01-01

    At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…

  13. Using Narrative-Based Design Scaffolds within a Mobile Learning Environment to Support Learning Outdoors with Young Children

    ERIC Educational Resources Information Center

    Seely, Brian J.

    2015-01-01

    This study aims to advance learning outdoors with mobile devices. As part of the ongoing Tree Investigators design-based research study, this research investigated a mobile application to support observation, identification, and explanation of the tree life cycle within an authentic, outdoor setting. Recognizing the scientific and conceptual…

  14. Understanding Angle and Angle Measure: A Design-Based Research Study Using Context Aware Ubiquitous Learning

    ERIC Educational Resources Information Center

    Crompton, Helen

    2015-01-01

    Mobile technologies are quickly becoming tools found in the educational environment. The researchers in this study use a form of mobile learning to support students in learning about angle concepts. Design-based research is used in this study to develop an empirically-substantiated local instruction theory about students' develop of angle and…

  15. A Project-Based Laboratory for Learning Embedded System Design with Industry Support

    ERIC Educational Resources Information Center

    Lee, Chyi-Shyong; Su, Juing-Huei; Lin, Kuo-En; Chang, Jia-Hao; Lin, Gu-Hong

    2010-01-01

    A project-based laboratory for learning embedded system design with support from industry is presented in this paper. The aim of this laboratory is to motivate students to learn the building blocks of embedded systems and practical control algorithms by constructing a line-following robot using the quadratic interpolation technique to predict the…

  16. The Effects of an Experiential Service-Learning Project on Residential Interior Design Students' Attitudes toward Design and Community

    ERIC Educational Resources Information Center

    Gomez-Lanier, Lilia

    2016-01-01

    This mixed research methods study explores whether project-based service-learning projects promote greater learning than standard project-based projects and whether introduced earlier into the curriculum promotes a greater student understanding of the world issues affecting their community. The present study focused on comparing sophomore and…

  17. Educational Facility Design and Project Based Learning: "The Real Connection"

    ERIC Educational Resources Information Center

    Schrader, David L.; Sole, John

    2009-01-01

    There is a case to be made for the integration of the Project Based Service Learning (PBSL) process and the design and construction of educational facilities. A growing body of research supports the notion that the formulaic educational system of the last hundred years may no longer serve the learning styles of new and future generations. Their…

  18. "A Dance with the Butterflies:" A Metamorphosis of Teaching and Learning through Technology

    ERIC Educational Resources Information Center

    McPherson, Sarah

    2009-01-01

    This paper describes a web-based collaborative project called "A Dance with the Butterflies" that applied the brain-based research of the Center for Applied Special Technologies (CAST) and principles of Universal Design for Learning (UDL) to Pre-K-4 science curriculum. Learning experiences were designed for students to invoke the Recognition,…

  19. A Sampled Literature Review of Design-Based Learning Approaches: A Search for Key Characteristics

    ERIC Educational Resources Information Center

    Gómez Puente, Sonia M.; van Eijck, Michiel; Jochems, Wim

    2013-01-01

    Design-based learning (DBL) is an educational approach grounded in the processes of inquiry and reasoning towards generating innovative artifacts, systems and solutions. The approach is well characterized in the context of learning natural sciences in secondary education. Less is known, however, of its characteristics in the context of higher…

  20. Towards a Pedagogical Model for Science Education: Bridging Educational Contexts through a Blended Learning Approach

    ERIC Educational Resources Information Center

    Bidarra, José; Rusman, Ellen

    2017-01-01

    This paper proposes a design framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called "Science Learning Activities Model" (SLAM). The development of this design framework started as a response to complex changes in society and education (e.g.…

  1. Integrating Blended and Problem-Based Learning into an Architectural Housing Design Studio: A Case Study

    ERIC Educational Resources Information Center

    Bregger, Yasemin Alkiser

    2017-01-01

    This paper presents how a blended learning pedagogic model is integrated into an architectural design studio by adapting the problem-based learning process and housing issues in Istanbul Technical University (ITU), during fall 2015 and spring 2016 semesters for fourth and sixth level students. These studios collaborated with the "Introduction…

  2. Database Design Learning: A Project-Based Approach Organized through a Course Management System

    ERIC Educational Resources Information Center

    Dominguez, Cesar; Jaime, Arturo

    2010-01-01

    This paper describes an active method for database design learning through practical tasks development by student teams in a face-to-face course. This method integrates project-based learning, and project management techniques and tools. Some scaffolding is provided at the beginning that forms a skeleton that adapts to a great variety of…

  3. Developing a Framework for Social Technologies in Learning via Design-Based Research

    ERIC Educational Resources Information Center

    Parmaxi, Antigoni; Zaphiris, Panayiotis

    2015-01-01

    This paper reports on the use of design-based research (DBR) for the development of a framework that grounds the use of social technologies in learning. The paper focuses on three studies which step on the learning theory of constructionism. Constructionism assumes that knowledge is better gained when students find this knowledge for themselves…

  4. Aligning Theory and Design: The Development of an Online Learning Intervention to Teach Evidence-based Practice for Maximal Reach.

    PubMed

    Delagran, Louise; Vihstadt, Corrie; Evans, Roni

    2015-09-01

    Online educational interventions to teach evidence-based practice (EBP) are a promising mechanism for overcoming some of the barriers to incorporating research into practice. However, attention must be paid to aligning strategies with adult learning theories to achieve optimal outcomes. We describe the development of a series of short self-study modules, each covering a small set of learning objectives. Our approach, informed by design-based research (DBR), involved 6 phases: analysis, design, design evaluation, redesign, development/implementation, and evaluation. Participants were faculty and students in 3 health programs at a complementary and integrative educational institution. We chose a reusable learning object approach that allowed us to apply 4 main learning theories: events of instruction, cognitive load, dual processing, and ARCS (attention, relevance, confidence, satisfaction). A formative design evaluation suggested that the identified theories and instructional approaches were likely to facilitate learning and motivation. Summative evaluation was based on a student survey (N=116) that addressed how these theories supported learning. Results suggest that, overall, the selected theories helped students learn. The DBR approach allowed us to evaluate the specific intervention and theories for general applicability. This process also helped us define and document the intervention at a level of detail that covers almost all the proposed Guideline for Reporting Evidence-based practice Educational intervention and Teaching (GREET) items. This thorough description will facilitate the interpretation of future research and implementation of the intervention. Our approach can also serve as a model for others considering online EBP intervention development.

  5. Aligning Theory and Design: The Development of an Online Learning Intervention to Teach Evidence-based Practice for Maximal Reach

    PubMed Central

    Vihstadt, Corrie; Evans, Roni

    2015-01-01

    Background: Online educational interventions to teach evidence-based practice (EBP) are a promising mechanism for overcoming some of the barriers to incorporating research into practice. However, attention must be paid to aligning strategies with adult learning theories to achieve optimal outcomes. Methods: We describe the development of a series of short self-study modules, each covering a small set of learning objectives. Our approach, informed by design-based research (DBR), involved 6 phases: analysis, design, design evaluation, redesign, development/implementation, and evaluation. Participants were faculty and students in 3 health programs at a complementary and integrative educational institution. Results: We chose a reusable learning object approach that allowed us to apply 4 main learning theories: events of instruction, cognitive load, dual processing, and ARCS (attention, relevance, confidence, satisfaction). A formative design evaluation suggested that the identified theories and instructional approaches were likely to facilitate learning and motivation. Summative evaluation was based on a student survey (N=116) that addressed how these theories supported learning. Results suggest that, overall, the selected theories helped students learn. Conclusion: The DBR approach allowed us to evaluate the specific intervention and theories for general applicability. This process also helped us define and document the intervention at a level of detail that covers almost all the proposed Guideline for Reporting Evidence-based practice Educational intervention and Teaching (GREET) items. This thorough description will facilitate the interpretation of future research and implementation of the intervention. Our approach can also serve as a model for others considering online EBP intervention development. PMID:26421233

  6. A Drawing and Multi-Representational Computer Environment for Beginners' Learning of Programming Using C: Design and Pilot Formative Evaluation

    ERIC Educational Resources Information Center

    Kordaki, Maria

    2010-01-01

    This paper presents both the design and the pilot formative evaluation study of a computer-based problem-solving environment (named LECGO: Learning Environment for programming using C using Geometrical Objects) for the learning of computer programming using C by beginners. In its design, constructivist and social learning theories were taken into…

  7. The Embodiment of Cases as Alternative Perspective in a Mathematics Hypermedia Learning Environment

    ERIC Educational Resources Information Center

    Valentine, Keri D.; Kopcha, Theodore J.

    2016-01-01

    This paper presents a design framework for cases as alternative perspectives (Jonassen in Learning to solve problems: a handbook for designing problem-solving learning environments, 2011a) in the context of K-12 mathematics. Using the design-based research strategy of conjecture mapping, the design of cases for a hypermedia site is described…

  8. Concept Maps as Instructional Tools for Improving Learning of Phase Transitions in Object-Oriented Analysis and Design

    ERIC Educational Resources Information Center

    Shin, Shin-Shing

    2016-01-01

    Students attending object-oriented analysis and design (OOAD) courses typically encounter difficulties transitioning from requirements analysis to logical design and then to physical design. Concept maps have been widely used in studies of user learning. The study reported here, based on the relationship of concept maps to learning theory and…

  9. Needs Analysis for Graphic Design Learning Module Based on Technology & Learning Styles of Deaf Students

    ERIC Educational Resources Information Center

    Ibrahim, Zainuddin; Alias, Norlidah; Nordin, Abu Bakar

    2016-01-01

    The field of Information Communication Technology has offered a promising future for deaf students. Web design, animation, and multimedia application design are a branch of graphic design area, which aim to aid their learning visually. However, most of the technical terms cannot be interpreted in Malaysian sign language. Moreover, the development…

  10. The Effects of Case-Based Team Learning on Students’ Learning, Self Regulation and Self Direction

    PubMed Central

    Rezaee, Rita; Mosalanejad, Leili

    2015-01-01

    Introduction: The application of the best approaches to teach adults in medical education is important in the process of training learners to become and remain effective health care providers. This research aims at designing and integrating two approaches, namely team teaching and case study and tries to examine the consequences of these approaches on learning, self regulation and self direction of nursing students. Material & Methods: This is aquasi experimental study of 40 students who were taking a course on mental health. The lessons were designed by using two educational techniques: short case based study and team based learning. Data gathering was based on two valid and reliablequestionnaires: Self-Directed Readiness Scale (SDLRS) and the self-regulating questionnaire. Open ended questions were also designed for the evaluation of students’with points of view on educational methods. Results: The Results showed an increase in the students’ self directed learning based on their performance on the post-test. The results showed that the students’ self-directed learning increased after the intervention. The mean difference before and after intervention self management was statistically significant (p=0.0001). Also, self-regulated learning increased with the mean difference after intervention (p=0.001). Other results suggested that case based team learning can have significant effects on increasing students’ learning (p=0.003). Conclusion: This article may be of value to medical educators who wish to replace traditional learning with informal learning (student-centered-active learning), so as to enhance not only the students’ ’knowledge, but also the advancement of long- life learning skills. PMID:25946918

  11. Evaluation of iTunes University Courses through Instructional Design Strategies and m-Learning Framework

    ERIC Educational Resources Information Center

    Tseng, Hung Wei; Tang, Yingqi; Morris, Betty

    2016-01-01

    As mobile learning technology promotes learning accessibility and flexibility, students benefit from social interactivity and connective learning process which will also foster students' performance and satisfaction on learning content. The primary purpose of this research was to evaluate iTunes U courses based on instructional design strategies…

  12. Improving self-regulated learning junior high school students through computer-based learning

    NASA Astrophysics Data System (ADS)

    Nurjanah; Dahlan, J. A.

    2018-05-01

    This study is back grounded by the importance of self-regulated learning as an affective aspect that determines the success of students in learning mathematics. The purpose of this research is to see how the improvement of junior high school students' self-regulated learning through computer based learning is reviewed in whole and school level. This research used a quasi-experimental research method. This is because individual sample subjects are not randomly selected. The research design used is Pretest-and-Posttest Control Group Design. Subjects in this study were students of grade VIII junior high school in Bandung taken from high school (A) and middle school (B). The results of this study showed that the increase of the students' self-regulated learning who obtain learning with computer-based learning is higher than students who obtain conventional learning. School-level factors have a significant effect on increasing of the students' self-regulated learning.

  13. Problem-Based Learning in Web-Based Science Classroom.

    ERIC Educational Resources Information Center

    Kim, Heeyoung; Chung, Ji-Sook; Kim, Younghoon

    The purpose of this paper is to discuss how general problem-based learning (PBL) models and social-constructivist perspectives are applied to the design and development of a Web-based science program, which emphasizes inquiry-based learning for fifth grade students. The paper also deals with the general features and learning process of a Web-based…

  14. Shared Values as Anchors of a Learning Community: A Case Study in Information Systems Design

    ERIC Educational Resources Information Center

    Giordano, Daniela

    2004-01-01

    This paper examines the role in both individual and organizational learning of the system of values sustained by a community undertaking a design task. The discussion is based on the results of a longitudinal study of a community of novice information system designers supported by a Web-based shared design memory which allows reuse of design…

  15. Open Source Software and Design-Based Research Symbiosis in Developing 3D Virtual Learning Environments: Examples from the iSocial Project

    ERIC Educational Resources Information Center

    Schmidt, Matthew; Galyen, Krista; Laffey, James; Babiuch, Ryan; Schmidt, Carla

    2014-01-01

    Design-based research (DBR) and open source software are both acknowledged as potentially productive ways for advancing learning technologies. These approaches have practical benefits for the design and development process and for building and leveraging community to augment and sustain design and development. This report presents a case study of…

  16. Active Learning through Toy Design and Development

    ERIC Educational Resources Information Center

    Sirinterlikci, Arif; Zane, Linda; Sirinterlikci, Aleea L.

    2009-01-01

    This article presents an initiative that is based on active learning pedagogy by engaging elementary and middle school students in the toy design and development field. The case study presented in this article is about student learning experiences during their participation in the TOYchallenge National Toy Design Competition. Students followed the…

  17. Building a Critical Components for Successful Multimedia-Based Collaborative eLearning Design Framework

    ERIC Educational Resources Information Center

    Asanok, M.; Kitrakan, P.; Brahmawong, C.

    2008-01-01

    With newly developing multimedia and web-based technologies have provided opportunities of developing a multimedia-based collaborative eLearning systems. The development of eLearning systems has started a revolution for instructional content delivering, learning activities and social communication. Based on various positions on this issue have…

  18. STEM based learning to facilitate middle school students’ conceptual change, creativity and collaboration in organization of living system topic

    NASA Astrophysics Data System (ADS)

    Rustaman, N. Y.; Afianti, E.; Maryati, S.

    2018-05-01

    A study using one group pre-post-test experimental design on Life organization system topic was carried out to investigate student’s tendency in learning abstract concept, their creativity and collaboration in designing and producing cell models through STEM-based learning. A number of seventh grade students in Cianjur district were involved as research subjects (n=34). Data were collected using two tier test for tracing changes in student conception before and after the application of STEM-based learning, and rubrics in creativity design (adopted from Torrance) and product on cell models (individually, in group), and rubric for self-assessment and observed skills on collaboration adapted from Marzano’s for life-long learning. Later the data obtained were analyzed qualitatively by interpreting the tendency of data presented in matrix sorted by gender. Research findings showed that the percentage of student’s scientific concept mastery is moderate in general. Their creativity in making a cell model design varied in category (expressing, emergent, excellent, not yet evident). Student’s collaboration varied from excellent, fair, good, less once, to less category in designing cell model. It was found that STEM based learning can facilitate students conceptual change, creativity and collaboration.

  19. Yet Another Adaptive Learning Management System Based on Felder and Silverman's Learning Styles and Mashup

    ERIC Educational Resources Information Center

    Chang, Yi-Hsing; Chen, Yen-Yi; Chen, Nian-Shing; Lu, You-Te; Fang, Rong-Jyue

    2016-01-01

    This study designs and implements an adaptive learning management system based on Felder and Silverman's Learning Style Model and the Mashup technology. In this system, Felder and Silverman's Learning Style model is used to assess students' learning styles, in order to provide adaptive learning to leverage learners' learning preferences.…

  20. Design and Implementation of C-iLearning: A Cloud-Based Intelligent Learning System

    ERIC Educational Resources Information Center

    Xiao, Jun; Wang, Minjuan; Wang, Lamei; Zhu, Xiaoxiao

    2013-01-01

    The gradual development of intelligent learning (iLearning) systems has prompted the changes of teaching and learning. This paper presents the architecture of an intelligent learning (iLearning) system built upon the recursive iLearning model and the key technologies associated with this model. Based on this model and the technical structure of a…

  1. Collaboration through Flickr & Skype: Can Web 2.0 Technology Substitute the Traditional Design Studio in Higher Design Education?

    ERIC Educational Resources Information Center

    Fleischmann, Katja

    2014-01-01

    Technology has not only changed the work practice of designers but also how design is taught and learned. The emergence of digital technology has made computer labs a central learning space for design students. Since this change, studio-based learning in its traditional sense appears to be in decline in higher education institutions. This is in…

  2. Effects of basic character design and animation concepts using the flipped learning and project-based learning approach on learning achievement and creative thinking of higher education students

    NASA Astrophysics Data System (ADS)

    Autapao, Kanyarat; Minwong, Panthul

    2018-01-01

    Creative thinking was an important learning skill in the 21st Century via learning and innovation to promote students' creative thinking and working with others and to construct innovation. This is one of the important skills that determine the readiness of the participants to step into the complex society. The purposes of this research were 1) to compare the learning achievement of students after using basic character design and animation concepts using the flipped learning and project-based learning and 2) to make a comparison students' creative thinking between pretest and posttest. The populations were 29 students in Multimedia Technology program at Thepsatri Rajabhat University in the 2nd semester of the academic year 2016. The experimental instruments were lesson plans of basic character design and animation concepts using the flipped learning and project based learning. The data collecting instrument was creative thinking test. The data were analyzed by the arithmetic mean, standard deviation and The Wilcoxon Matched Pairs Signed-Ranks Test. The results of this research were 1) the learning achievement of students were statistically significance of .01 level and 2) the mean score of student's creativity assessment were statistically significance of .05 level. When considering all of 11 KPIs, showed that respondents' post-test mean scores higher than pre-test. And 5 KPIs were statistically significance of .05 level, consist of Originality, Fluency, Elaboration, Resistance to Premature Closure, and Intrinsic Motivation. It's were statistically significance of .042, .004, .049, .024 and .015 respectively. And 6 KPIs were non-statistically significant, include of Flexibility, Tolerance of Ambiguity, Divergent Thinking, Convergent Thinking, Risk Taking, and Extrinsic Motivation. The findings revealed that the flipped learning and project based learning provided students the freedom to simply learn on their own aptitude. When working together with project-based learning, Project based learning focusing on the students' project-based learning construction based on their own interests which allowed the students to increase creative project. This can be applied for other courses in order to plan activities to develop students' work process skills and creative skills. We also recommend that researchers carefully consider the design of lesson plans in accordance with all of 11 KPIs to promote students' creative thinking skills.

  3. Enhanced learning through design problems - teaching a components-based course through design

    NASA Astrophysics Data System (ADS)

    Jensen, Bogi Bech; Högberg, Stig; Fløtum Jensen, Frida av; Mijatovic, Nenad

    2012-08-01

    This paper describes a teaching method used in an electrical machines course, where the students learn about electrical machines by designing them. The aim of the course is not to teach design, albeit this is a side product, but rather to teach the fundamentals and the function of electrical machines through design. The teaching method is evaluated by a student questionnaire, designed to measure the quality and effectiveness of the teaching method. The results of the questionnaire conclusively show that this method labelled 'learning through design' is a very effective way of teaching a components-based course. This teaching method can easily be generalised and used in other courses.

  4. Effects of Instructional Design with Mental Model Analysis on Learning.

    ERIC Educational Resources Information Center

    Hong, Eunsook

    This paper presents a model for systematic instructional design that includes mental model analysis together with the procedures used in developing computer-based instructional materials in the area of statistical hypothesis testing. The instructional design model is based on the premise that the objective for learning is to achieve expert-like…

  5. Quality Problem-Based Learning Experiences for Students: Design Deliberations among Teachers from Diverse Disciplines.

    ERIC Educational Resources Information Center

    Butler, Susan McAleenan

    This qualitative study, investigating the claims, concerns, and issues arising within the design stages of problem-based learning (PBL) curriculum units, was conducted during two masters-level classes during the summer of 1999. A hermeneutic dialectic discourse among veteran teachers (who were novice PBL curriculum designers) was facilitated by…

  6. Efficacy of the Technological/Engineering Design Approach: Imposed Cognitive Demands within Design-Based Biotechnology Instruction

    ERIC Educational Resources Information Center

    Wells, John G.

    2016-01-01

    Though not empirically established as an efficacious pedagogy for promoting higher order thinking skills, technological/engineering design-based learning in K-12 STEM education is increasingly embraced as a core instructional method for integrative STEM learning that promotes the development of student critical thinking skills (Honey, Pearson,…

  7. Design-Based Research for Professional Learning for "Cultural Mathematics"

    ERIC Educational Resources Information Center

    Kravia, Geori; Owens, Kay

    2014-01-01

    Design-based research is being used to develop and refine the principles used in professional learning workshops with teachers from three different Papua New Guinean ecologies: highlands, coastal, and inland in a coastal province. The appropriateness of the design of principles for Papua New Guinean Elementary Schools is tried over several phases…

  8. Project-Based Learning and Design-Focused Projects to Motivate Secondary Mathematics Students

    ERIC Educational Resources Information Center

    Remijan, Kelly W.

    2017-01-01

    This article illustrates how mathematics teachers can develop design-focused projects, related to project-based learning, to motivate secondary mathematics students. With first-hand experience as a secondary mathematics teacher, I provide a series of steps related to the engineering design process, which are helpful to teachers in developing…

  9. A Model for Designing Instructional Narratives for Adult Learners: Connecting the Dots

    ERIC Educational Resources Information Center

    Smith, Debra M.

    2013-01-01

    The purpose of this study was to develop a research-based model for designing and deploying instructional narratives based on principles derived from narrative theory, development theory, communication theory, learning theory and instructional design theory to enable adult learning and retention and the effective transfer of that retained learning…

  10. Meeting the expectation of industry: an integrated approach for the teaching of mechanics and electronics to design students

    NASA Astrophysics Data System (ADS)

    Bingham, Guy A.; Southee, Darren J.; Page, Tom

    2015-07-01

    This paper examines the traditional engineering-based provision delivered to Product Design and Technology (B.Sc.) undergraduates at the Loughborough Design School and questions its relevancy against the increasing expectations of industry. The paper reviews final-year design projects to understand the level of transference of engineering-based knowledge into design practice and highlights areas of opportunity for improved teaching and learning. The paper discusses the development and implementation of an integrated approach to the teaching of Mechanics and Electronics to formalise and reinforce the key learning process of transference within the design context. The paper concludes with observations from the delivery of this integrated teaching and offers insights from student and academic perspectives for the further improvement of engineering-based teaching and learning.

  11. General relativity in upper secondary school: Design and evaluation of an online learning environment using the model of educational reconstruction

    NASA Astrophysics Data System (ADS)

    Kersting, Magdalena; Henriksen, Ellen Karoline; Bøe, Maria Vetleseter; Angell, Carl

    2018-06-01

    Because of its abstract nature, Albert Einstein's theory of general relativity is rarely present in school physics curricula. Although the educational community has started to investigate ways of bringing general relativity to classrooms, field-tested educational material is rare. Employing the model of educational reconstruction, we present a collaborative online learning environment that was introduced to final year students (18-19 years old) in six Norwegian upper secondary physics classrooms. Design-based research methods guided the development of the learning resources, which were based on a sociocultural view of learning and a historical-philosophical approach to teaching general relativity. To characterize students' learning from and interaction with the learning environment we analyzed focus group interviews and students' oral and written responses to assigned problems and discussion tasks. Our findings show how design choices on different levels can support or hinder understanding of general relativity, leading to the formulation of design principles that help to foster qualitative understanding and encourage collaborative learning. The results indicate that upper secondary students can obtain a qualitative understanding of general relativity when provided with appropriately designed learning resources and sufficient scaffolding of learning through interaction with teacher and peers.

  12. Machine-Learning Approach for Design of Nanomagnetic-Based Antennas

    NASA Astrophysics Data System (ADS)

    Gianfagna, Carmine; Yu, Huan; Swaminathan, Madhavan; Pulugurtha, Raj; Tummala, Rao; Antonini, Giulio

    2017-08-01

    We propose a machine-learning approach for design of planar inverted-F antennas with a magneto-dielectric nanocomposite substrate. It is shown that machine-learning techniques can be efficiently used to characterize nanomagnetic-based antennas by accurately mapping the particle radius and volume fraction of the nanomagnetic material to antenna parameters such as gain, bandwidth, radiation efficiency, and resonant frequency. A modified mixing rule model is also presented. In addition, the inverse problem is addressed through machine learning as well, where given the antenna parameters, the corresponding design space of possible material parameters is identified.

  13. Wiki-Based Rapid Prototyping for Teaching-Material Design in E-Learning Grids

    ERIC Educational Resources Information Center

    Shih, Wen-Chung; Tseng, Shian-Shyong; Yang, Chao-Tung

    2008-01-01

    Grid computing environments with abundant resources can support innovative e-Learning applications, and are promising platforms for e-Learning. To support individualized and adaptive learning, teachers are encouraged to develop various teaching materials according to different requirements. However, traditional methodologies for designing teaching…

  14. Development and Testing of a M-Learning System for the Professional Development of Academics through Design-Based Action Research

    ERIC Educational Resources Information Center

    Keskin, Nilgun Ozdamar; Kuzu, Abdullah

    2015-01-01

    In the present study, a mobile learning system for the professional development of academics was developed by design based action research, and the perceptions and experiences of the academics using this system were examined. In the first phase of this design-based action research, the research question was defined. In the second phase, a…

  15. The Implementation of Research-based Learning on Biology Seminar Course in Biology Education Study Program of FKIP UMRAH

    NASA Astrophysics Data System (ADS)

    Amelia, T.

    2018-04-01

    Biology Seminar is a course in Biology Education Study Program of Faculty of Teacher Training and Education University of Maritim Raja Ali Haji (FKIP UMRAH) that requires students to have the ability to apply scientific attitudes, perform scientific writing and undertake scientific publications on a small scale. One of the learning strategies that can drive the achievement of learning outcomes in this course is Research-Based Learning. Research-Based Learning principles are considered in accordance with learning outcomes in Biology Seminar courses and generally in accordance with the purpose of higher education. On this basis, this article which is derived from a qualitative research aims at describing Research-based Learning on Biology Seminar course. Based on a case study research, it was known that Research-Based Learning on Biology Seminar courses is applied through: designing learning activities around contemporary research issues; teaching research methods, techniques and skills explicitly within program; drawing on personal research in designing and teaching courses; building small-scale research activities into undergraduate assignment; and infusing teaching with the values of researchers.

  16. Design of multiple representations e-learning resources based on a contextual approach for the basic physics course

    NASA Astrophysics Data System (ADS)

    Bakri, F.; Muliyati, D.

    2018-05-01

    This research aims to design e-learning resources with multiple representations based on a contextual approach for the Basic Physics Course. The research uses the research and development methods accordance Dick & Carey strategy. The development carried out in the digital laboratory of Physics Education Department, Mathematics and Science Faculty, Universitas Negeri Jakarta. The result of the process of product development with Dick & Carey strategy, have produced e-learning design of the Basic Physics Course is presented in multiple representations in contextual learning syntax. The appropriate of representation used in the design of learning basic physics include: concept map, video, figures, data tables of experiment results, charts of data tables, the verbal explanations, mathematical equations, problem and solutions example, and exercise. Multiple representations are presented in the form of contextual learning by stages: relating, experiencing, applying, transferring, and cooperating.

  17. A Comparison of Lecture-Based and Challenge-Based Learning in a Workplace Setting: Course Designs, Patterns of Interactivity, and Learning Outcomes

    ERIC Educational Resources Information Center

    O'Mahony, Timothy K.; Vye, Nancy J.; Bransford, John D.; Sanders, Elizabeth A.; Stevens, Reed; Stephens, Richard D.; Richey, Michael C.; Lin, Kuen Y.; Soleiman, Moe K.

    2012-01-01

    We describe findings from a research partnership involving a global airline manufacturing company (The Boeing Company), and learning scientists and aeronautical engineers from the University of Washington. Our starting point for the partnership focused on an 8-hour introductory composites course that was designed for company employees. In phase…

  18. Perceptions of Pre-Service Teachers on the Design of a Learning Environment Based on the Seven Principles of Good Practice

    ERIC Educational Resources Information Center

    Al-Furaih, Suad Abdul Aziz

    2017-01-01

    This study explored the perceptions of 88 pre-service teachers on the design of a learning environment using the Seven Principles of Good Practice and its effect on participants' abilities to create their Cloud Learning Environment (CLE). In designing the learning environment, a conceptual model under the name 7 Principles and Integrated Learning…

  19. Incorporating Learning Objects in a Curriculum Re-Design to Meet Needs of Students with Specific Learning Disabilities in Illinois Agricultural Education Programs

    ERIC Educational Resources Information Center

    Pense, Seburn L.; Calvin, Jennifer; Watson, Dennis G.; Wakefield, Dexter B.

    2012-01-01

    A quasi-experimental pilot study of curriculum re-design using Learning Objects (LO) to instruct agricultural education students with Specific Learning Disabilities (SLD) was conducted in five high schools in the federally designated economically distressed area, the Illinois Delta Region. Six LOs were developed based on a unit of instruction in…

  20. Using a Mixed Methods Research Design in a Study Investigating the "Heads of e-Learning" Perspective towards Technology Enhanced Learning

    ERIC Educational Resources Information Center

    Almpanis, Timos

    2016-01-01

    This paper outlines the research design, methodology and methods employed in research conducted in the context of Higher Education Institutions (HEIs) and focuses on the Heads of e-Learning (HeLs) perspective about Technology Enhanced Learning (TEL) by campus-based UK institutions. This paper aims to expand on the research design and the research…

  1. Designing for Motivation: Design-Considerations for Spaced-Repetition-Based Learning Games on Mobile Devices

    ERIC Educational Resources Information Center

    Schimanke, Florian; Mertens, Robert; Vornberger, Oliver

    2017-01-01

    Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…

  2. Collaborative Project-Based Learning: An Integrative Science and Technological Education Project

    ERIC Educational Resources Information Center

    Baser, Derya; Ozden, M. Yasar; Karaarslan, Hasan

    2017-01-01

    Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills. Purpose: The study aims to understand how seventh grade students…

  3. Multiple Pathways to Learning: An Examination of Universal Design and Online Strategic Learning in Higher Education

    ERIC Educational Resources Information Center

    Hicks, Maryruth Wilks

    2010-01-01

    The purpose of this study was to examine the effectiveness of universally designed (UD) instruction on strategic learning in an online, interactive learning environment (ILE). The research focused on the premise that the customizable, media-based framework of UD instruction might influence diverse online learning strategies. This study…

  4. Integrating E-Learning 2.0 into Online Courses

    ERIC Educational Resources Information Center

    Yuen, Steve Chi-Yin

    2014-01-01

    This paper provides an overview of e-learning 2.0 concepts and presents a case study that involves the design, development, and teaching of two online courses based on e-learning 2.0 concepts. The design and the construction of e-learning 2.0 courses, and their effects on the students' learning experience are examined. In addition, students'…

  5. Web Interface Design Principles for Adults' Self-Directed Learning

    ERIC Educational Resources Information Center

    Firat, Mehmet; Sakar, A. Nurhan; Kabakci Yurdakul, Isil

    2016-01-01

    One of the most important features which e-learning tools and environments must possess within the scope of lifelong learning is self-directed learning, which can be considered as a form of self-learning. The aim of this study was to determine, based on the views and recommendations of experts, interface design principles for the development of…

  6. Architectural and Functional Design and Evaluation of E-Learning VUIS Based on the Proposed IEEE LTSA Reference Model.

    ERIC Educational Resources Information Center

    O'Droma, Mairtin S.; Ganchev, Ivan; McDonnell, Fergal

    2003-01-01

    Presents a comparative analysis from the Institute of Electrical and Electronics Engineers (IEEE) Learning Technology Standards Committee's (LTSC) of the architectural and functional design of e-learning delivery platforms and applications, e-learning course authoring tools, and learning management systems (LMSs), with a view of assessing how…

  7. The Effect of Cooperative Learning on the Learning Approaches of Students with Different Learning Styles

    ERIC Educational Resources Information Center

    Çolak, Esma

    2015-01-01

    Problem Statement: For this study, a cooperative learning process was designed in which students with different learning styles could help each other in heterogeneous groups to perform teamwork-based activities. One aspect deemed important in this context was whether the instructional environment designed to reach students with different learning…

  8. Cognitive Theory of Multimedia Learning, Instructional Design Principles, and Students with Learning Disabilities in Computer-Based and Online Learning Environments

    ERIC Educational Resources Information Center

    Greer, Diana L.; Crutchfield, Stephen A.; Woods, Kari L.

    2013-01-01

    Struggling learners and students with Learning Disabilities often exhibit unique cognitive processing and working memory characteristics that may not align with instructional design principles developed with typically developing learners. This paper explains the Cognitive Theory of Multimedia Learning and underlying Cognitive Load Theory, and…

  9. Interaction Pattern Analysis in cMOOCs Based on the Connectivist Interaction and Engagement Framework

    ERIC Educational Resources Information Center

    Wang, Zhijun; Anderson, Terry; Chen, Li; Barbera, Elena

    2017-01-01

    Connectivist learning is interaction-centered learning. A framework describing interaction and cognitive engagement in connectivist learning was constructed using logical reasoning techniques. The framework and analysis was designed to help researchers and learning designers understand and adapt the characteristics and principles of interaction in…

  10. Learning Design Research: Advancing Pedagogies in the Digital Age

    ERIC Educational Resources Information Center

    Dobozy, Eva

    2013-01-01

    Learning design research (LDR) is establishing itself as a separate and specialised field of educational research. Worldwide, technology-mediated learning experiences in higher and further education are on the increase. LDR investigates their success in providing effective outcomes-based and personalised learning experiences. This paper reports on…

  11. Children's Negotiations of Visualization Skills during a Design-Based Learning Experience Using Nondigital and Digital Techniques

    ERIC Educational Resources Information Center

    Smith, Shaunna

    2018-01-01

    In the context of a 10-day summer camp makerspace experience that employed design-based learning (DBL) strategies, the purpose of this descriptive case study was to better understand the ways in which children use visualization skills to negotiate design as they move back and forth between the world of nondigital design techniques (i.e., drawing,…

  12. [Digital learning object for diagnostic reasoning in nursing applied to the integumentary system].

    PubMed

    da Costa, Cecília Passos Vaz; Luz, Maria Helena Barros Araújo

    2015-12-01

    To describe the creation of a digital learning object for diagnostic reasoning in nursing applied to the integumentary system at a public university of Piaui. A methodological study applied to technological production based on the pedagogical framework of problem-based learning. The methodology for creating the learning object observed the stages of analysis, design, development, implementation and evaluation recommended for contextualized instructional design. The revised taxonomy of Bloom was used to list the educational goals. The four modules of the developed learning object were inserted into the educational platform Moodle. The theoretical assumptions allowed the design of an important online resource that promotes effective learning in the scope of nursing education. This study should add value to nursing teaching practices through the use of digital learning objects for teaching diagnostic reasoning applied to skin and skin appendages.

  13. Impact of an engineering design-based curriculum compared to an inquiry-based curriculum on fifth graders' content learning of simple machines

    NASA Astrophysics Data System (ADS)

    Marulcu, Ismail; Barnett, Michael

    2016-01-01

    Background: Elementary Science Education is struggling with multiple challenges. National and State test results confirm the need for deeper understanding in elementary science education. Moreover, national policy statements and researchers call for increased exposure to engineering and technology in elementary science education. The basic motivation of this study is to suggest a solution to both improving elementary science education and increasing exposure to engineering and technology in it. Purpose/Hypothesis: This mixed-method study examined the impact of an engineering design-based curriculum compared to an inquiry-based curriculum on fifth graders' content learning of simple machines. We hypothesize that the LEGO-engineering design unit is as successful as the inquiry-based unit in terms of students' science content learning of simple machines. Design/Method: We used a mixed-methods approach to investigate our research questions; we compared the control and the experimental groups' scores from the tests and interviews by using Analysis of Covariance (ANCOVA) and compared each group's pre- and post-scores by using paired t-tests. Results: Our findings from the paired t-tests show that both the experimental and comparison groups significantly improved their scores from the pre-test to post-test on the multiple-choice, open-ended, and interview items. Moreover, ANCOVA results show that students in the experimental group, who learned simple machines with the design-based unit, performed significantly better on the interview questions. Conclusions: Our analyses revealed that the design-based Design a people mover: Simple machines unit was, if not better, as successful as the inquiry-based FOSS Levers and pulleys unit in terms of students' science content learning.

  14. Information Design with Teaching and Learning in Mind

    ERIC Educational Resources Information Center

    Pettersson, Rune; Avgerinou, Maria D.

    2016-01-01

    Based on the existing research from Cognitive Psychology, Information Design, Instructional Design, and Multimedia Design, it is possible to develop recommendations for the design of learning experiences that facilitate, support and enrich student academic performance. This article concentrates on the role of the teacher as information designer in…

  15. Web-Enhanced Learning: Engaging Students in Constructivist Learning

    ERIC Educational Resources Information Center

    Neo, Mai

    2005-01-01

    Purpose: The purpose of this paper is to study the impact of a web-based constructivist learning environment, which was developed based on a course given to students in the Faculty of Creative Multimedia (FCM) on student learning. Design/methodology/approach: In this paper, a web-based multimedia-mediated project was developed based on an Internet…

  16. Towards Greater Learner Control: Web Supported Project-Based Learning

    ERIC Educational Resources Information Center

    Guthrie, Cameron

    2010-01-01

    Project-based learning has been suggested as an appropriate pedagogy to prepare students in information systems for the realities of the business world. Web-based resources have been used to support such pedagogy with mixed results. The paper argues that the design of web-based learning support to cater to different learning styles may give…

  17. Work-Based Curriculum to Broaden Learners' Participation in Science: Insights for Designers

    NASA Astrophysics Data System (ADS)

    Bopardikar, Anushree; Bernstein, Debra; Drayton, Brian; McKenney, Susan

    2018-05-01

    Around the globe, science education during compulsory schooling is envisioned for all learners regardless of their educational and career aspirations, including learners bound to the workforce upon secondary school completion. Yet, a major barrier in attaining this vision is low learner participation in secondary school science. Because curricula play a major role in shaping enacted learning, this study investigated how designers developed a high school physics curriculum with positive learning outcomes in learners with varied inclinations. Qualitative analysis of documents and semistructured interviews with the designers focused on the curriculum in different stages—from designers' ideas about learning goals to their vision for enactment to the printed materials—and on the design processes that brought them to fruition. This revealed designers' emphases on fostering workplace connections via learning goals and activities, and printed supports. The curriculum supported workplace-inspired, hands-on design-and-build projects, developed to address deeply a limited set of standards aligned learning goals. The curriculum also supported learners' interactions with relevant workplace professionals. To create these features, the designers reviewed other curricula to develop vision and printed supports, tested activities internally to assess content coverage, surveyed states in the USA receiving federal school-to-work grants and reviewed occupational information to choose unit topics and career contexts, and visited actual workplaces to learn about authentic praxis. Based on the worked example, this paper offers guidelines for designing work-based science curriculum products and processes that can serve the work of other designers, as well as recommendations for research serving designers and policymakers.

  18. Use of Problem-Based Learning in the Teaching and Learning of Horticultural Production

    ERIC Educational Resources Information Center

    Abbey, Lord; Dowsett, Eric; Sullivan, Jan

    2017-01-01

    Purpose: Problem-based learning (PBL), a relatively novel teaching and learning process in horticulture, was investigated. Proper application of PBL can potentially create a learning context that enhances student learning. Design/Methodology/Approach: Students worked on two complex ill-structured problems: (1) to produce fresh baby greens for a…

  19. Using Design-Based Research to Develop Meaningful Online Discussions in Undergraduate Field Experience Courses

    ERIC Educational Resources Information Center

    Johnson, Carol; Hill, Laurie; Lock, Jennifer; Altowairiki, Noha; Ostrowski, Chris; da Rosa dos Santos, Luciano; Liu, Yang

    2017-01-01

    From a design perspective, the intentionality of students to engage in surface or deep learning is often experienced through prescribed activities and learning tasks. Educators understand that meaningful learning can be furthered through the structural and organizational design of the online environment that motivates the student towards task…

  20. Design Study: Integer Subtraction Operation Teaching Learning Using Multimedia in Primary School

    ERIC Educational Resources Information Center

    Aris, Rendi Muhammad; Putri, Ratu Ilma Indra

    2017-01-01

    This study aims to develop a learning trajectory to help students understand concept of subtraction of integers using multimedia in the fourth grade. This study is thematic integrative learning in Curriculum 2013 PMRI based. The method used is design research consists of three stages; preparing for the experiment, design experiment, retrospective…

  1. Designing E-Learning Environments for Flexible Activity and Instruction

    ERIC Educational Resources Information Center

    Wilson, Brent G.

    2004-01-01

    The contributions to this issue share a focus on design of e-learning environments. Instructional designers stand at very early stages of knowledge in this area, but with great potential for growth and progress. This commentary offers an activity-based perspective on e-learning environments, resulting in a flexible stance toward instructional…

  2. Teacher-Led Design of an Adaptive Learning Environment

    ERIC Educational Resources Information Center

    Mavroudi, Anna; Hadzilacos, Thanasis; Kalles, Dimitris; Gregoriades, Andreas

    2016-01-01

    This paper discusses a requirements engineering process that exemplifies teacher-led design in the case of an envisioned system for adaptive learning. Such a design poses various challenges and still remains an open research issue in the field of adaptive learning. Starting from a scenario-based elicitation method, the whole process was highly…

  3. How Was the Activity? A Visualization Support for a Case of Location-Based Learning Design

    ERIC Educational Resources Information Center

    Melero, Javier; Hernández-Leo, Davinia; Sun, Jing; Santos, Patricia; Blat, Josep

    2015-01-01

    Over the last few years, the use of mobile technologies has brought the formulation of location-based learning approaches shaping new or enhanced educational activities. Involving teachers in the design of these activities is important because the designs need to be aligned with the requirements of the specific educational settings. Yet analysing…

  4. Effectiveness of Facebook Based Learning to Enhance Creativity among Islamic Studies Students by Employing Isman Instructional Design Model

    ERIC Educational Resources Information Center

    Alias, Norlidah; Siraj, Saedah; Daud, Mohd Khairul Azman Md; Hussin, Zaharah

    2013-01-01

    The study examines the effectiveness of Facebook based learning to enhance creativity among Islamic Studies students in the secondary educational setting in Malaysia. It describes the design process by employing the Isman Instructional Design Model. A quantitative study was carried out using experimental method and background survey. The…

  5. Responsive Evaluation as a Guide to Design and Implementation: Case Study of an E-Health Learning System

    ERIC Educational Resources Information Center

    Schaffer, Scott P.; Kim, Hannah

    2012-01-01

    Evaluation of the design and implementation of a web-based e-health application offers an opportunity to apply extensive research findings and evidence-based practices from the learning and performance literature. In this study, we examined how interactions between stakeholders influenced the design, implementation, and outcomes of an e-health…

  6. An Evaluation-Driven Design Approach to Develop Learning Environments Based on Full-Body Interaction

    ERIC Educational Resources Information Center

    Malinverni, Laura; Schaper, Marie-Monique; Pares, Narcís

    2016-01-01

    The development of learning environments based on full-body interaction has become an increasingly important field of research in recent years. However, the design and evaluation strategies currently used present some significant limitations. Two major shortcomings are: the inadequate involvement of children in the design process and a lack of…

  7. Foundations of Game-Based Learning

    ERIC Educational Resources Information Center

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  8. An Examination of Learning Profiles in Physical Education

    ERIC Educational Resources Information Center

    Shen, Bo; Chen, Ang

    2007-01-01

    Using the model of domain learning as a theoretical framework, the study was designed to examine the extent to which learners' initial learning profiles based on previously acquired knowledge, learning strategy application, and interest-based motivation were distinctive in learning softball. Participants were 177 sixth-graders from three middle…

  9. Online Resource-Based Learning Environment: Case Studies in Primary Classrooms

    ERIC Educational Resources Information Center

    So, Winnie Wing Mui; Ching, Fiona Ngai Ying

    2012-01-01

    This paper discusses the creation of learning environments with online resources by three primary school teachers for pupil's learning of science-related topics with reference to the resource-based e-learning environments (RBeLEs) framework. Teachers' choice of contexts, resources, tools, and scaffolds in designing the learning environments are…

  10. Benefiting from Customer and Competitor Knowledge: A Market-Based Approach to Organizational Learning

    ERIC Educational Resources Information Center

    Hoe, Siu Loon

    2008-01-01

    Purpose: The purpose of this paper is to review the organizational learning, market orientation and learning orientation concepts, highlight the importance of market knowledge to organizational learning and recommend ways in adopting a market-based approach to organizational learning. Design/methodology/approach: The extant organizational learning…

  11. Comparing Team Learning Approaches through the Lens of Activity Theory

    ERIC Educational Resources Information Center

    Park, Sunyoung; Cho, Yonjoo; Yoon, Seung Won; Han, Heeyoung

    2013-01-01

    Purpose: The purpose of this study is to examine the distinctive features of three team learning approaches (action learning, problem-based learning, and project-based learning), compare and contrast them, and discuss implications for practice and research. Design/methodology/approach: The authors used Torraco's integrative literature review…

  12. Goal-Based Learning: Conceptual Design "Jump-Start" Workbook.

    ERIC Educational Resources Information Center

    Montgomery, Joel R.

    This workbook explains the process of using the goal-based learning (GBL) approach to accelerating performance change to design an education or training program. The first half of the workbook, which focuses on the nature and benefits of GBL, discusses the following topics: shifting the focus of education; differences between lecture-based and…

  13. Influence of Structure and Interaction on Student Achievement and Satisfaction in Web-Based Distance Learning

    ERIC Educational Resources Information Center

    Lee, Hye-Jung; Rha, Ilju

    2009-01-01

    This study examines the influence of instructional design and management style on student achievement and satisfaction in a web-based distance learning environment. From the literature review, two major instructional design and management styles in web-based distance education were conceptualized as structure and interpersonal interaction. To…

  14. Learning Axes and Bridging Tools in a Technology-Based Design for Statistics

    ERIC Educational Resources Information Center

    Abrahamson, Dor; Wilensky, Uri

    2007-01-01

    We introduce a design-based research framework, "learning axes and bridging tools," and demonstrate its application in the preparation and study of an implementation of a middle-school experimental computer-based unit on probability and statistics, "ProbLab" (Probability Laboratory, Abrahamson and Wilensky 2002 [Abrahamson, D., & Wilensky, U.…

  15. Design of a Blended Learning Environment: Considerations and Implementation Issues

    ERIC Educational Resources Information Center

    Gedik, Nuray; Kiraz, Ercan; Ozden, M. Yasar

    2013-01-01

    This study identified critical issues in the design of a blended learning environment by examining basic design considerations and implementation issues. Following a design-based research approach with the phenomenological tradition of qualitative research, the study investigated instructor experiences relating to the design, development, and…

  16. [Learning about social determinants of health through chronicles, using a virtual learning environment].

    PubMed

    Restrepo-Palacio, Sonia; Amaya-Guio, Jairo

    2016-01-01

    To describe the contributions of a pedagogical strategy based on the construction of chronicles, using a Virtual Learning Environment for training medical students from Universidad de La Sabana on social determinants of health. Descriptive study with a qualitative approach. Design and implementation of a Virtual Learning Environment based on the ADDIE instructional model. A Virtual Learning Environment was implemented with an instructional design based on the five phases of the ADDIE model, on the grounds of meaningful learning and social constructivism, and through the narration of chronicles or life stories as a pedagogical strategy. During the course, the structural determinants and intermediaries were addressed, and nine chronicles were produced by working groups made up of four or five students, who demonstrated meaningful learning from real life stories, presented a coherent sequence, and kept a thread; 82% of these students incorporated in their contents most of the social determinants of health, emphasizing on the concepts of equity or inequity, equality or inequality, justice or injustice and social cohesion. A Virtual Learning Environment, based on an appropriate instructional design, allows to facilitate learning of social determinants of health through a constructivist pedagogical approach by analyzing chronicles or life stories created by ninth-semester students of medicine from Universidad de La Sabana.

  17. Case-based learning facilitates critical thinking in undergraduate nutrition education: students describe the big picture.

    PubMed

    Harman, Tara; Bertrand, Brenda; Greer, Annette; Pettus, Arianna; Jennings, Jill; Wall-Bassett, Elizabeth; Babatunde, Oyinlola Toyin

    2015-03-01

    The vision of dietetics professions is based on interdependent education, credentialing, and practice. Case-based learning is a method of problem-based learning that is designed to heighten higher-order thinking. Case-based learning can assist students to connect education and specialized practice while developing professional skills for entry-level practice in nutrition and dietetics. This study examined student perspectives of their learning after immersion into case-based learning in nutrition courses. The theoretical frameworks of phenomenology and Bloom's Taxonomy of Educational Objectives triangulated the design of this qualitative study. Data were drawn from 426 written responses and three focus group discussions among 85 students from three upper-level undergraduate nutrition courses. Coding served to deconstruct the essence of respondent meaning given to case-based learning as a learning method. The analysis of the coding was the constructive stage that led to configuration of themes and theoretical practice pathways about student learning. Four leading themes emerged. Story or Scenario represents the ways that students described case-based learning, changes in student thought processes to accommodate case-based learning are illustrated in Method of Learning, higher cognitive learning that was achieved from case-based learning is represented in Problem Solving, and Future Practice details how students explained perceived professional competency gains from case-based learning. The skills that students acquired are consistent with those identified as essential to professional practice. In addition, the common concept of Big Picture was iterated throughout the themes and demonstrated that case-based learning prepares students for multifaceted problems that they are likely to encounter in professional practice. Copyright © 2015 Academy of Nutrition and Dietetics. Published by Elsevier Inc. All rights reserved.

  18. Formal and Informal Context Factors as Contributors to Student Engagement in a Guided Discovery-Based Program of Game Design Learning

    ERIC Educational Resources Information Center

    Reynolds, Rebecca; Chiu, Ming Ming

    2013-01-01

    This paper explored informal (after-school) and formal (elective course in-school) learning contexts as contributors to middle-school student attitudinal changes in a guided discovery-based and blended e-learning program in which students designed web games and used social media and information resources for a full school year. Formality of the…

  19. Using Project-Based Learning to Design, Build, and Test Student-Made Photometer by Measuring the Unknown Concentration of Colored Substances

    ERIC Educational Resources Information Center

    Diawati, Chansyanah; Liliasari; Setiabudi, Agus; Buchari

    2018-01-01

    Students learned the principles and practice of photometry through project-based learning. They addressed the challenge of measuring the unknown concentration of a colored substance using a photometer they were required to design, build, and test. Then, they used that instrument to carry out the experiment and fulfill the challenge. A photometer…

  20. The Acquisition of Integrated Science Process Skills in a Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Saat, Rohaida Mohd

    2004-01-01

    Web-based learning is becoming prevalent in science learning. Some use specially designed programs, while others use materials available on the Internet. This qualitative case study examined the process of acquisition of integrated science process skills, particularly the skill of controlling variables, in a web-based learning environment among…

  1. Quest to Learn: Developing the School for Digital Kids

    ERIC Educational Resources Information Center

    Salen, Katie; Torres, Robert; Wolozin, Loretta; Rufo-Tepper, Rebecca; Shapiro, Arana

    2011-01-01

    Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are…

  2. A Conceptual Framework for Educational Design at Modular Level to Promote Transfer of Learning

    ERIC Educational Resources Information Center

    Botma, Yvonne; Van Rensburg, G. H.; Coetzee, I. M.; Heyns, T.

    2015-01-01

    Students bridge the theory-practice gap when they apply in practice what they have learned in class. A conceptual framework was developed that can serve as foundation to design for learning transfer at modular level. The framework is based on an adopted and adapted systemic model of transfer of learning, existing learning theories, constructive…

  3. Designing Web 2.0 Based Constructivist-Oriented E-Learning Units

    ERIC Educational Resources Information Center

    Chai, Ching Sing; Woo, Huay Lit; Wang, Qiyun

    2010-01-01

    Purpose: The main purpose of this paper is to present how meaningful e-learning units can be created by using an online tool called Meaningful E-learning Units (MeLU). The paper also aims to describe how created e-learning units can be shared by teachers and students. Design/methodology/approach: This tool can help to produce e-learning units that…

  4. A New Automated Design Method Based on Machine Learning for CMOS Analog Circuits

    NASA Astrophysics Data System (ADS)

    Moradi, Behzad; Mirzaei, Abdolreza

    2016-11-01

    A new simulation based automated CMOS analog circuit design method which applies a multi-objective non-Darwinian-type evolutionary algorithm based on Learnable Evolution Model (LEM) is proposed in this article. The multi-objective property of this automated design of CMOS analog circuits is governed by a modified Strength Pareto Evolutionary Algorithm (SPEA) incorporated in the LEM algorithm presented here. LEM includes a machine learning method such as the decision trees that makes a distinction between high- and low-fitness areas in the design space. The learning process can detect the right directions of the evolution and lead to high steps in the evolution of the individuals. The learning phase shortens the evolution process and makes remarkable reduction in the number of individual evaluations. The expert designer's knowledge on circuit is applied in the design process in order to reduce the design space as well as the design time. The circuit evaluation is made by HSPICE simulator. In order to improve the design accuracy, bsim3v3 CMOS transistor model is adopted in this proposed design method. This proposed design method is tested on three different operational amplifier circuits. The performance of this proposed design method is verified by comparing it with the evolutionary strategy algorithm and other similar methods.

  5. Thinking Style Diversity and Collaborative Design Learning

    NASA Astrophysics Data System (ADS)

    Volpentesta, Antonio P.; Ammirato, Salvatore; Sofo, Francesco

    The paper explores the impact of structured learning experiences that were designed to challenge students’ ways of thinking and promote creativity. The aim was to develop the ability of students, coming from different engineering disciplines and characterized by particular thinking style profiles, to collaboratively work on a project-based learning experience in an educational environment. Three project-based learning experiences were structured using critical thinking methods to stimulate creativity. Pre and post-survey data using a specially modified thinking style inventory for 202 design students indicated a thinking style profile of preferences with a focus on exploring and questioning. Statistically significant results showed students successfully developed empathy and openness to multiple perspectives.

  6. Family learning with mobile devices in the outdoors: Designing an e-Trailguide to facilitate families' joint engagement with the natural world

    NASA Astrophysics Data System (ADS)

    McClain, Lucy R.

    This study describes the implementation of a self-guiding mobile learning tool designed to support families' engagements with the natural world as they explored the flora and fauna along one nature trail at an environmental center. Thirty-one family groups (n = 105 individuals) participated in this study during the summer season and used an iPad-based e-Trailguide during their nature walk. Design-based research methods guided this study's design, which focused on the third iteration of the e-Trailguide. Data included evaluation of families' content knowledge gains related to the local biodiversity as revealed through post-hike interviews, while videorecords of each family's nature walk experience were also collected. Qualitative analyses focused on the design features within the e-Trailguide that supported the families' technology-mediated engagements with nature and their interactions with each other at one Discovery Spot along the nature trail. Findings include: (a) open-ended interviews after the e-Trailguide experience provided a descriptive understanding of the families' conceptual knowledge gains; (b) four place-based design features within the e-Trailguide enabled and supported families' observational, pointing, and tactile investigation engagements with the natural world; (c) parents took on teacher-like roles for their children by connecting information from the e-Trailguide to the natural objects nearby as evidenced through their frequency of pointing gestures; and (d) the development of an analytical framework related to joint observation strategies used between family members to support science-related sense making. Design recommendations for the future implementation of e-Trailguides in outdoor settings include the incorporation of place-based observational questions, place-based textual prompts for focusing observations, drawing activities to record observations, and place-based images to support identification of wildlife. Key words: family learning, engagement, mobile-based learning, outdoor learning, observation, environmental education, informal science learning.

  7. Providing Simulated Online and Mobile Learning Experiences in a Prison Education Setting: Lessons Learned from the PLEIADES Pilot Project

    ERIC Educational Resources Information Center

    Farley, Helen; Murphy, Angela; Bedford, Tasman

    2014-01-01

    This article reports on the preliminary findings, design criteria and lessons learned while developing and piloting an alternative to traditional print-based education delivery within a prison environment. PLEIADES (Portable Learning Environments for Incarcerated Distance Education Students), was designed to provide incarcerated students with…

  8. Universal Design for Learning: Critical Need Areas for People with Learning Disabilities

    ERIC Educational Resources Information Center

    Strobel, Wendy; Arthanat, Sajay; Bauer, Stephen; Flagg, Jennifer

    2007-01-01

    The primary market research outlined in this paper was conducted by the Rehabilitation Engineering Research Center on Technology Transfer to identify critical technology needs for people with learning disabilities. Based on the research conducted, the underlying context of these technology needs is Universal Design for Learning (UDL). The paper…

  9. Instructors as Architects-Designing Learning Spaces for Discussion-Based Online Courses

    ERIC Educational Resources Information Center

    Wang, Yu-Mei; Chen, Derthanq Victor

    2011-01-01

    Online learning space design becomes a significant issue with the proliferation of online learning in higher education. Never before has the instructor been given such a privilege in building and molding the learning space to fulfill his/her instructional aspirations. However, enormous challenges are present to the instructor in taking advantage…

  10. Ontology and Taxonomy Design and Development for Personalised Web-Based Learning Systems

    ERIC Educational Resources Information Center

    Yalcinalp, Serpil; Gulbahar, Yasemin

    2010-01-01

    Recent developments and new directions in education have emphasised learners' needs, profile and pedagogical aspects by focusing on learner-centered approaches in educational settings. e-Learning, on the other hand, guarantees learners the opportunity of learning in their own way, and leads to new considerations in course design. e-Learning is…

  11. The Effect of Universal Design for Learning (UDL) Application on E-Learning Acceptance: A Structural Equation Model

    ERIC Educational Resources Information Center

    Al-Azawei, Ahmed; Parslow, Patrick; Lundqvist, Karsten

    2017-01-01

    Standardising learning content and teaching approaches is not considered to be the best practice in contemporary education. This approach does not differentiate learners based on their individual abilities and preferences. The present research integrates a pedagogical theory "Universal Design for Learning" ("UDL") with an…

  12. Three Dialogs: A Framework for the Analysis and Assessment of Twenty-First-Century Literacy Practices, and Its Use in the Context of Game Design within "Gamestar Mechanic"

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2008-01-01

    This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…

  13. Hypotetical learning trajectory to anticipate mathematics anxiety in algebra learning based on the perspective of didactical situation theory

    NASA Astrophysics Data System (ADS)

    Yuliani, R. E.; Suryadi, D.; Dahlan, J. A.

    2018-05-01

    The objective of this research is to design an alleged teacher learning path or Hypotetical Learning Trajectory (HLT) to anticipate mathematics anxiety of students in learning algebra. HLT loads expected mathematics learning objectives, estimates the level of knowledge and understanding of the students, as well as the selection of mathematical activity in accordance with the learning competencies. This research uses educational design research method. The research steps consist of a preliminary design, experimental and retrospective analysis. Data were gathered from various sources, such as data is written during the research process of test results, documentation, sheet results of students' work, results of interviews, questionnaires, and video recordings. The subjects of the study were 10 junior high school students. Based on the research identified 2 students at the level of high anxiety, 7 people at medium anxiety level and 1 student at low anxiety level. High anxiety levels about 20%, was approximately 70% and approximately 10% lower. These results can be used as an evaluation and reflection for designing materials that can anticipate mathematics anxiety of students learning algebra concepts.

  14. A Review of Case-Based Learning Practices in an Online MBA Program: A Program-Level Case Study

    ERIC Educational Resources Information Center

    Lee, Seung-hee; Lee, Jieun; Liu, Xiaojing; Bonk, Curt J.; Magjuka, Richard J.

    2009-01-01

    This study examines how a case-based learning approach was used and facilitated in online business education. Perceptions of students and instructors regarding the practices of case-based learning in online environments are explored in terms of instructional design, facilitation, and technology support. This study finds case-based learning to be a…

  15. Measuring Work-Based Learning for Continuous Improvement. Connecting the Classroom to Careers: The State's Role in Work-Based Learning

    ERIC Educational Resources Information Center

    Advance CTE: State Leaders Connecting Learning to Work, 2016

    2016-01-01

    Work-based learning provides a continuum of activities--from career exploration and job shadowing to internships and apprenticeships--that help students develop technical and professional skills in an authentic work environment. While many work-based learning programs are designed and operated at the local level, several states have begun building…

  16. Exploring the Role of Flow Experience, Learning Performance and Potential Behavior Clusters in Elementary Students' Game-Based Learning

    ERIC Educational Resources Information Center

    Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse

    2016-01-01

    Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…

  17. The Future of e-Learning in Medical Education: Current Trend and Future Opportunity

    PubMed Central

    2006-01-01

    A wide range of e-learning modalities are widely integrated in medical education. However, some of the key questions related to the role of e-learning remain unanswered, such as (1) what is an effective approach to integrating technology into pre-clinical vs. clinical training?; (2) what evidence exists regarding the type and format of e-learning technology suitable for medical specialties and clinical settings?; (3) which design features are known to be effective in designing on-line patient simulation cases, tutorials, or clinical exams?; and (4) what guidelines exist for determining an appropriate blend of instructional strategies, including on-line learning, face-to-face instruction, and performance-based skill practices? Based on the existing literature and a variety of e-learning examples of synchronous learning tools and simulation technology, this paper addresses the following three questions: (1) what is the current trend of e-learning in medical education?; (2) what do we know about the effective use of e-learning?; and (3) what is the role of e-learning in facilitating newly emerging competency-based training? As e-learning continues to be widely integrated in training future physicians, it is critical that our efforts in conducting evaluative studies should target specific e-learning features that can best mediate intended learning goals and objectives. Without an evolving knowledge base on how best to design e-learning applications, the gap between what we know about technology use and how we deploy e-learning in training settings will continue to widen. PMID:19223995

  18. Simulation-Based Evaluation of Learning Sequences for Instructional Technologies

    ERIC Educational Resources Information Center

    McEneaney, John E.

    2016-01-01

    Instructional technologies critically depend on systematic design, and learning hierarchies are a commonly advocated tool for designing instructional sequences. But hierarchies routinely allow numerous sequences and choosing an optimal sequence remains an unsolved problem. This study explores a simulation-based approach to modeling learning…

  19. A Problem-Based Learning Design for Teaching Biochemistry.

    ERIC Educational Resources Information Center

    Dods, Richard F.

    1996-01-01

    Describes the design of a biochemistry course that uses problem-based learning. Provides opportunities for students to question, dispute, confirm, and disconfirm their understanding of basic concepts. Emphasizes self-correction through dialogue. Topics covered include amino acids, metabolic pathways and inherited disease, proteins, enzymes and…

  20. Quantitative learning strategies based on word networks

    NASA Astrophysics Data System (ADS)

    Zhao, Yue-Tian-Yi; Jia, Zi-Yang; Tang, Yong; Xiong, Jason Jie; Zhang, Yi-Cheng

    2018-02-01

    Learning English requires a considerable effort, but the way that vocabulary is introduced in textbooks is not optimized for learning efficiency. With the increasing population of English learners, learning process optimization will have significant impact and improvement towards English learning and teaching. The recent developments of big data analysis and complex network science provide additional opportunities to design and further investigate the strategies in English learning. In this paper, quantitative English learning strategies based on word network and word usage information are proposed. The strategies integrate the words frequency with topological structural information. By analyzing the influence of connected learned words, the learning weights for the unlearned words and dynamically updating of the network are studied and analyzed. The results suggest that quantitative strategies significantly improve learning efficiency while maintaining effectiveness. Especially, the optimized-weight-first strategy and segmented strategies outperform other strategies. The results provide opportunities for researchers and practitioners to reconsider the way of English teaching and designing vocabularies quantitatively by balancing the efficiency and learning costs based on the word network.

  1. Designing Interactive Learning Systems.

    ERIC Educational Resources Information Center

    Barker, Philip

    1990-01-01

    Describes multimedia, computer-based interactive learning systems that support various forms of individualized study. Highlights include design models; user interfaces; design guidelines; media utilization paradigms, including hypermedia and learner-controlled models; metaphors and myths; authoring tools; optical media; workstations; four case…

  2. Evaluating and Redesigning Teaching Learning Sequences at the Introductory Physics Level

    ERIC Educational Resources Information Center

    Guisasola, Jenaro; Zuza, Kristina; Ametller, Jaume; Gutierrez-Berraondo, José

    2017-01-01

    In this paper we put forward a proposal for the design and evaluation of teaching and learning sequences in upper secondary school and university. We will connect our proposal with relevant contributions on the design of teaching sequences, ground it on the design-based research methodology, and discuss how teaching and learning sequences designed…

  3. The Larnaca Declaration on Learning Design

    ERIC Educational Resources Information Center

    Dalziel, James; Conole, Grainne; Wills, Sandra; Walker, Simon; Bennett, Sue; Dobozy, Eva; Cameron, Leanne; Badilescu-Buga, Emil; Bower, Matt

    2016-01-01

    The Larnaca Declaration on Learning Design arose from a 2012 meeting of experts in Larnaca, Cyprus who sought to provide a new theoretical foundation for the field of Learning Design, based on a synthesis of research and practice in the field to date. It begins by acknowledging the vast benefits that would arise from wider sharing of effective…

  4. A Learning Design Ontology Based on the IMS Specification

    ERIC Educational Resources Information Center

    Amorim, Ricardo R.; Lama, Manuel; Sanchez, Eduardo; Riera, Adolfo; Vila, Xose A.

    2006-01-01

    In this paper, we present an ontology to represent the semantics of the IMS Learning Design (IMS LD) specification, a meta-language used to describe the main elements of the learning design process. The motivation of this work relies on the expressiveness limitations found on the current XML-Schema implementation of the IMS LD conceptual model. To…

  5. Learning in the "Café": Pilot Testing the Collaborative Application for Education in Facebook

    ERIC Educational Resources Information Center

    McCarthy, Josh

    2015-01-01

    This paper reports on a pilot study using the "Café," the collaborative application for education as an online learning environment within the Facebook framework, for first-year tertiary design students. The "Café," a new e-learning application, has been designed based on five principles of user interface design--visibility,…

  6. Constraint-Based Scheduling System

    NASA Technical Reports Server (NTRS)

    Zweben, Monte; Eskey, Megan; Stock, Todd; Taylor, Will; Kanefsky, Bob; Drascher, Ellen; Deale, Michael; Daun, Brian; Davis, Gene

    1995-01-01

    Report describes continuing development of software for constraint-based scheduling system implemented eventually on massively parallel computer. Based on machine learning as means of improving scheduling. Designed to learn when to change search strategy by analyzing search progress and learning general conditions under which resource bottleneck occurs.

  7. Web-Based Learning Information System for Web 3.0

    NASA Astrophysics Data System (ADS)

    Rego, Hugo; Moreira, Tiago; García-Peñalvo, Francisco Jose

    With the emergence of Web/eLearning 3.0 we have been developing/adjusting AHKME in order to face this great challenge. One of our goals is to allow the instructional designer and teacher to access standardized resources and evaluate the possibility of integration and reuse in eLearning systems, not only content but also the learning strategy. We have also integrated some collaborative tools for the adaptation of resources, as well as the collection of feedback from users to provide feedback to the system. We also provide tools for the instructional designer to create/customize specifications/ontologies to give structure and meaning to resources, manual and automatic search with recommendation of resources and instructional design based on the context, as well as recommendation of adaptations in learning resources. We also consider the concept of mobility and mobile technology applied to eLearning, allowing access by teachers and students to learning resources, regardless of time and space.

  8. Research and Development of Web-Based Virtual Online Classroom

    ERIC Educational Resources Information Center

    Yang, Zongkai; Liu, Qingtang

    2007-01-01

    To build a web-based virtual learning environment depends on information technologies, concerns technology supporting learning methods and theories. A web-based virtual online classroom is designed and developed based on learning theories and streaming media technologies. And it is composed of two parts: instructional communicating environment…

  9. Using Multimedia for E-Learning

    ERIC Educational Resources Information Center

    Mayer, R. E.

    2017-01-01

    This paper reviews 12 research-based principles for how to design computer-based multimedia instructional materials to promote academic learning, starting with the multimedia principle (yielding a median effect size of d = 1.67 based on five experimental comparisons), which holds that people learn better from computer-based instruction containing…

  10. A decision-based perspective for the design of methods for systems design

    NASA Technical Reports Server (NTRS)

    Mistree, Farrokh; Muster, Douglas; Shupe, Jon A.; Allen, Janet K.

    1989-01-01

    Organization of material, a definition of decision based design, a hierarchy of decision based design, the decision support problem technique, a conceptual model design that can be manufactured and maintained, meta-design, computer-based design, action learning, and the characteristics of decisions are among the topics covered.

  11. A Mobile-Based E-Learning System

    ERIC Educational Resources Information Center

    Ojokoh, Bolanle Adefowoke; Doyeni, Olubimtan Ayo; Adewale, Olumide Sunday; Isinkaye, Folasade Olubusola

    2013-01-01

    E-learning is an innovative approach for delivering electronically mediated, well-designed, learner-centred interactive learning environments by utilizing internet and digital technologies with respect to instructional design principles. This paper presents the application of Software Development techniques in the development of a Mobile Based…

  12. The Interface Design and the Usability Testing of a Fossilization Web-Based Learning Environment

    ERIC Educational Resources Information Center

    Wang, Shiang-Kwei; Yang, Chiachi

    2005-01-01

    This article describes practical issues related to the design and the development of a Web-Based Learning Environment (Web-LE) for high school students. The purpose of the Fossilization Web-LE was to help students understand the process of fossilization, which is a complex phenomenon and is affected by many factors. The instructional design team…

  13. Fifth Graders' Learning about Simple Machines through Engineering Design-Based Instruction Using LEGO™ Materials

    ERIC Educational Resources Information Center

    Marulcu, Ismail; Barnett, Mike

    2013-01-01

    This study is part of a 5-year National Science Foundation-funded project, Transforming Elementary Science Learning Through LEGO™ Engineering Design. In this study, we report on the successes and challenges of implementing an engineering design-based and LEGO™-oriented unit in an urban classroom setting and we focus on the impact of the unit on…

  14. The Effects of Study Tasks in a Computer-Based Chemistry Learning Environment

    NASA Astrophysics Data System (ADS)

    Urhahne, Detlef; Nick, Sabine; Poepping, Anna Christin; Schulz, Sarah Jayne

    2013-12-01

    The present study examines the effects of different study tasks on the acquisition of knowledge about acids and bases in a computer-based learning environment. Three different task formats were selected to create three treatment conditions: learning with gap-fill and matching tasks, learning with multiple-choice tasks, and learning only from text and figures without any additional tasks. Participants were 196 ninth-grade students who learned with a self-developed multimedia program in a pretest-posttest control group design. Research results reveal that gap-fill and matching tasks were most effective in promoting knowledge acquisition, followed by multiple-choice tasks, and no tasks at all. The findings are in line with previous research on this topic. The effects can possibly be explained by the generation-recognition model, which predicts that gap-fill and matching tasks trigger more encompassing learning processes than multiple-choice tasks. It is concluded that instructional designers should incorporate more challenging study tasks for enhancing the effectiveness of computer-based learning environments.

  15. Use of Handwriting Recognition Technologies in Tablet-Based Learning Modules for First Grade Education

    ERIC Educational Resources Information Center

    Yanikoglu, Berrin; Gogus, Aytac; Inal, Emre

    2017-01-01

    Learning through modules on a tablet helps students participate effectively in learning activities in classrooms and provides flexibility in the learning process. This study presents the design and evaluation of an application that is based on handwriting recognition technologies and e-content for the developed learning modules. The application…

  16. A Numerical Methods Course Based on B-Learning: Integrated Learning Design and Follow Up

    ERIC Educational Resources Information Center

    Cepeda, Francisco Javier Delgado

    2013-01-01

    Information and communication technologies advance continuously, providing a real support for learning processes. Learning technologies address areas which previously have corresponded to face-to-face learning, while mobile resources are having a growing impact on education. Numerical Methods is a discipline and profession based on technology. In…

  17. Does Solving Insight-Based Problems Differ from Solving Learning-Based Problems? Some Evidence from an ERP Study

    ERIC Educational Resources Information Center

    Leikin, Roza; Waisman, Ilana; Leikin, Mark

    2016-01-01

    We asked: "What are the similarities and differences in mathematical processing associated with solving learning-based and insight-based problems?" To answer this question, the ERP research procedure was employed with 69 male adolescent subjects who solved specially designed insight-based and learning-based tests. Solutions of…

  18. Designing a Syntax-Based Retrieval System for Supporting Language Learning

    ERIC Educational Resources Information Center

    Tsao, Nai-Lung; Kuo, Chin-Hwa; Wible, David; Hung, Tsung-Fu

    2009-01-01

    In this paper, we propose a syntax-based text retrieval system for on-line language learning and use a fast regular expression search engine as its main component. Regular expression searches provide more scalable querying and search results than keyword-based searches. However, without a well-designed index scheme, the execution time of regular…

  19. Iterative learning-based decentralized adaptive tracker for large-scale systems: a digital redesign approach.

    PubMed

    Tsai, Jason Sheng-Hong; Du, Yan-Yi; Huang, Pei-Hsiang; Guo, Shu-Mei; Shieh, Leang-San; Chen, Yuhua

    2011-07-01

    In this paper, a digital redesign methodology of the iterative learning-based decentralized adaptive tracker is proposed to improve the dynamic performance of sampled-data linear large-scale control systems consisting of N interconnected multi-input multi-output subsystems, so that the system output will follow any trajectory which may not be presented by the analytic reference model initially. To overcome the interference of each sub-system and simplify the controller design, the proposed model reference decentralized adaptive control scheme constructs a decoupled well-designed reference model first. Then, according to the well-designed model, this paper develops a digital decentralized adaptive tracker based on the optimal analog control and prediction-based digital redesign technique for the sampled-data large-scale coupling system. In order to enhance the tracking performance of the digital tracker at specified sampling instants, we apply the iterative learning control (ILC) to train the control input via continual learning. As a result, the proposed iterative learning-based decentralized adaptive tracker not only has robust closed-loop decoupled property but also possesses good tracking performance at both transient and steady state. Besides, evolutionary programming is applied to search for a good learning gain to speed up the learning process of ILC. Copyright © 2011 ISA. Published by Elsevier Ltd. All rights reserved.

  20. A strategy for quantum algorithm design assisted by machine learning

    NASA Astrophysics Data System (ADS)

    Bang, Jeongho; Ryu, Junghee; Yoo, Seokwon; Pawłowski, Marcin; Lee, Jinhyoung

    2014-07-01

    We propose a method for quantum algorithm design assisted by machine learning. The method uses a quantum-classical hybrid simulator, where a ‘quantum student’ is being taught by a ‘classical teacher’. In other words, in our method, the learning system is supposed to evolve into a quantum algorithm for a given problem, assisted by a classical main-feedback system. Our method is applicable for designing quantum oracle-based algorithms. We chose, as a case study, an oracle decision problem, called a Deutsch-Jozsa problem. We showed by using Monte Carlo simulations that our simulator can faithfully learn a quantum algorithm for solving the problem for a given oracle. Remarkably, the learning time is proportional to the square root of the total number of parameters, rather than showing the exponential dependence found in the classical machine learning-based method.

  1. Learning to Design and Implement Educational Web Sites within Pre-Service Training: a Project-Based Learning Environment and its Impact on Student Teachers

    ERIC Educational Resources Information Center

    Papastergiou, Marina

    2005-01-01

    This paper reports on a project-based learning (PBL) environment targeted towards introducing student teachers to the design and development of educational web sites. The participants were 46 student teachers who constructed 16 web sites for primary school. A survey of their views, before and after the projects, and an evaluation of the web sites…

  2. Learning to Design and Implement Educational Web Sites within Pre-Service Training: A Project-Based Learning Environment and Its Impact on Student Teachers

    ERIC Educational Resources Information Center

    Papastergiou, Marina

    2005-01-01

    This paper reports on a project-based learning (PBL) environment targeted towards introducing student teachers to the design and development of educational web sites. The participants were 46 student teachers who constructed 16 web sites for primary school. A survey of their views, before and after the projects, and an evaluation of the web sites…

  3. Web-Based Learning in the Computer-Aided Design Curriculum.

    ERIC Educational Resources Information Center

    Sung, Wen-Tsai; Ou, S. C.

    2002-01-01

    Applies principles of constructivism and virtual reality (VR) to computer-aided design (CAD) curriculum, particularly engineering, by integrating network, VR and CAD technologies into a Web-based learning environment that expands traditional two-dimensional computer graphics into a three-dimensional real-time simulation that enhances user…

  4. Web-based learning resources - new opportunities for competency development.

    PubMed

    Moen, Anne; Nygård, Kathrine A; Gauperaa, Torunn

    2009-01-01

    Creating web-based learning environments holds great promise for on the job training and competence development in nursing. The web-based learning environment was designed and customized by four professional development nurses. We interviewed five RNs that pilot tested the web-based resource. Our findings give some insight into how the web-based design tool are perceived and utilized, and how content is represented in the learning environment. From a competency development perspective, practicing authentic tasks in a web-based learning environment can be useful to train skills and keep up important routines. The approach found in this study also needs careful consideration. Emphasizing routines and skills can be important to reduce variation and ensure more streamlined practice from an institution-wide quality improvement efforts. How the emphasis on routines and skills plays out towards the individual's overall professional development needs further careful studies.

  5. Network congestion control algorithm based on Actor-Critic reinforcement learning model

    NASA Astrophysics Data System (ADS)

    Xu, Tao; Gong, Lina; Zhang, Wei; Li, Xuhong; Wang, Xia; Pan, Wenwen

    2018-04-01

    Aiming at the network congestion control problem, a congestion control algorithm based on Actor-Critic reinforcement learning model is designed. Through the genetic algorithm in the congestion control strategy, the network congestion problems can be better found and prevented. According to Actor-Critic reinforcement learning, the simulation experiment of network congestion control algorithm is designed. The simulation experiments verify that the AQM controller can predict the dynamic characteristics of the network system. Moreover, the learning strategy is adopted to optimize the network performance, and the dropping probability of packets is adaptively adjusted so as to improve the network performance and avoid congestion. Based on the above finding, it is concluded that the network congestion control algorithm based on Actor-Critic reinforcement learning model can effectively avoid the occurrence of TCP network congestion.

  6. The Asset-Based Context Matrix: A Tool for Assessing Children's Learning Opportunities and Participation in Natural Environments

    ERIC Educational Resources Information Center

    Wilson, Linda L.; Mott, Donald W.; Batman, Deb

    2004-01-01

    This article provides a description of the "Asset-Based Context Matrix" (ABC Matrix). The ABC Matrix is an assessment tool for designing interventions for children in natural learning environments. The tool is based on research evidence indicating that children's learning is enhanced in contextually meaningful learning environments. The ABC Matrix…

  7. Pedagogy of Work-Based Learning: The Role of the Learning Group

    ERIC Educational Resources Information Center

    Siebert, Sabina; Mills, Vince; Tuff, Caroline

    2009-01-01

    Purpose: The aim of this paper is to evaluate the role of learning from participation in a group of work-based learners. Design/methodology/approach: This study relies on qualitative data obtained from a survey of perspectives of students on two work-based learning programmes. A group of 16 undergraduate and seven postgraduate students…

  8. An Examination of Online Instructional Practices Based on the Learning Styles of Graduate Education Students

    ERIC Educational Resources Information Center

    Tonsing-Meyer, Julie

    2013-01-01

    The purpose of this qualitative case study was to understand the perceptions of online learning based on the learning styles of currently enrolled online graduate education students. Designing courses to provide meaningful experiences based on the learning styles of students, as well as the unique approaches to teaching online is a contemporary…

  9. Facilitating the learning process in design-based learning practices: an investigation of teachers' actions in supervising students

    NASA Astrophysics Data System (ADS)

    Gómez Puente, S. M.; van Eijck, M.; Jochems, W.

    2013-11-01

    Background: In research on design-based learning (DBL), inadequate attention is paid to the role the teacher plays in supervising students in gathering and applying knowledge to design artifacts, systems, and innovative solutions in higher education. Purpose: In this study, we examine whether teacher actions we previously identified in the DBL literature as important in facilitating learning processes and student supervision are present in current DBL engineering practices. Sample: The sample (N=16) consisted of teachers and supervisors in two engineering study programs at a university of technology: mechanical and electrical engineering. We selected randomly teachers from freshman and second-year bachelor DBL projects responsible for student supervision and assessment. Design and method: Interviews with teachers, and interviews and observations of supervisors were used to examine how supervision and facilitation actions are applied according to the DBL framework. Results: Major findings indicate that formulating questions is the most common practice seen in facilitating learning in open-ended engineering design environments. Furthermore, other DBL actions we expected to see based upon the literature were seldom observed in the coaching practices within these two programs. Conclusions: Professionalization of teachers in supervising students need to include methods to scaffold learning by supporting students in reflecting and in providing formative feedback.

  10. E-Learning Content Design Standards Based on Interactive Digital Concepts Maps in the Light of Meaningful and Constructivist Learning Theory

    ERIC Educational Resources Information Center

    Afify, Mohammed Kamal

    2018-01-01

    The present study aims to identify standards of interactive digital concepts maps design and their measurement indicators as a tool to develop, organize and administer e-learning content in the light of Meaningful Learning Theory and Constructivist Learning Theory. To achieve the objective of the research, the author prepared a list of E-learning…

  11. Building Adaptive Game-Based Learning Resources: The Integration of IMS Learning Design and

    ERIC Educational Resources Information Center

    Burgos, Daniel; Moreno-Ger, Pablo; Sierra, Jose Luis; Fernandez-Manjon, Baltasar; Specht, Marcus; Koper, Rob

    2008-01-01

    IMS Learning Design (IMS-LD) is a specification to create units of learning (UoLs), which express a certain pedagogical model or strategy (e.g., adaptive learning with games). However, the authoring process of a UoL remains difficult because of the lack of high-level authoring tools for IMS-LD, even more so when the focus is on specific topics,…

  12. The didactic situation in geometry learning based on analysis of learning obstacles and learning trajectory

    NASA Astrophysics Data System (ADS)

    Sulistyowati, Fitria; Budiyono, Slamet, Isnandar

    2017-12-01

    This study aims to design a didactic situation based on the analysis of learning obstacles and learning trajectory on prism volume. The type of this research is qualitative and quantitative research with steps: analyzing the learning obstacles and learning trajectory, preparing the didactic situation, applying the didactic situation in the classroom, mean difference test of problem solving ability with t-test statistic. The subjects of the study were 8th grade junior high school students in Magelang 2016/2017 selected randomly from eight existing classes. The result of this research is the design of didactic situations that can be implemented in prism volume learning. The effectiveness of didactic situations that have been designed is shown by the mean difference test that is the problem solving ability of the students after the application of the didactic situation better than before the application. The didactic situation that has been generated is expected to be a consideration for teachers to design lessons that match the character of learners, classrooms and teachers themselves, so that the potential thinking of learners can be optimized to avoid the accumulation of learning obstacles.

  13. The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory

    NASA Astrophysics Data System (ADS)

    Jia, Bing; Zhong, Shaochun; Zheng, Tianyang; Liu, Zhiyong

    Adaptive learning is an effective way to improve the learning outcomes, that is, the selection of learning content and presentation should be adapted to each learner's learning context, learning levels and learning ability. Adaptive Learning System (ALS) can provide effective support for adaptive learning. This paper proposes a new ALS based on fuzzy set theory. It can effectively estimate the learner's knowledge level by test according to learner's target. Then take the factors of learner's cognitive ability and preference into consideration to achieve self-organization and push plan of knowledge. This paper focuses on the design and implementation of domain model and user model in ALS. Experiments confirmed that the system providing adaptive content can effectively help learners to memory the content and improve their comprehension.

  14. 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).

  15. Evaluating and redesigning teaching learning sequences at the introductory physics level

    NASA Astrophysics Data System (ADS)

    Guisasola, Jenaro; Zuza, Kristina; Ametller, Jaume; Gutierrez-Berraondo, José

    2017-12-01

    In this paper we put forward a proposal for the design and evaluation of teaching and learning sequences in upper secondary school and university. We will connect our proposal with relevant contributions on the design of teaching sequences, ground it on the design-based research methodology, and discuss how teaching and learning sequences designed according to our proposal relate to learning progressions. An iterative methodology for evaluating and redesigning the teaching and learning sequence (TLS) is presented. The proposed assessment strategy focuses on three aspects: (a) evaluation of the activities of the TLS, (b) evaluation of learning achieved by students in relation to the intended objectives, and (c) a document for gathering the difficulties found when implementing the TLS to serve as a guide to teachers. Discussion of this guide with external teachers provides feedback used for the TLS redesign. The context of our implementation and evaluation is an innovative calculus-based physics course for first-year engineering and science degree students at the University of the Basque Country.

  16. The Development of SCORM-Conformant Learning Content Based on the Learning Cycle Using Participatory Design

    ERIC Educational Resources Information Center

    Su, C. Y.; Chiu, C. H.; Wang, T. I.

    2010-01-01

    This study incorporates the 5E learning cycle strategy to design and develop Sharable Content Object Reference Model-conformant materials for elementary science education. The 5E learning cycle that supports the constructivist approach has been widely applied in science education. The strategy consists of five phases: engagement, exploration,…

  17. A Seamless Learning Design for Mobile Assisted Language Learning: An Iranian Context

    ERIC Educational Resources Information Center

    Foomani, Elham Mohammadi; Hedayati, Mohsen

    2016-01-01

    Recent developments in information communication technology (ICT) have resulted in a paradigm shift in e-Learning and there is a growing interest in developing design-based research (DBR) focusing on learners and their involvement in knowledge sharing in a contextualized mode. The present study reports a mobile-assisted language learning (MALL)…

  18. Teaching and Learning at a Distance: What it Takes To Effectively Design, Deliver, and Evaluate Programs.

    ERIC Educational Resources Information Center

    Cyrs, Thomas E., Ed.; Menges, Robert J., Ed.; Svinicki, Marilla D., Ed.

    1997-01-01

    In this volume, experienced distance educators provide insights into new trends in computer-based teaching and learning in postsecondary education. The book is divided into four parts: (1) Issues and Trends; (2) Instructional Design Principles for Distance Learning; (3) Alternative Delivery Systems for Distance Learning; and (4) Administrative…

  19. An Evaluation of Learning Objects in Singapore Primary Education: A Case Study Approach

    ERIC Educational Resources Information Center

    Grace, Tay Pei Lyn; Suan, Ng Peck; Wanzhen, Liaw

    2008-01-01

    Purpose: The purpose of this paper is to evaluate the usability and interface design of e-learning portal developed for primary schools in Singapore. Design/methodology/approach: Using Singapore-based learning EDvantage (LEAD) portal as a case study, this paper reviews and analyses the usability and usefulness of embedded learning objects (LOs)…

  20. Promoting higher order thinking skills using inquiry-based learning

    NASA Astrophysics Data System (ADS)

    Madhuri, G. V.; S. S. N Kantamreddi, V.; Goteti, L. N. S. Prakash

    2012-05-01

    Active learning pedagogies play an important role in enhancing higher order cognitive skills among the student community. In this work, a laboratory course for first year engineering chemistry is designed and executed using an inquiry-based learning pedagogical approach. The goal of this module is to promote higher order thinking skills in chemistry. Laboratory exercises are designed based on Bloom's taxonomy and a just-in-time facilitation approach is used. A pre-laboratory discussion outlining the theory of the experiment and its relevance is carried out to enable the students to analyse real-life problems. The performance of the students is assessed based on their ability to perform the experiment, design new experiments and correlate practical utility of the course module with real life. The novelty of the present approach lies in the fact that the learning outcomes of the existing experiments are achieved through establishing a relationship with real-world problems.

  1. Community-Based Service-Learning: Partnerships of Reciprocal Exchange?

    ERIC Educational Resources Information Center

    Hammersley, Laura

    2012-01-01

    Community-based service-learning (CBSL) integrates experiential learning and academic goals with organized activities designed to meet the objectives of community partners. CBSL has potential to enhance (1) academic learning, (2) foster civic responsibility, (3) develop life skills and (4) transform student attitudes. However, little research…

  2. The Direction of Web-based Training: A Practitioner's View.

    ERIC Educational Resources Information Center

    Kilby, Tim

    2001-01-01

    Web-based training has had achievements and disappointments as online learning has matured. Best practices include user-centered design, knowledge object structures, usability engineering, and formal evaluation. Knowledge management, peer-to-peer learning, and personal learning appliances will continue to alter the online learning landscape. (SK)

  3. Leveraging Collaborative, Thematic Problem-Based Learning to Integrate Curricula

    ERIC Educational Resources Information Center

    Sroufe, Robert; Ramos, Diane P.

    2015-01-01

    This study chronicles learning from faculty who designed and delivered collaborative, problem-based learning courses that anchor a one-year MBA emphasizing sustainability. While cultivating the application of learning across the curriculum, the authors engaged MBA students in solving complex, real-world sustainability challenges using a…

  4. Exploring the Effects of Web-Mediated Game-Based Learning and Self-Regulated Learning on Students' Learning

    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…

  5. Instructional design affects the efficacy of simulation-based training in central venous catheterization.

    PubMed

    Craft, Christopher; Feldon, David F; Brown, Eric A

    2014-05-01

    Simulation-based learning is a common educational tool in health care training and frequently involves instructional designs based on Experiential Learning Theory (ELT). However, little research explores the effectiveness and efficiency of different instructional design methodologies appropriate for simulations. The aim of this study was to compare 2 instructional design models, ELT and Guided Experiential Learning (GEL), to determine which is more effective for training the central venous catheterization procedure. Using a quasi-experimental randomized block design, nurse anesthetists completed training under 1 of the 2 instructional design models. Performance was assessed using a checklist of central venous catheterization performance, pass rates, and critical action errors. Participants in the GEL condition performed significantly better than those in the ELT condition on the overall checklist score after controlling for individual practice time (F[1, 29] = 4.021, P = .027, Cohen's d = .71), had higher pass rates (P = .006, Cohen's d = 1.15), and had lower rates of failure due to critical action errors (P = .038, Cohen's d = .81). The GEL model of instructional design is significantly more effective than ELT for simulation-based learning of the central venous catheterization procedure, yielding large differences in effect size. Copyright © 2014 Elsevier Inc. All rights reserved.

  6. ME science as mobile learning based on virtual reality

    NASA Astrophysics Data System (ADS)

    Fradika, H. D.; Surjono, H. D.

    2018-04-01

    The purpose of this article described about ME Science (Mobile Education Science) as mobile learning application learning of Fisika Inti. ME Science is a product of research and development (R&D) that was using Alessi and Trollip model. Alessi and Trollip model consists three stages that are: (a) planning include analysis of problems, goals, need, and idea of development product, (b) designing includes collecting of materials, designing of material content, creating of story board, evaluating and review product, (c) developing includes development of product, alpha testing, revision of product, validation of product, beta testing, and evaluation of product. The article describes ME Science only to development of product which include development stages. The result of development product has been generates mobile learning application based on virtual reality that can be run on android-based smartphone. These application consist a brief description of learning material, quizzes, video of material summery, and learning material based on virtual reality.

  7. User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context

    ERIC Educational Resources Information Center

    Wong, Seng Yue; Ghavifekr, Simin

    2018-01-01

    User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…

  8. Design Research on Mathematics Education: Investigating the Progress of Indonesian Fifth Grade Students' Learning on Multiplication of Fractions with Natural Numbers

    ERIC Educational Resources Information Center

    Shanty, Nenden Octavarulia; Hartono, Yusuf; Putri, Ratu Ilma Indra; de Haan, Dede

    2011-01-01

    This study aimed at investigating the progress of students' learning on multiplication fractions with natural numbers through the five activity levels based on Realistic Mathematics Education (RME) approach proposed by Streefland. Design research was chosen to achieve this research goal. In design research, the Hypothetical Learning Trajectory…

  9. Considerations for IEL Courseware Design and the Next Generation of E-Learning

    ERIC Educational Resources Information Center

    Sözcü, Ömer Faruk; Ipek, Ismail

    2013-01-01

    The purpose of this study is to discuss strategies for developing integrated e-learning (IEL) courseware based on instructional design and technology (IDT) models and approaches as well as new discussions of e-learning. For this purpose, the study begins with the selection of one or more IDT models to conduct an e-courseware design including IEL…

  10. Professional development for design-based learning in engineering education: a case study

    NASA Astrophysics Data System (ADS)

    Gómez Puente, Sonia M.; van Eijck, Michiel; Jochems, Wim

    2015-01-01

    Design-based learning (DBL) is an educational approach in which students gather and apply theoretical knowledge to solve design problems. In this study, we examined how critical DBL dimensions (project characteristics, design elements, the teacher's role, assessment, and social context) are applied by teachers in the redesign of DBL projects. We conducted an intervention for the professional development of the DBL teachers in the Mechanical Engineering and the Electrical Engineering departments. We used the Experiential Learning Cycle as an educational model for the professionalisation programme. The findings show that the programme encouraged teachers to apply the DBL theoretical framework. However, there are some limitations with regard to specific project characteristics. Further research into supporting teachers to develop open-ended and multidisciplinary activities in the projects that support learning is recommended.

  11. Karyotype Analysis Activity: A Constructivist Learning Design

    ERIC Educational Resources Information Center

    Ahmed, Noveera T.

    2015-01-01

    This classroom activity is based on a constructivist learning design and engages students in physically constructing a karyotype of three mock patients. Students then diagnose the chromosomal aneuploidy based on the karyotype, list the symptoms associated with the disorder, and discuss the implications of the diagnosis. This activity is targeted…

  12. Problem Based Learning: Use of the Portable Patient Problem Pack (P4).

    ERIC Educational Resources Information Center

    Scheiman, Mitchell; Whittaker, Steve

    1991-01-01

    The format and production of the portable patient problem pack, a patient simulation method designed for problem-based learning, are described. Clinical and didactic applications and development of materials specifically for optometric education are discussed and additional information for designing optometry-related materials is appended.…

  13. Implementation of a Project-Based Telecommunications Engineering Design Course

    ERIC Educational Resources Information Center

    Aliakbarian, Hadi; Soh, Ping Jack; Farsi, Saeed; Xu, Hantao; Van Lil, Emmanuel H. E. M. J. C.; Nauwelaers, Bart K. J. C.; Vandenbosch, Guy A. E.; Schreurs, Dominique M. M.-P.

    2014-01-01

    This paper describes and discusses the implementation of a project-based graduate design course in telecommunications engineering. This course, which requires a combination of technical and soft skills for its completion, enables guided independent learning (GIL) and application of technical knowledge acquired from classroom learning. Its main…

  14. Redesigning Vocational Education: The Possibilities of Design-Based Research

    ERIC Educational Resources Information Center

    Leeman, Yvonne; Wardekker, Willem

    2011-01-01

    This article describes and reflects our experiences as researchers in a design-based research project on a curriculum innovation focused on meaningful, co-operative learning in vocational education in the Netherlands. The project was successful in gaining insights in possible practices for workplace learning but did only partly realize the…

  15. Deriving Empirically-Based Design Guidelines for Advanced Learning Technologies that Foster Disciplinary Comprehension

    ERIC Educational Resources Information Center

    Poitras, Eric; Trevors, Gregory

    2012-01-01

    Planning, conducting, and reporting leading-edge research requires professionals who are capable of highly skilled reading. This study reports the development of an empirically informed computer-based learning environment designed to foster the acquisition of reading comprehension strategies that mediate expertise in the social sciences. Empirical…

  16. Designing Digital Problem Based Learning Tasks that Motivate Students

    ERIC Educational Resources Information Center

    van Loon, Anne-Marieke; Ros, Anje; Martens, Rob

    2013-01-01

    This study examines whether teachers are able to apply the principles of autonomy support and structure support in designing digital problem based learning (PBL) tasks. We examine whether these tasks are more autonomy- and structure-supportive and whether primary and secondary school students experience greater autonomy, competence, and motivation…

  17. Using Design-Based Research in Higher Education Innovation

    ERIC Educational Resources Information Center

    Ford, Cristi; McNally, Darragh; Ford, Kate

    2017-01-01

    This paper discusses the design-based research approach used by the Center for Innovation in Learning and Student Success (CILSS) at the University of Maryland, University College (UMUC). CILSS is a laboratory for conducting applied research that focuses on continuous improvements to the university's instruction of curriculum, learning models, and…

  18. Issues in developing valid assessments of speech pathology students' performance in the workplace.

    PubMed

    McAllister, Sue; Lincoln, Michelle; Ferguson, Alison; McAllister, Lindy

    2010-01-01

    Workplace-based learning is a critical component of professional preparation in speech pathology. A validated assessment of this learning is seen to be 'the gold standard', but it is difficult to develop because of design and validation issues. These issues include the role and nature of judgement in assessment, challenges in measuring quality, and the relationship between assessment and learning. Valid assessment of workplace-based performance needs to capture the development of competence over time and account for both occupation specific and generic competencies. This paper reviews important conceptual issues in the design of valid and reliable workplace-based assessments of competence including assessment content, process, impact on learning, measurement issues, and validation strategies. It then goes on to share what has been learned about quality assessment and validation of a workplace-based performance assessment using competency-based ratings. The outcomes of a four-year national development and validation of an assessment tool are described. A literature review of issues in conceptualizing, designing, and validating workplace-based assessments was conducted. Key factors to consider in the design of a new tool were identified and built into the cycle of design, trialling, and data analysis in the validation stages of the development process. This paper provides an accessible overview of factors to consider in the design and validation of workplace-based assessment tools. It presents strategies used in the development and national validation of a tool COMPASS, used in an every speech pathology programme in Australia, New Zealand, and Singapore. The paper also describes Rasch analysis, a model-based statistical approach which is useful for establishing validity and reliability of assessment tools. Through careful attention to conceptual and design issues in the development and trialling of workplace-based assessments, it has been possible to develop the world's first valid and reliable national assessment tool for the assessment of performance in speech pathology.

  19. Designing a Web-Based Learning Portal for Geographic Visualization and Analysis in Public Health

    PubMed Central

    Robinson, Anthony C.; Roth, Robert E.; MacEachren, Alan M.

    2011-01-01

    Interactive mapping and spatial analysis tools are underutilized by health researchers and decision-makers due to scarce training materials, few examples demonstrating the successful use of geographic visualization, and poor mechanisms for sharing results generated by geovisualization. We report here on the development of the Geovisual EXplication (G-EX) Portal, a web-based application designed to connect researchers in geovisualization and related mapping sciences to users who are working in public health and epidemiology. This paper focuses on the design and development of the G-EX Portal Learn module, a set of tools intended to disseminate learning artifacts. Initial design and development of the G-EX Portal has been guided by our past research on use and usability of geovisualization in public health. As part of the iterative design and development process, we conducted a needs assessment survey with targeted end-users that we report on here. The survey focused on users’ current learning habits, their preferred kind of learning artifacts, and issues they may have with contributing learning artifacts to web portals. Survey results showed that users desire a diverse set of learning artifacts in terms of both formats and topics covered. Results also revealed a willingness of users to contribute both learning artifacts and personal information that would help other users to evaluate the credibility of the learning artifact source. We include a detailed description of the G-EX Portal Learn module and focus on modifications to the design of the Learn module as a result from feedback we received from our survey. PMID:21937462

  20. Wandering: A Web-Based Platform for the Creation of Location-Based Interactive Learning Objects

    ERIC Educational Resources Information Center

    Barak, Miri; Ziv, Shani

    2013-01-01

    Wandering is an innovative web-based platform that was designed to facilitate outdoor, authentic, and interactive learning via the creation of location-based interactive learning objects (LILOs). Wandering was integrated as part of a novel environmental education program among middle school students. This paper describes the Wandering platform's…

  1. The Effect of STEM Learning through the Project of Designing Boat Model toward Student STEM Literacy

    NASA Astrophysics Data System (ADS)

    Tati, T.; Firman, H.; Riandi, R.

    2017-09-01

    STEM Learning focusses on development of STEM-literate society, the research about implementation of STEM learning to develope students’ STEM literacy is still limited. This study is aimed to examine the effect of implementation STEM learning through the project of designing boat model on students STEM literacy in energy topic. The method of this study was a quasi-experiment with non-randomized pretest-posttest control group design. There were two classes involved, the experiment class used Project Based Learning with STEM approach and control class used Project-Based Learning without STEM approach. A STEM Literacy test instrument was developed to measure students STEM literacy which consists of science literacy, mathematics literacy, and technology-engineering literacy. The analysis showed that there were significant differences on improvement science literacy, mathematics technology-engineering between experiment class and control class with effect size more than 0.8 (large effect). The difference of improvement of STEM literacy between experiment class and control class is caused by the existence of design engineering activity which required students to apply the knowledge from every field of STEM. The challenge that was faced in STEM learning through design engineering activity was how to give the students practice to integrate STEM field in solving the problems. In additional, most of the students gave positive response toward implementation of STEM learning through design boat model project.

  2. Promoting Distance Learners' Cognitive Engagement and Learning Outcomes: Design-Based Research in the Costa Rican National University of Distance Education

    ERIC Educational Resources Information Center

    Joo, K. P.; Andrés, Carmen; Shearer, Rick

    2014-01-01

    To explore effective learning design for students' cognitive engagement, a design-based case study was conducted in a quality control course in the Costa Rican National University of Distance Education between the 2011 and 2012 academic years. The course was revised for the 2012 provision in terms of the assignment structure, the number of…

  3. Learners' Perceptions of Instructional Design Practice in a Situated Learning Activity

    ERIC Educational Resources Information Center

    Woolf, Nicholas; Quinn, James

    2009-01-01

    This case study investigated learners' perceptions of value from participating in a learning activity designed to model professional instructional design practice. Learners developed instructional design products for a corporate client in the context of a classroom-based course. The findings indicate that learners perceived different kinds of…

  4. Designing Pedagogical Innovation for Collaborating Teacher Teams

    ERIC Educational Resources Information Center

    Weitze, Charlotte Laerke

    2017-01-01

    In this design-based research project, teachers co-created and used a new learning design model, the "IT-Pedagogical Think Tank Model for Teacher Teams." This continuous-competence-development method enabled teachers to collaborate and develop innovative-learning designs for students in a new hybrid synchronous video-mediated learning…

  5. Towards Design Guidelines for Work Related Learning Arrangements

    ERIC Educational Resources Information Center

    Lappia, Josephine H.

    2011-01-01

    Purpose: The purpose of the study is to produce design guidelines based on insights from both practice and theory that will enable teachers and educational developers to execute the design, implementation and evaluation of their work-related learning arrangements with stakeholders involved. Design/methodology/approach: The first study reported in…

  6. Video Game Learning Dynamics: Actionable Measures of Multidimensional Learning Trajectories

    ERIC Educational Resources Information Center

    Reese, Debbie Denise; Tabachnick, Barbara G.; Kosko, Robert E.

    2015-01-01

    Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game-based, metaphor-enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and…

  7. Mastery Learning in Physical Education.

    ERIC Educational Resources Information Center

    Annarino, Anthony

    This paper discusses the design of a physical education curriculum to be used in advanced secondary physical education programs and in university basic instructional programs; the design is based on the premise of mastery learning and employs programed instructional techniques. The effective implementation of a mastery learning model necessitates…

  8. Cognitive Tools for Assessment and Learning in a High Information Flow Environment.

    ERIC Educational Resources Information Center

    Lajoie, Susanne P.; Azevedo, Roger; Fleiszer, David M.

    1998-01-01

    Describes the development of a simulation-based intelligent tutoring system for nurses working in a surgical intensive care unit. Highlights include situative learning theories and models of instruction, modeling expertise, complex decision making, linking theories of learning to the design of computer-based learning environments, cognitive task…

  9. Development and Design of Problem Based Learning Game-Based Courseware

    ERIC Educational Resources Information Center

    Chang, Chiung-Sui; Chen, Jui-Fa; Chen, Fei-Ling

    2015-01-01

    In an educational environment, instructors would always think of ways to provide students with motivational learning materials and efficient learning strategies. Hence, many researchers have proposed that students' problem-solving ability enhances their learning. Problem-solving ability plays an important role for users in dealing with problems…

  10. Lifelong Learning Organisers: Requirements for Tools for Supporting Episodic and Semantic Learning

    ERIC Educational Resources Information Center

    Vavoula, Giasemi; Sharples, Mike

    2009-01-01

    We propose Lifelong Learning Organisers (LLOs) as tools to support the capturing, organisation and retrieval of personal learning experiences, resources and notes, over a range of learning topics, at different times and places. The paper discusses general requirements for the design of LLOs based on findings from a diary-based study of everyday…

  11. A Classification Model and an Open E-Learning System Based on Intuitionistic Fuzzy Sets for Instructional Design Concepts

    ERIC Educational Resources Information Center

    Güyer, Tolga; Aydogdu, Seyhmus

    2016-01-01

    This study suggests a classification model and an e-learning system based on this model for all instructional theories, approaches, models, strategies, methods, and technics being used in the process of instructional design that constitutes a direct or indirect resource for educational technology based on the theory of intuitionistic fuzzy sets…

  12. Community Building, Emergent Design and Expecting the Unexpected: Creating a Quality eLearning Experience

    ERIC Educational Resources Information Center

    Thompson, Terrie Lynn; MacDonald, Colla J.

    2005-01-01

    Given the extraordinary interest and growth in eLearning as a learning tool and as an industry, it is not surprising there is lively debate on quality. A research-based and tested eLearning model was used to design and evaluate an online M.Ed. course in order to study factors that influence the quality of an eLearning event. Several data…

  13. A Scaffolding Strategy to Develop Handheld Sensor-Based Vocabulary Games for Improving Students' Learning Motivation and Performance

    ERIC Educational Resources Information Center

    Huang, Yong-Ming; Huang, Yueh-Min

    2015-01-01

    Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…

  14. Learning Styles and Formative Assessment Strategy: Enhancing Student Achievement in Web-Based Learning

    ERIC Educational Resources Information Center

    Wang, K. H.; Wang, T. H.; Wang, W. L.; Huang, S. C.

    2006-01-01

    The purpose of this research was to investigate the effects of formative assessment and learning style on student achievement in a Web-based learning environment. A quasi-experimental research design was used. Participants were 455 seventh grade students from 12 classes of six junior high schools. A Web-based course, named BioCAL, combining three…

  15. Developing a Blended Learning-Based Method for Problem-Solving in Capability Learning

    ERIC Educational Resources Information Center

    Dwiyogo, Wasis D.

    2018-01-01

    The main objectives of the study were to develop and investigate the implementation of blended learning based method for problem-solving. Three experts were involved in the study and all three had stated that the model was ready to be applied in the classroom. The implementation of the blended learning-based design for problem-solving was…

  16. Empirically Founded Teaching in Psychology--An Example for the Combination of Evidence-Based Teaching and the Scholarship of Teaching and Learning

    ERIC Educational Resources Information Center

    Boser, Julia; Scherer, Sonja; Kuchta, Kathrin; Wenzel, S. Franziska C.; Horz, Holger

    2017-01-01

    To improve teaching in higher education, teachers in psychology are encouraged to use evidence-based teaching, that is, to apply empirical findings regarding learning and teaching, when designing learning opportunities. This report illustrates the combination of evidence-based teaching and the Scholarship of Teaching and Learning in teaching…

  17. Implementing Project Based Learning in Computer Classroom

    ERIC Educational Resources Information Center

    Asan, Askin; Haliloglu, Zeynep

    2005-01-01

    Project-based learning offers the opportunity to apply theoretical and practical knowledge, and to develop the student's group working, and collaboration skills. In this paper we presented a design of effective computer class that implements the well-known and highly accepted project-based learning paradigm. A pre-test/post-test control group…

  18. Theme-Based Project Learning: Design and Application of Convergent Science Experiments

    ERIC Educational Resources Information Center

    Chun, Man-Seog; Kang, Kwang Il; Kim, Young H.; Kim, Young Mee

    2015-01-01

    This case study aims to verify the benefits of theme-based project learning for convergent science experiments. The study explores the possibilities of enhancing creative, integrated and collaborative teaching and learning abilities in science-gifted education. A convergent project-based science experiment program of physics, chemistry and biology…

  19. Active Learning and Reflection in Product Development Engineering Education

    ERIC Educational Resources Information Center

    Shekar, Aruna

    2007-01-01

    Traditional engineering courses at tertiary level have been traditionally theory-based, supported by laboratory work, but there is now a world-wide trend towards project-based learning. In product development education, project-based learning is essential in order to integrate the disciplines of design, marketing and manufacturing towards the…

  20. Project-Based Learning and Student Knowledge Construction during Asynchronous Online Discussion

    ERIC Educational Resources Information Center

    Koh, Joyce Hwee Ling; Herring, Susan C.; Hew, Khe Foon

    2010-01-01

    Project-based learning engages students in problem solving through artefact design. However, previous studies of online project-based learning have focused primarily on the dynamics of online collaboration; students' knowledge construction throughout this process has not been examined thoroughly. This case study analyzed the relationship between…

  1. Is story-based blended learning a promising avenue for skin and sexual health education? Results from the PAEDIMED project.

    PubMed

    Apfelbacher, Christian J; Deimling, Erika; Wulfhorst, Britta; Adler, Frederic; Diepgen, Thomas L; Linder, Dennis; Blenk, Holger; Stosiek, Nikolaus; Reinmann, Gabi

    2010-03-01

    The PAEDIMED study group developed a learning and teaching scenario for school health education in the area of skin and sexual health in Italy, Romania and Germany, combining web-based and traditional learning ("blended learning"). A questionnaire-based needs assessment and context analysis were conducted, based on which an education scenario was designed. Particular emphasis was put on emotional and motivational aspects, using narrative components in the didactic concept. The design process occupied a central role in the project (design-based research). Evaluation was both formative and summative. Continuous feedback was obtained from relevant stakeholders. Following a prototypical implementation, the scenario was evaluated using questionnaires. The results revealed a high level of acceptance of the education scenario as well as an increase in students' knowledge concerning skin and sexual health. Evaluation also suggested that health education is highly influenced by cultural background and habits as well as diverse contextual and personal conditions.

  2. On the design of learning outcomes for the undergraduate engineer's final year project

    NASA Astrophysics Data System (ADS)

    Thambyah, Ashvin

    2011-03-01

    The course for the final year project for engineering students, because of its strongly research-based, open-ended format, tends to not have well defined learning outcomes, which are also not aligned with any accepted pedagogical philosophy or learning technology. To address this problem, the revised Bloom's taxonomy table of Anderson and Krathwohl (2001) is utilised, as suggested previously by Lee and Lai (2007), to design new learning outcomes for the final year project course in engineering education. Based on the expectations of the engineering graduate, and integrating these graduate expectations into the six cognitive processes and four knowledge dimensions of the taxonomy table, 24 learning outcomes have been designed. It is proposed that these 24 learning outcomes be utilised as a suitable working template to inspire more critical evaluation of what is expected to be learnt by engineering students undertaking final year research or capstone projects.

  3. Designing Higher Education Courses and other Professional Development to Engender Science Teachers' Enthusiasm to Embrace the New Generation Science Standards

    NASA Astrophysics Data System (ADS)

    Welstead, C.; Forder, S. E.

    2014-12-01

    This presentation is an overview of best practices in the design of continuing education courses and professional development workshops for Science teachers to enable them to transition to the NGSS; to share their enthusiasm in a way that engages students and leads to increased student achievement; and to become change agents in their educational settings and in their communities, in order to garner widespread support for an inquiry-based, NGSS-based curriculum. Proposed strands for teacher preparation programmes include a focus on higher level conceptual thinking; problem-solving opportunities for learning; inquiry-based learning; experiential learning and fieldwork; the authentic and effective incorporation of technology in teaching and learning; integrated and cross-curricular teaching and learning; learning that supports diversity and equity; and the appropriate, reliable and valid assessment of understanding. A series of three courses has been developed to prepare teachers in a graduate programme for implementing an inquiry-based, standards-based Science curriculum that incorporates the above-mentioned strands.

  4. Moving from "Students Can't" to "How Students Can": A Learning Design Anchored in the Standards for Professional Learning Puts the Focus on Equity

    ERIC Educational Resources Information Center

    Bradley, Janice; Rorrer, Andrea; McKinney, Ashley; Groth, Cori

    2017-01-01

    What happens when a university-based education policy center uses the Standards for Professional Learning to design purposeful professional learning experiences for teachers, community members, principals, central office administrators, superintendents, and university faculty to re-engage in the meaning and creation of equitable and excellent…

  5. A Design Framework for Enhancing Engagement in Student-Centered Learning: Own It, Learn It, and Share It

    ERIC Educational Resources Information Center

    Lee, Eunbae; Hannafin, Michael J.

    2016-01-01

    Student-centered learning (SCL) identifies students as the owners of their learning. While SCL is increasingly discussed in K-12 and higher education, researchers and practitioners lack current and comprehensive framework to design, develop, and implement SCL. We examine the implications of theory and research-based evidence to inform those who…

  6. Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds?

    ERIC Educational Resources Information Center

    Mayer, Richard E.; Dow, Gayle T.; Mayer, Sarah

    2003-01-01

    Students learned about electric motors by asking questions and receiving answers from an on-screen pedagogical agent named Dr. Phyz who stood next to an on-screen drawing of an electric motor. Results are consistent with a cognitive theory of multimedia learning and yield principles for the design of interactive multimedia learning environments.…

  7. Using Learning Analytics to Enhance Student Learning in Online Courses Based on Quality Matters Standards

    ERIC Educational Resources Information Center

    Martin, Florence; Ndoye, Abdou; Wilkins, Patricia

    2016-01-01

    Quality Matters is recognized as a rigorous set of standards that guide the designer or instructor to design quality online courses. We explore how Quality Matters standards guide the identification and analysis of learning analytics data to monitor and improve online learning. Descriptive data were collected for frequency of use, time spent, and…

  8. Learning Styles Inequity for Small to Micro Firms (SMFs): Social Exclusion through Work-Based E-Learning Practice in Europe

    ERIC Educational Resources Information Center

    Hardaker, Glenn; Dockery, Richard; Sabki, Aishah

    2007-01-01

    Purpose: The elearn2work study of learning styles in the context of small to micro firms' (SMFs) and their perceived satisfaction has identified some important finding specific to e-learning content design, delivery and international standards development. Design/methodology/approach: The method of research adopts a deductive rather than an…

  9. The Hybrid Studio--Introducing Google+ as a Blended Learning Platform for Architectural Design Studio Teaching

    ERIC Educational Resources Information Center

    Steinø, Nicolai; Khalid, Md. Saufuddin

    2017-01-01

    Much architecture and design teaching is based on the studio format, where the co-presence in time and space of students, instructors and physical learning artefacts form a triangle from which the learning emerges. Yet with the advent of online communication platforms and learning management systems (LMS), there is reason to study how these…

  10. E-Learning Optimization: The Relative and Combined Effects of Mental Practice and Modeling on Enhanced Podcast-Based Learning--A Randomized Controlled Trial

    ERIC Educational Resources Information Center

    Alam, Fahad; Boet, Sylvain; Piquette, Dominique; Lai, Anita; Perkes, Christopher P.; LeBlanc, Vicki R.

    2016-01-01

    Enhanced podcasts increase learning, but evidence is lacking on how they should be designed to optimize their effectiveness. This study assessed the impact two learning instructional design methods (mental practice and modeling), either on their own or in combination, for teaching complex cognitive medical content when incorporated into enhanced…

  11. A serious game for improving the decision making skills and knowledge levels of Turkish football referees according to the laws of the game.

    PubMed

    Gulec, Ulas; Yilmaz, Murat

    2016-01-01

    Digital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results of these referees were compared with two sample t-test and the Wilcoxon signed-ranked test for both the experimental group and the control group. The findings of the current study confirmed that a game-based learning environment has greater merit over the paper-based alternatives.

  12. New Horizons: Designing and Measuring for Modern Learning Environments

    ERIC Educational Resources Information Center

    Carter, Richard Allen, Jr.

    2017-01-01

    This dissertation consists of five chapters. The first chapter serves to introduce the Modern Learning Environment (MLE) by discussing the challenges of designing and measuring student performance in these novel environments. Chapter two of the dissertation reviews the current research base of studying self-regulated learning in the modern…

  13. Design of environmental education module towards the needs of aboriginal community learning

    NASA Astrophysics Data System (ADS)

    Dasman, Siti Mariam; Yasin, Ruhizan Mohammad

    2017-05-01

    Non-formal education (NFE) refers to a program that is designed for personal and social education for learners to improve the level of skills and competencies outside formal educational curriculum. Issues related to geography and environment of different Aboriginal communities with other communities play an important role in determining the types and methods that should be made available to the minority community groups. Thus, this concept paper is intended to cater for educational environment through the design and development of learning modules based on non-formal education to the learning of Aboriginal community. Methods and techniques in the design and construction of the modules is based on the Design and Development Research (DDR) that was based on instructional design model of Morrison, Kemp and Ross which is more flexible and prioritizes the needs and characteristics of learners who were involved in the learning modules of the future. The discussion is related to the module development which is suitable to the learning needs of the community and there are several recommendations which may be applied in the implementation of this approach. In conclusion, the community of Orang Asli should be offered the same education as other communities but it is important to distinguish acceptance of learning techniques or approaches used in the education system to meet their standards. The implications of this concept paper is to meet the educational needs of the environment which includes a few aspects of science and some learning activities using effective approaches such as playing and building their own knowledge of meaning.

  14. Cognitive Psychology and Design Paradigms in the Development of Multimedia Courseware

    DTIC Science & Technology

    1993-09-01

    Cognitive Apprenticeship : Teaching the Crafts of Reading, Writing, and Mathematics ". In Resnick, Lauren B. (Editor) Knowing, Learning , and Instruction , pp... thinking are cognitive processes the designers of interactive learning systems must consider the connection between cognition and the ability of an...should be based on instructional design theory, human factors, and cognitive learning theories. If these elements are not included in a

  15. DCL System Using Deep Learning Approaches for Land-based or Ship-based Real-Time Recognition and Localization of Marine Mammals

    DTIC Science & Technology

    2012-09-30

    platform (HPC) was developed, called the HPC-Acoustic Data Accelerator, or HPC-ADA for short. The HPC-ADA was designed based on fielded systems [1-4...software (Detection cLassificaiton for MAchine learning - High Peformance Computing). The software package was designed to utilize parallel and...Sedna [7] and is designed using a parallel architecture2, allowing existing algorithms to distribute to the various processing nodes with minimal changes

  16. Design of Digital Learning Material on Social-Psychological Theories for Nutrition Behavior Research

    ERIC Educational Resources Information Center

    Busstra, Maria C.; De Graaf, Cees; Hartog, Rob

    2007-01-01

    This article describes the design, implementation and evaluation of digital learning material on the social--psychological Theory of Planned Behavior (TPB) and its use in nutrition behavior research. The design is based on guidelines derived from theories on instructional design. The major component of the design challenge is to implement three…

  17. Using innovative instructional technology to meet training needs in public health: a design process.

    PubMed

    Millery, Mari; Hall, Michelle; Eisman, Joanna; Murrman, Marita

    2014-03-01

    Technology and distance learning can potentially enhance the efficient and effective delivery of continuing education to the public health workforce. Public Health Training Centers collaborate with instructional technology designers to develop innovative, competency-based online learning experiences that meet pressing training needs and promote best practices. We describe one Public Health Training Center's online learning module design process, which consists of five steps: (1) identify training needs and priority competencies; (2) define learning objectives and identify educational challenges; (3) pose hypotheses and explore innovative, technology-based solutions; (4) develop and deploy the educational experience; and (5) evaluate feedback and outcomes to inform continued cycles of revision and improvement. Examples illustrate the model's application. These steps are discussed within the context of design practices in the fields of education, engineering, and public health. They incorporate key strategies from across these fields, including principles of programmatic design familiar to public health professionals, such as backward design. The instructional technology design process we describe provides a structure for the creativity, collaboration, and systematic strategies needed to develop online learning products that address critical training needs for the public health workforce.

  18. Designing blended learning interventions for the 21st century student.

    PubMed

    Eagleton, Saramarie

    2017-06-01

    The learning requirements of diverse groups of students in higher education challenge educators to design learning interventions that meet the need of 21st century students. A model was developed to assist lecturers, especially those that are new to the profession, to use a blended approach to design meaningful learning interventions for physiology. The aim of the model is to encourage methodical development of learning interventions, while the purpose is to provide conceptual and communication tools that can be used to develop appropriate operational learning interventions. A whole brain approach that encourages challenging the four quadrants is encouraged. The main arguments of the model are to first determine the learning task requirements, as these will inform the design and development of learning interventions to facilitate learning and the assessment thereof. Delivery of the content is based on a blended approach. Copyright © 2017 the American Physiological Society.

  19. Designing, Developing and Implementing a Software Tool for Scenario Based Learning

    ERIC Educational Resources Information Center

    Norton, Geoff; Taylor, Mathew; Stewart, Terry; Blackburn, Greg; Jinks, Audrey; Razdar, Bahareh; Holmes, Paul; Marastoni, Enrique

    2012-01-01

    The pedagogical value of problem-based and inquiry-based learning activities has led to increased use of this approach in many courses. While scenarios or case studies were initially presented to learners as text-based material, the development of modern software technology provides the opportunity to deliver scenarios as e-learning modules,…

  20. The New NGSS Classroom: A Curriculum Framework for Project-Based Science Learning

    ERIC Educational Resources Information Center

    Holthuis, Nicole; Deutscher, Rebecca; Schultz, Susan E.; Jamshidi, Arash

    2018-01-01

    As schools work to implement the Next Generation Science Standards (NGSS), a team at Stanford University found that project-based learning is an effective framework for engaging students. The team used project-based learning, group activities, and performance-based assessments to design an effective, engaging curriculum. Over a three-year period,…

  1. Overcoming Barriers between Volunteer Professionals Advising Project-Based Learning Teams with Regulation Tools

    ERIC Educational Resources Information Center

    Rees Lewis, Daniel G.; Easterday, Matthew W.; Harburg, Emily; Gerber, Elizabeth M.; Riesbeck, Christopher K.

    2018-01-01

    To provide the substantial support required for project-based learning (PBL), educators can incorporate professional experts as "design coaches." However, previous work shows barriers incorporating design coaches who can rarely meet face-to-face: (1) communication online is time-consuming, (2) updating coaches online is not perceived as…

  2. Towards a Theory-Based Design Framework for an Effective E-Learning Computer Programming Course

    ERIC Educational Resources Information Center

    McGowan, Ian S.

    2016-01-01

    Built on Dabbagh (2005), this paper presents a four component theory-based design framework for an e-learning session in introductory computer programming. The framework, driven by a body of exemplars component, emphasizes the transformative interaction between the knowledge building community (KBC) pedagogical model, a mixed instructional…

  3. Analysis of Students' Participation Patterns and Learning Presence in a Wiki-Based Project

    ERIC Educational Resources Information Center

    Roussinos, Dimitrios; Jimoyiannis, Athanassios

    2013-01-01

    The educational applications of wikis are becoming very popular among instructors and researchers and they have captured their attention and imagination. This paper reports on the investigation of a wiki project designed to support university students' collaborative authoring and learning. The design framework of the wiki-based project is outlined…

  4. Life-Cycle Analysis and Inquiry-Based Learning in Chemistry Teaching

    ERIC Educational Resources Information Center

    Juntunen, Marianne; Aksela, Maija

    2013-01-01

    The purpose of this design research is to improve the quality of environmental literacy and sustainability education in chemistry teaching through combining a socio-scientific issue, life-cycle analysis (LCA), with inquiry-based learning (IBL). This first phase of the cyclic design research involved 20 inservice trained chemistry teachers from…

  5. Game-Based Learning in Science Education: A Review of Relevant Research

    ERIC Educational Resources Information Center

    Li, Ming-Chaun; Tsai, Chin-Chung

    2013-01-01

    The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…

  6. Effects of Toy Crane Design-Based Learning on Simple Machines

    ERIC Educational Resources Information Center

    Korur, Fikret; Efe, Gülfem; Erdogan, Fisun; Tunç, Berna

    2017-01-01

    The aim of this 2-group study was to investigate the following question: Are there significant differences between scaffolded design-based learning controlled using 7 forms and teacher-directed instruction methods for the toy crane project on grade 7 students' posttest scores on the simple machines achievement test, attitude toward simple…

  7. Fuzzy self-learning control for magnetic servo system

    NASA Technical Reports Server (NTRS)

    Tarn, J. H.; Kuo, L. T.; Juang, K. Y.; Lin, C. E.

    1994-01-01

    It is known that an effective control system is the key condition for successful implementation of high-performance magnetic servo systems. Major issues to design such control systems are nonlinearity; unmodeled dynamics, such as secondary effects for copper resistance, stray fields, and saturation; and that disturbance rejection for the load effect reacts directly on the servo system without transmission elements. One typical approach to design control systems under these conditions is a special type of nonlinear feedback called gain scheduling. It accommodates linear regulators whose parameters are changed as a function of operating conditions in a preprogrammed way. In this paper, an on-line learning fuzzy control strategy is proposed. To inherit the wealth of linear control design, the relations between linear feedback and fuzzy logic controllers have been established. The exercise of engineering axioms of linear control design is thus transformed into tuning of appropriate fuzzy parameters. Furthermore, fuzzy logic control brings the domain of candidate control laws from linear into nonlinear, and brings new prospects into design of the local controllers. On the other hand, a self-learning scheme is utilized to automatically tune the fuzzy rule base. It is based on network learning infrastructure; statistical approximation to assign credit; animal learning method to update the reinforcement map with a fast learning rate; and temporal difference predictive scheme to optimize the control laws. Different from supervised and statistical unsupervised learning schemes, the proposed method learns on-line from past experience and information from the process and forms a rule base of an FLC system from randomly assigned initial control rules.

  8. Comparing problem-based learning and lecture as methods to teach whole-systems design to engineering students

    NASA Astrophysics Data System (ADS)

    Dukes, Michael Dickey

    The objective of this research is to compare problem-based learning and lecture as methods to teach whole-systems design to engineering students. A case study, Appendix A, exemplifying successful whole-systems design was developed and written by the author in partnership with the Rocky Mountain Institute. Concepts to be tested were then determined, and a questionnaire was developed to test students' preconceptions. A control group of students was taught using traditional lecture methods, and a sample group of students was taught using problem-based learning methods. After several weeks, the students were given the same questionnaire as prior to the instruction, and the data was analyzed to determine if the teaching methods were effective in correcting misconceptions. A statistically significant change in the students' preconceptions was observed in both groups on the topic of cost related to the design process. There was no statistically significant change in the students' preconceptions concerning the design process, technical ability within five years, and the possibility of drastic efficiency gains with current technologies. However, the results were inconclusive in determining that problem-based learning is more effective than lecture as a method for teaching the concept of whole-systems design, or vice versa.

  9. Problem-Based Learning across the Curriculum: Exploring the Efficacy of a Cross-Curricular Application of Preparation for Future Learning

    ERIC Educational Resources Information Center

    Swan, Karen; Vahey, Philip; van 't Hooft, Mark; Kratcoski, Annette; Rafanan, Ken; Stanford, Tina; Yarnall, Louise; Cook, Dale

    2013-01-01

    The research reported in this paper explores the applicability and efficacy of a variant of problem-based learning, the Preparation for Future Learning (PFL) approach, to teaching and learning within the context of a cross-curricular, middle school data literacy unit called "Thinking with Data" (TWD). A quasi-experimental design was used…

  10. Reinventing Learning: A Design-Research Odyssey

    ERIC Educational Resources Information Center

    Abrahamson, Dor

    2015-01-01

    Design research is a broad, practice-based approach to investigating problems of education. This approach can catalyze the development of learning theory by fostering opportunities for transformational change in scholars' interpretation of instructional interactions. Surveying a succession of design-research projects, I explain how challenges in…

  11. Strategies for Success: Uncovering What Makes Students Successful in Design and Learning

    ERIC Educational Resources Information Center

    Apedoe, Xornam S.; Schunn, Christian D.

    2013-01-01

    While the purposes of design and science are often different, they share some key practices and processes. Design-based science learning, which combines the processes of engineering design with scientific inquiry, is one attempt to engage students in scientific reasoning via solving practical problems. Although research suggests that engaging…

  12. Failing to Learn: Towards a Unified Design Approach for Failure-Based Learning

    ERIC Educational Resources Information Center

    Tawfik, Andrew A.; Rong, Hui; Choi, Ikseon

    2015-01-01

    To date, many instructional systems are designed to support learners as they progress through a problem-solving task. Often these systems are designed in accordance with instructional design models that progress the learner efficiently through the problem-solving process. However, theories from various fields have discussed failure as a strategic…

  13. Acquiring Software Design Schemas: A Machine Learning Perspective

    NASA Technical Reports Server (NTRS)

    Harandi, Mehdi T.; Lee, Hing-Yan

    1991-01-01

    In this paper, we describe an approach based on machine learning that acquires software design schemas from design cases of existing applications. An overview of the technique, design representation, and acquisition system are presented. the paper also addresses issues associated with generalizing common features such as biases. The generalization process is illustrated using an example.

  14. Web 2.0 systems supporting childhood chronic disease management: design guidelines based on information behaviour and social learning theories.

    PubMed

    Ekberg, Joakim; Ericson, Leni; Timpka, Toomas; Eriksson, Henrik; Nordfeldt, Sam; Hanberger, Lena; Ludvigsson, Johnny

    2010-04-01

    Self-directed learning denotes that the individual is in command of what should be learned and why it is important. In this study, guidelines for the design of Web 2.0 systems for supporting diabetic adolescents' every day learning needs are examined in light of theories about information behaviour and social learning. A Web 2.0 system was developed to support a community of practice and social learning structures were created to support building of relations between members on several levels in the community. The features of the system included access to participation in the culture of diabetes management practice, entry to information about the community and about what needs to be learned to be a full practitioner or respected member in the community, and free sharing of information, narratives and experience-based knowledge. After integration with the key elements derived from theories of information behaviour, a preliminary design guideline document was formulated.

  15. An Investigation of Coopetitive Pedagogic Design for Knowledge Creation in Web-Based Learning

    ERIC Educational Resources Information Center

    Fu, Fong-Ling; Wu, Ya-Ling; Ho, Hsi-Chuan

    2009-01-01

    Information and communication technologies (ICTs) have created a supportive environment for collaborative learning at the expense of student motivation and engagement. This study attempts to explore the development of a productive learning atmosphere in the context of Web-based learning. An experiment is conducted with university-level students…

  16. Acceptance of Competency-Based Workplace e-Learning Systems: Effects of Individual and Peer Learning Support

    ERIC Educational Resources Information Center

    Cheng, Bo; Wang, Minhong; Yang, Stephen J. H.; Kinshuk; Peng, Jun

    2011-01-01

    Current endeavors to integrate competency-based learning approaches with e-learning systems designed for delivery of training to adult learners in the workplace are growing. However, academic efforts in examining learners' perceptions of, and reactions toward, this technology-delivered pedagogical innovation are limited. Drawing together…

  17. Triple Scheme of Learning Support Design for Scientific Discovery Learning Based on Computer Simulation: Experimental Research

    ERIC Educational Resources Information Center

    Zhang, Jianwei; Chen, Qi; Sun, Yanquing; Reid, David J.

    2004-01-01

    Learning support studies involving simulation-based scientific discovery learning have tended to adopt an ad hoc strategies-oriented approach in which the support strategies are typically pre-specified according to learners' difficulties in particular activities. This article proposes a more integrated approach, a triple scheme for learning…

  18. A Qualitative Research on Active Learning Practices in Pre-School Education

    ERIC Educational Resources Information Center

    Pekdogan, Serpil; Kanak, Mehmet

    2016-01-01

    In educational environments prepared based on the active learning method, children learn with interest and pleasure, doing and experiencing, and directly through their own experiences. Considering the contributions of the active learning method and the educational environments designed based on it to children's development, it can be said that…

  19. Designing Science Learning with Game-Based Approaches

    ERIC Educational Resources Information Center

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  20. Applications of Cognitive Load Theory to Multimedia-Based Foreign Language Learning: An Overview

    ERIC Educational Resources Information Center

    Chen, I-Jung; Chang, Chi-Cheng; Lee, Yen-Chang

    2009-01-01

    This article reviews the multimedia instructional design literature based on cognitive load theory (CLT) in the context of foreign language learning. Multimedia are of particular importance in language learning materials because they incorporate text, image, and sound, thus offering an integrated learning experience of the four language skills…

  1. A Web-Based Learning Support System for Inquiry-Based Learning

    NASA Astrophysics Data System (ADS)

    Kim, Dong Won; Yao, Jingtao

    The emergence of the Internet and Web technology makes it possible to implement the ideals of inquiry-based learning, in which students seek truth, information, or knowledge by questioning. Web-based learning support systems can provide a good framework for inquiry-based learning. This article presents a study on a Web-based learning support system called Online Treasure Hunt. The Web-based learning support system mainly consists of a teaching support subsystem, a learning support subsystem, and a treasure hunt game. The teaching support subsystem allows instructors to design their own inquiry-based learning environments. The learning support subsystem supports students' inquiry activities. The treasure hunt game enables students to investigate new knowledge, develop ideas, and review their findings. Online Treasure Hunt complies with a treasure hunt model. The treasure hunt model formalizes a general treasure hunt game to contain the learning strategies of inquiry-based learning. This Web-based learning support system empowered with the online-learning game and founded on the sound learning strategies furnishes students with the interactive and collaborative student-centered learning environment.

  2. The Cultures of Contemporary Instructional Design Scholarship, Part One: Developments Based on Behavioral and Cognitive Science Foundations

    ERIC Educational Resources Information Center

    Willis, Jerry

    2011-01-01

    This is the first in a series of two articles examining the current status of instructional design (ID) scholarship and theory in four different cultures or traditions. In this article, the focus is on, first, ID models based on traditional behavioral theories of learning and, second, on models based on cognitive science and the learning sciences.…

  3. Training Language Teachers to Sustain Self-Directed Language Learning: An Exploration of Advisers' Experiences on a Web-Based Open Virtual Learning Environment

    ERIC Educational Resources Information Center

    Bailly, Sophie; Ciekanski, Maud; Guély-Costa, Eglantine

    2013-01-01

    This article describes the rationale for pedagogical, technological and organizational choices in the design of a web-based and open virtual learning environment (VLE) promoting and sustaining self-directed language learning. Based on the last forty years of research on learner autonomy at the CRAPEL according to Holec's definition (1988), we…

  4. Cognitive learning: a machine learning approach for automatic process characterization from design

    NASA Astrophysics Data System (ADS)

    Foucher, J.; Baderot, J.; Martinez, S.; Dervilllé, A.; Bernard, G.

    2018-03-01

    Cutting edge innovation requires accurate and fast process-control to obtain fast learning rate and industry adoption. Current tools available for such task are mainly manual and user dependent. We present in this paper cognitive learning, which is a new machine learning based technique to facilitate and to speed up complex characterization by using the design as input, providing fast training and detection time. We will focus on the machine learning framework that allows object detection, defect traceability and automatic measurement tools.

  5. The Impact of a Teaching-Learning Program Based on a Brain-Based Learning on the Achievement of the Female Students of 9th Grade in Chemistry

    ERIC Educational Resources Information Center

    Shabatat, Kawthar; Al-Tarawneh, Mohammed

    2016-01-01

    This study aimed at recognizing the impact of teaching-learning program based on a brain-based learning on the achievement of female students of 9th grade in chemistry, to accomplish the goal of this study the researchers designed instruments of: instructional plans, pre achievement and past achievement exams to use them for the study-validity and…

  6. The development of learning materials based on core model to improve students’ learning outcomes in topic of Chemical Bonding

    NASA Astrophysics Data System (ADS)

    Avianti, R.; Suyatno; Sugiarto, B.

    2018-04-01

    This study aims to create an appropriate learning material based on CORE (Connecting, Organizing, Reflecting, Extending) model to improve students’ learning achievement in Chemical Bonding Topic. This study used 4-D models as research design and one group pretest-posttest as design of the material treatment. The subject of the study was teaching materials based on CORE model, conducted on 30 students of Science class grade 10. The collecting data process involved some techniques such as validation, observation, test, and questionnaire. The findings were that: (1) all the contents were valid, (2) the practicality and the effectiveness of all the contents were good. The conclusion of this research was that the CORE model is appropriate to improve students’ learning outcomes for studying Chemical Bonding.

  7. Assessment of Effectiveness of Web-Based Training on Demand

    ERIC Educational Resources Information Center

    Liu, Chien-Hung; Chiang, Tzu-Chiang; Huang, Yueh-Min

    2007-01-01

    e-Learning is bringing training to the attention of upper management in a way that other learning technologies have never done. Web-based training will remain predominant to the design and delivery of workplace learning in the 21st century because of its advantages over traditional classroom-based training. A comprehensive framework that…

  8. Learning Approaches and Outcome-Based Teaching and Learning: A Case Study in Hong Kong, China

    ERIC Educational Resources Information Center

    Pang, Mary; Ho, To Ming; Man, Ryan

    2009-01-01

    Outcome-based education is a pedagogical process which focuses on the achievement of certain specified results. Outcome-based teaching and learning (OBTL), therefore, is concerned with curriculum design and ensuring that the contents, delivery, activities, and assessments are all aligned to help facilitate students to attain specific intended…

  9. Hybrid Problem-Based Learning in Digital Image Processing: A Case Study

    ERIC Educational Resources Information Center

    Tan, Songxin; Shen, Zixing

    2018-01-01

    Contribution: This paper reports a curriculum development in hybrid problem-based learning (h-PBL), addresses the design, implementation, effectiveness, and assessment issues of h-PBL, and explains the mixed results observed regarding the impact of problem-based learning (PBL) on student grades from a hybrid perspective. Background: The effect of…

  10. Specifications for an Advanced Instructional Design Advisor (AIDA) for Computer-Based Training

    DTIC Science & Technology

    1991-05-01

    student time under instruction o increased student comprehension and learning transfer o establishment of instruction standards o...strategies. 6. The nature of the cognitive task determines the learning objective. 7. Learning is internal; instruction is external. 12 Major...AIDAs and to its instructional products. Halff argued that cognitive structures have a role to play in instructional design. He maintained that learning

  11. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    NASA Astrophysics Data System (ADS)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-02-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.

  12. Designing a primary science curriculum in a globalizing world: How do social constructivism and Vietnamese culture meet?

    NASA Astrophysics Data System (ADS)

    Hằng, Ngô Vũ Thu; Meijer, Marijn Roland; Bulte, Astrid M. W.; Pilot, Albert

    2017-09-01

    The implementation of social constructivist approaches to learning science in primary education in Vietnamese culture as an example of Confucian heritage culture remains challenging and problematic. This theoretical paper focuses on the initial phase of a design-based research approach; that is, the description of the design of a formal, written curriculum for primary science education in which features of social constructivist approaches to learning are synthesized with essential aspects of Vietnamese culture. The written design comprises learning aims, a framework that is the synthesis of learning functions, learning settings and educational expectations for learning phases, and exemplary curriculum units. Learning aims are formulated to comprehensively develop scientific knowledge, skills, and attitudes toward science for primary students. Derived from these learning aims, the designed framework consists of four learning phases respectively labeled as Engagement, Experience, Exchange, and Follow-up. The designed framework refers to knowledge of the "nature of science" education and characteristics of Vietnamese culture as an example of Confucian heritage culture. The curriculum design aims to serve as an educational product that addresses previously analyzed problems of primary science education in the Vietnamese culture in a globalizing world.

  13. Designing for deeper learning in a blended computer science course for middle school students

    NASA Astrophysics Data System (ADS)

    Grover, Shuchi; Pea, Roy; Cooper, Stephen

    2015-04-01

    The focus of this research was to create and test an introductory computer science course for middle school. Titled "Foundations for Advancing Computational Thinking" (FACT), the course aims to prepare and motivate middle school learners for future engagement with algorithmic problem solving. FACT was also piloted as a seven-week course on Stanford's OpenEdX MOOC platform for blended in-class learning. Unique aspects of FACT include balanced pedagogical designs that address the cognitive, interpersonal, and intrapersonal aspects of "deeper learning"; a focus on pedagogical strategies for mediating and assessing for transfer from block-based to text-based programming; curricular materials for remedying misperceptions of computing; and "systems of assessments" (including formative and summative quizzes and tests, directed as well as open-ended programming assignments, and a transfer test) to get a comprehensive picture of students' deeper computational learning. Empirical investigations, accomplished over two iterations of a design-based research effort with students (aged 11-14 years) in a public school, sought to examine student understanding of algorithmic constructs, and how well students transferred this learning from Scratch to text-based languages. Changes in student perceptions of computing as a discipline were measured. Results and mixed-method analyses revealed that students in both studies (1) achieved substantial learning gains in algorithmic thinking skills, (2) were able to transfer their learning from Scratch to a text-based programming context, and (3) achieved significant growth toward a more mature understanding of computing as a discipline. Factor analyses of prior computing experience, multivariate regression analyses, and qualitative analyses of student projects and artifact-based interviews were conducted to better understand the factors affecting learning outcomes. Prior computing experiences (as measured by a pretest) and math ability were found to be strong predictors of learning outcomes.

  14. Enhanced Learning through Design Problems--Teaching a Components-Based Course through Design

    ERIC Educational Resources Information Center

    Jensen, Bogi Bech; Hogberg, Stig; Jensen, Frida av Flotum; Mijatovic, Nenad

    2012-01-01

    This paper describes a teaching method used in an electrical machines course, where the students learn about electrical machines by designing them. The aim of the course is not to teach design, albeit this is a side product, but rather to teach the fundamentals and the function of electrical machines through design. The teaching method is…

  15. Kids as Airborne Mission Scientists: Designing PBL To Inspire Kids.

    ERIC Educational Resources Information Center

    Koszalka, Tiffany A.; Grabowski, Barbara L.; Kim, Younghoon

    Problem-based learning (PBL) has great potential for inspiring K-12 learning. KaAMS, a NASA funded project and an example of PBL, was designed to help teachers inspire middle school students to learn science. The students participate as scientists investigating environmental problems using NASA airborne remote sensing data. Two PBL modules were…

  16. Exploring an Appropriate Instructional Design Model for Continuing Medical Education

    ERIC Educational Resources Information Center

    Omrani, Soghra; Fardanesh, Hashem; Hemmati, Nima; Hemmati, Naser

    2012-01-01

    Instruction, even when designed and based on sound instructional principles, oftentimes does not stimulate learners' motivation to learn. The result may be that learners may not be motivated to pursue lifelong learning and use the knowledge and skills learned to deliver patient care. The purpose of this study was to identify an appropriate…

  17. Designing "Geometry 2.0" Learning Environments: A Preliminary Study with Primary School Students

    ERIC Educational Resources Information Center

    Prieto, Nuria Joglar; Sordo Juanena, José María; Star, Jon R.

    2014-01-01

    The information and communication technologies of Web 2.0 are arriving in our schools, allowing the design and implementation of new learning environments with great educational potential. This article proposes a pedagogical model based on a new geometry technology-integrated learning environment, called "Geometry 2.0," which was tested…

  18. Toward User Interfaces and Data Visualization Criteria for Learning Design of Digital Textbooks

    ERIC Educational Resources Information Center

    Railean, Elena

    2014-01-01

    User interface and data visualisation criteria are central issues in digital textbooks design. However, when applying mathematical modelling of learning process to the analysis of the possible solutions, it could be observed that results differ. Mathematical learning views cognition in on the base on statistics and probability theory, graph…

  19. Idea-Based Learning: A Course Design Process to Promote Conceptual Understanding

    ERIC Educational Resources Information Center

    Hansen , Edmund J.

    2011-01-01

    Synthesizing the best current thinking about learning, course design, and promoting student achievement, this is a guide to developing college instruction that has clear purpose, is well integrated into the curriculum, and improves student learning in predictable and measurable ways. The process involves developing a transparent course blueprint,…

  20. Teaching for Deeper Political Learning: A Design Experiment

    ERIC Educational Resources Information Center

    Parker, Walter C.; Valencia, Sheila W.; Lo, Jane C.

    2018-01-01

    Is in-depth political learning possible in college-preparatory courses known for curricular breadth at an accelerated pace plus a high-stakes exam? A multidisciplinary research team conducted design-based implementation research (DBIR) for seven years across three school systems for the purpose of achieving deeper learning in an 'advanced' high…

  1. Learning Tasks, Peer Interaction, and Cognition Process: An Online Collaborative Design Model

    ERIC Educational Resources Information Center

    Du, Jianxia; Durrington, Vance A.

    2013-01-01

    This paper illustrates a model for Online Group Collaborative Learning. The authors based the foundation of the Online Collaborative Design Model upon Piaget's concepts of assimilation and accommodation, and Vygotsky's theory of social interaction. The four components of online collaborative learning include: individual processes, the task(s)…

  2. Seriacion: Un Procedimiento De Aprendizaje (Seriation: A Learning Procedure.)

    ERIC Educational Resources Information Center

    Mejia, Mercedes; And Others

    The development and application of a learning procedure for the seriation structure of children in the oscilatory state are described. The procedure was based on the structural genetic theory of learning. A study consisting of design and verification stages was carried out in Cali, Colombia. In the design stage six seriation treatments involving…

  3. Designing an Educational Game with Ten Steps to Complex Learning

    ERIC Educational Resources Information Center

    Enfield, Jacob

    2012-01-01

    Few instructional design (ID) models exist which are specific for developing educational games. Moreover, those extant ID models have not been rigorously evaluated. No ID models were found which focus on educational games with complex learning objectives. "Ten Steps to Complex Learning" (TSCL) is based on the four component instructional…

  4. A Cultured Learning Environment: Implementing a Problem- and Service-Based Microbiology Capstone Course to Assess Process- and Skill-Based Learning Objectives

    ERIC Educational Resources Information Center

    Watson, Rachel M.; Willford, John D.; Pfeifer, Mariel A.

    2018-01-01

    In this study, a problem-based capstone course was designed to assess the University of Wyoming Microbiology Program's skill-based and process-based student learning objectives. Students partnered with a local farm, a community garden, and a free downtown clinic in order to conceptualize, propose, perform, and present studies addressing problems…

  5. A Multi-Modal Digital Game-Based Learning Environment for Hospitalized Children with Chronic Illnesses.

    ERIC Educational Resources Information Center

    Chin, Jui-Chih; Tsuei, Mengping

    2014-01-01

    The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…

  6. Impact on Student Motivation by Using a QR-Based U-Learning Material Production System to Create Authentic Learning Experiences

    ERIC Educational Resources Information Center

    Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin

    2015-01-01

    This study developed a QR-based U-Learning Material Production System (QR-ULMPS) that provides teachers with an education tool to motivate college level students enrolled in a liberal arts course. QR-ULMPS was specifically designed to support the development of u-learning materials and create an engaging context-aware u-learning environment for…

  7. Addressing Learning Disabilities with UDL and Technology: Strategic Reader

    ERIC Educational Resources Information Center

    Hall, Tracey E.; Cohen, Nicole; Vue, Ge; Ganley, Patricia

    2015-01-01

    CAST created "Strategic Reader," a technology-based system blending Universal Design for Learning (UDL) and Curriculum-Based Measurement (CBM) in a digital learning environment to improve reading comprehension instruction. This experimental study evaluates the effectiveness of Strategic Reader using two treatment conditions for measuring…

  8. MISESS: Web-Based Examination, Evaluation, and Guidance

    ERIC Educational Resources Information Center

    Tanrikulu, Zuhal

    2006-01-01

    Many universities are reevaluating their traditional educational methods and providing pedagogical material through the Internet. Some Web-based systems offer a constructionist learning environment, for example, where students can learn by designing their own objects. Providing effective, convenient technology to support learning is important, and…

  9. The Design Consideration for Game-Based Learning

    ERIC Educational Resources Information Center

    Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou

    2010-01-01

    The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…

  10. Design and Facilitation of Problem-Based Learning in Graduate Teacher Education: An MA TESOL Case

    ERIC Educational Resources Information Center

    Caswell, Cynthia Ann

    2016-01-01

    This exploratory, evaluative case study introduces a new context for problem-based learning (PBL) involving an iterative, modular approach to curriculum-wide delivery of PBL in an MA TESOL program. The introduction to the curriculum context provides an overview of the design and delivery features particular to the situation. The delivery approach…

  11. Supporting Teachers in Designing CSCL Activities: A Case Study of Principle-Based Pedagogical Patterns in Networked Second Language Classrooms

    ERIC Educational Resources Information Center

    Wen, Yun; Looi, Chee-Kit; Chen, Wenli

    2012-01-01

    This paper proposes the identification and use of principle-based pedagogical patterns to help teachers to translate design principles into actionable teaching activities, and to scaffold student learning with sufficient flexibility and creativity. A set of pedagogical patterns for networked Second language (L2) learning, categorized and…

  12. Disrupting the Discussion: The Story of Disruptive Students in the Online Classroom

    ERIC Educational Resources Information Center

    Cowden, Belle Doyle

    2011-01-01

    Many online classrooms today are designed based on learner-centered principles. Implicit with this design perspective is the goal to create and facilitate a virtual learning community in which students learn from and share with each other through discussion-based computer conferencing. In the current literature, little has been shared on what…

  13. Effects of Engineering Design-Based Science on Elementary School Science Students' Engineering Identity Development across Gender and Grade

    ERIC Educational Resources Information Center

    Capobianco, Brenda M.; Yu, Ji H.; French, Brian F.

    2015-01-01

    The integration of engineering concepts and practices into elementary science education has become an emerging concern for science educators and practitioners, alike. Moreover, how children, specifically preadolescents (grades 1-5), engage in engineering design-based learning activities may help science educators and researchers learn more about…

  14. Combined Application of Study Design and Case-Based Learning Comprehensive Model in Epidemiology Teaching

    ERIC Educational Resources Information Center

    Shi, Xiuquan; Zhou, Yanna; Wang, Haiyan; Wang, Tao; Nie, Chan; Shi, Shangpeng

    2017-01-01

    This paper aims to conduct the SD-CBL (study design with the case based learning, SD-CBL) in Epidemiology teaching and evaluate its effect. Students from five classes were recruited, and a combined comprehensive teaching model of SD-CBL was used in the "Injury Epidemiology" chapter, while other chapters in "Epidemiology"…

  15. A New Curriculum Design for Native American Schools.

    ERIC Educational Resources Information Center

    Sharpes, Don

    The goals of planning for innovation and reform of American Indian schools should include a culturally based and child oriented curriculum. The curriculum design should be based on the assumptions that it will provide: (1) motivation and interest for the youth it serves; (2) children with the capacity to learn how to learn; (3) an individually…

  16. Nursing Students' Experiential Learning Processes Using an Online 3D Simulation Game

    ERIC Educational Resources Information Center

    Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina

    2017-01-01

    The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…

  17. The Impact of a Simulation and Problem-Based Learning Design Project on Student Learning and Teamwork Skills. CSE Technical Report.

    ERIC Educational Resources Information Center

    Chung, Gregory K. W. K.

    This study examined a civil engineering capstone course that embedded a sophisticated simulation-based task within instruction. Students (n=28) were required to conduct a hazardous waste site investigation using simulation software designed specifically for the course (Interactive Site Investigation Software) (ISIS). The software simulated…

  18. Evaluating CSL/CFL Website Usability: A User-Centered Design Approach

    ERIC Educational Resources Information Center

    Huang, Chung-Kai; Hsin, Ching-O; Chiu, Chiung-Hui

    2010-01-01

    With the widespread availability of Internet and computer technology, on-line web-based learning has become prevalent in the field of teaching Chinese as a second/foreign language (CSL/CFL). This study examined the concepts of usability and types of design elements that help construct an effective web-based learning environment, as well as their…

  19. Mobile Voting Tools for Creating Collaboration Environment and a New Educational Design of the University Lecture

    ERIC Educational Resources Information Center

    Titova, Svetlana

    2014-01-01

    Mobile devices can enhance learning experience in many ways: provide instant feedback and better diagnosis of learning problems; enhance learner autonomy; create mobile networking collaboration; help design enquiry-based activities based on augmented reality, geo-location awareness and video-capture. One of the main objectives of the international…

  20. A Longitudinal Evaluation of a Project-Based Learning Initiative in an Engineering Undergraduate Programme

    ERIC Educational Resources Information Center

    Hall, Wayne; Palmer, Stuart; Bennett, Mitchell

    2012-01-01

    Project-based learning (PBL) is a well-known student-centred methodology for engineering design education. The methodology claims to offer a number of educational benefits. This paper evaluates the student perceptions of the initial and second offering of a first-year design unit at Griffith University in Australia. It builds on an earlier…

  1. Learning Based on the Project Entitled "Design and Construction of a Wooden Bridge"

    ERIC Educational Resources Information Center

    Barris, Cristina; Torres, Lluís; Simon, Enric

    2016-01-01

    This article presents the results of a case involving the application of project-based learning carried out with students in the Mechanical Engineering degree program at the University of Girona. The project, entitled "Design and construction of a wooden bridge", was conducted at the Polytechnic School in the third-year Structures…

  2. Improving the Critic Learning for Event-Based Nonlinear $H_{\\infty }$ Control Design.

    PubMed

    Wang, Ding; He, Haibo; Liu, Derong

    2017-10-01

    In this paper, we aim at improving the critic learning criterion to cope with the event-based nonlinear H ∞ state feedback control design. First of all, the H ∞ control problem is regarded as a two-player zero-sum game and the adaptive critic mechanism is used to achieve the minimax optimization under event-based environment. Then, based on an improved updating rule, the event-based optimal control law and the time-based worst-case disturbance law are obtained approximately by training a single critic neural network. The initial stabilizing control is no longer required during the implementation process of the new algorithm. Next, the closed-loop system is formulated as an impulsive model and its stability issue is handled by incorporating the improved learning criterion. The infamous Zeno behavior of the present event-based design is also avoided through theoretical analysis on the lower bound of the minimal intersample time. Finally, the applications to an aircraft dynamics and a robot arm plant are carried out to verify the efficient performance of the present novel design method.

  3. Design and Development Computer-Based E-Learning Teaching Material for Improving Mathematical Understanding Ability and Spatial Sense of Junior High School Students

    NASA Astrophysics Data System (ADS)

    Nurjanah; Dahlan, J. A.; Wibisono, Y.

    2017-02-01

    This paper aims to make a design and development computer-based e-learning teaching material for improving mathematical understanding ability and spatial sense of junior high school students. Furthermore, the particular aims are (1) getting teaching material design, evaluation model, and intrument to measure mathematical understanding ability and spatial sense of junior high school students; (2) conducting trials computer-based e-learning teaching material model, asessment, and instrument to develop mathematical understanding ability and spatial sense of junior high school students; (3) completing teaching material models of computer-based e-learning, assessment, and develop mathematical understanding ability and spatial sense of junior high school students; (4) resulting research product is teaching materials of computer-based e-learning. Furthermore, the product is an interactive learning disc. The research method is used of this study is developmental research which is conducted by thought experiment and instruction experiment. The result showed that teaching materials could be used very well. This is based on the validation of computer-based e-learning teaching materials, which is validated by 5 multimedia experts. The judgement result of face and content validity of 5 validator shows that the same judgement result to the face and content validity of each item test of mathematical understanding ability and spatial sense. The reliability test of mathematical understanding ability and spatial sense are 0,929 and 0,939. This reliability test is very high. While the validity of both tests have a high and very high criteria.

  4. Design-based research in designing the model for educating simulation facilitators.

    PubMed

    Koivisto, Jaana-Maija; Hannula, Leena; Bøje, Rikke Buus; Prescott, Stephen; Bland, Andrew; Rekola, Leena; Haho, Päivi

    2018-03-01

    The purpose of this article is to introduce the concept of design-based research, its appropriateness in creating education-based models, and to describe the process of developing such a model. The model was designed as part of the Nurse Educator Simulation based learning project, funded by the EU's Lifelong Learning program (2013-1-DK1-LEO05-07053). The project partners were VIA University College, Denmark, the University of Huddersfield, UK and Metropolia University of Applied Sciences, Finland. As an outcome of the development process, "the NESTLED model for educating simulation facilitators" (NESTLED model) was generated. This article also illustrates five design principles that could be applied to other pedagogies. Copyright © 2018 Elsevier Ltd. All rights reserved.

  5. Design, Explanation, and Evaluation of Training Model Structures Based on Learning Organization--In the Cement Industry with a Nominal Production Capacity of Ten Thousand Tons

    ERIC Educational Resources Information Center

    Rahimian, Hamid; Kazemi, Mojtaba; Abbspour, Abbas

    2017-01-01

    This research aims to determine the effectiveness of training based on learning organization in the staff of cement industry with production capacity over ten thousand tons. The purpose of this study is to propose a training model based on learning organization. For this purpose, the factors of organizational learning were introduced by…

  6. Investigating Analytic Tools for e-Book Design in Early Literacy Learning

    ERIC Educational Resources Information Center

    Roskos, Kathleen; Brueck, Jeremy; Widman, Sarah

    2009-01-01

    Toward the goal of better e-book design to support early literacy learning, this study investigates analytic tools for examining design qualities of e-books for young children. Three research-based analytic tools related to e-book design were applied to a mixed genre collection of 50 e-books from popular online sites. Tool performance varied…

  7. Conceptual Learning in a Principled Design Problem Solving Environment

    ERIC Educational Resources Information Center

    Prusak, Naomi; Hershkowitz, Rina; Schwarz, Baruch B.

    2013-01-01

    To what extent can instructional design be based on principles for instilling a culture of problem solving and conceptual learning? This is the main focus of the study described in this paper, in which third grade students participated in a one-year course designed to foster problem solving and mathematical reasoning. The design relied on five…

  8. Development Design Model of Academic Quality Assurance at Private Islamic University Jakarta Indonesia

    ERIC Educational Resources Information Center

    Suprihatin, Krebet; Bin Mohamad Yusof, Hj. Abdul Raheem

    2015-01-01

    This study aims to evaluate the practice of academic quality assurance in design model based on seven aspects of quality are: curriculum design, teaching and learning, student assessment, student selection, support services, learning resources, and continuous improvement. The design study was conducted in two stages. The first stage is to obtain…

  9. Incorporating Kansei Engineering in Instructional Design: Designing Virtual Reality Based Learning Environments from a Novel Perspective

    ERIC Educational Resources Information Center

    Chuah, Kee Man; Chen, Chwen Jen; Teh, Chee Siong

    2008-01-01

    In recent years, the application of virtual reality (VR) technology in education is rapidly gaining momentum. The educational benefits offered by such technology have prompted many educators as well as instructional designers to investigate ways to create effective and engaging VR learning. Instructional designers have examined widely the…

  10. Advancing Integrated STEM Learning through Engineering Design: Sixth-Grade Students' Design and Construction of Earthquake Resistant Buildings

    ERIC Educational Resources Information Center

    English, Lyn D.; King, Donna; Smeed, Joanna

    2017-01-01

    As part of a 3-year longitudinal study, 136 sixth-grade students completed an engineering-based problem on earthquakes involving integrated STEM learning. Students employed engineering design processes and STEM disciplinary knowledge to plan, sketch, then construct a building designed to withstand earthquake damage, taking into account a number of…

  11. A Peer Coaching-Based Professional Development Approach to Improving the Learning Participation and Learning Design Skills of In-Service Teachers

    ERIC Educational Resources Information Center

    Ma, Ning; Xin, Shuang; Du, Jia-Yuan

    2018-01-01

    Personalized learning based on learning analytics has become increasingly important for teachers' development via providing adaptive contents and strategies for teachers by identifying their questions and needs. Currently, most studies on teachers' professional development focus on pre-service teachers, and studies on teachers' personalized…

  12. Is Learning Styles-Based Instruction Effective? A Comprehensive Analysis of Recent Research on Learning Styles

    ERIC Educational Resources Information Center

    Cuevas, Joshua

    2015-01-01

    In an influential publication in 2009, a group of cognitive psychologists revealed that there was a lack of empirical evidence supporting the concept of learning styles-based instruction and provided guidelines for the type of research design necessary to verify the learning styles hypothesis. This article examined the literature since 2009 to…

  13. Educational Application of Dialogue System To Support e-Learning.

    ERIC Educational Resources Information Center

    Kim, Youn-Gi; Lee, Chul-Hwan; Han, Sun-Gwan

    This study is on the design and implementation of an educational dialogue system to support e-learning. The learning domain to apply the dialogue system used the subject of geometry. The knowledge in the dialogue-based system for learning geometry was created and represented by XML-based AIML. The implemented system in this study can understand…

  14. How to Represent Adaptation in e-Learning with IMS Learning Design

    ERIC Educational Resources Information Center

    Burgos, Daniel; Tattersall, Colin; Koper, Rob

    2007-01-01

    Adaptation in e-learning has been an important research topic for the last few decades in computer-based education. In adaptivity the behaviour of the user triggers some actions in the system that guides the learning process. In adaptability, the user makes changes and takes decisions. Progressing from computer-based training and adaptive…

  15. Development of Constructivist-Based Distance Learning Environments: A Knowledge Base for K-12 Teachers

    ERIC Educational Resources Information Center

    Herring, Mary Corwin

    2004-01-01

    In response to societal shifts, K-12 teachers are struggling to design effective learning environments. The advent of increased access to world-linking technology has extended the use of distance education to enrich and expand the learning landscape for students. A number of individuals have suggested that a body of learning theory,…

  16. Learning Biology through Innovative Curricula: A Comparison of Game- and Nongame-Based Approaches

    ERIC Educational Resources Information Center

    Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard

    2015-01-01

    This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…

  17. Flipping Business Education: Transformative Use of Team-Based Learning in Human Resource Management Classrooms

    ERIC Educational Resources Information Center

    Huang, Chung-Kai; Lin, Chun-Yu

    2017-01-01

    With the globalization of macro-economic environments, it is important to think about how to use instructional design and web-based digital technologies to enhance students' self-paced learning, stir up learning motivation and enjoyment, build up knowledge-sharing channels, and enhance individual learning. This study experimented with the flipped…

  18. Design of a Braille Learning Application for Visually Impaired Students in Bangladesh.

    PubMed

    Nahar, Lutfun; Jaafar, Azizah; Ahamed, Eistiak; Kaish, A B M A

    2015-01-01

    Visually impaired students (VIS) are unable to get visual information, which has made their learning process complicated. This paper discusses the overall situation of VIS in Bangladesh and identifies major challenges that they are facing in getting education. The Braille system is followed to educate blind students in Bangladesh. However, lack of Braille based educational resources and technological solutions have made the learning process lengthy and complicated for VIS. As a developing country, Bangladesh cannot afford for the costly Braille related technological tools for VIS. Therefore, a mobile phone based Braille application, "mBRAILLE", for Android platform is designed to provide an easy Braille learning technology for VIS in Bangladesh. The proposed design is evaluated by experts in assistive technology for students with disabilities, and advanced learners of Braille. The application aims to provide a Bangla and English Braille learning platform for VIS. In this paper, we depict iterative (participatory) design of the application along with a preliminary evaluation with 5 blind subjects, and 1 sighted and 2 blind experts. The results show that the design scored an overall satisfaction level of 4.53 out of 5 by all respondents, indicating that our design is ready for the next step of development.

  19. Computer Programming Games and Gender Oriented Cultural Forms

    NASA Astrophysics Data System (ADS)

    AlSulaiman, Sarah Abdulmalik

    I present the design and evaluation of two games designed to help elementary and middle school students learn computer programming concepts. The first game was designed to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to females. I recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. My findings suggest that while the two games were equally effective in terms of learning outcomes, I saw differences in motivation between players of the two games. Specifically, participants who reported a preference for female- oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for females. In addition, I describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results, I reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that employing cultural forms, including gendered ones, may help create a more productive experience for learners.

  20. Design 2000: Theory-Based Design Models of the Future.

    ERIC Educational Resources Information Center

    Richey, Rita C.

    The influence of theory on instructional-design models of the future is explored on the basis of the theoretical developments of today. Anticipated model changes are expected to result from disparate theoretical thinking in areas such as chaos theory, constructivism, situated learning, cognitive-learning theory, and general systems theory.…

  1. Project Selection in the Design Studio: Absence of Learning Environments

    ERIC Educational Resources Information Center

    Basa, Inci

    2010-01-01

    Project selection is an essential matter of design teaching. Based on observations of a specific curriculum, the author claims that a wide repertoire of subjects including offices, restaurants, hotels, and other public places are used to prepare design students, but that schools and other "learning environments/ schools" are similarly…

  2. Multilingual Learners in Language Assessment: Assessment Design for Linguistically Diverse Communities

    ERIC Educational Resources Information Center

    Schissel, Jamie L.; Leung, Constant; López-Gopar, Mario; Davis, James R.

    2018-01-01

    The assessments designed for and analyzed in this study used a task-based language design template rooted in theories of language reflecting heteroglossic language practices and funds of knowledge learning theories, which were understood as transforming classroom teaching, learning, and assessment through continua of biliteracy lenses. Using a…

  3. Designing Online Learning Communities of Practice: A Democratic Perspective

    ERIC Educational Resources Information Center

    Sorensen, Elsebeth Korsgaard; Murchu, Daithi O.

    2004-01-01

    This study addresses the problem of designing an appropriate learning space or architecture for distributed online courses using net-based communication technologies. We apply Wenger's criteria to explore, identify and discuss the design architectures of two online courses from two comparable online Master's programmes, developed and delivered in…

  4. Studio-based learning in interprofessional education.

    PubMed

    Shraiky, James Rodolfo; Lamb, Gerri

    2013-11-01

    The recent growth of interprofessional education (IPE) in healthcare has been accompanied by exploration of teaching strategies to improve its effectiveness. Experts in IPE advise faculty to explore teaching models from other disciplines outside of healthcare. Studio-based learning (SBL) in design education embodies many of the features that are integral to effective IPE. Students work in teams to design new processes and products to solve complex and real-life problems. The purpose of this paper is to describe features of SBL that enhance IPE and examine student experiences of interprofessional learning from three healthcare design studios. Findings from an exploratory case study of these design studios involving students from a range of professions suggest that the students transition through learning stages in SBL that may enhance IPE. The paper goes on to discuss the unique features of SBL and how they offer new and complementary strategies for building interprofessional curricula.

  5. Designing an Assistive Learning Aid for Writing Acquisition: A Challenge for Children with Dyslexia.

    PubMed

    Latif, Seemab; Tariq, Rabbia; Tariq, Shehla; Latif, Rabia

    2015-01-01

    In Pakistan, the biggest challenge is to provide high quality education to the individuals with learning disabilities. Besides the well known affordance issue, there is a lack of awareness regarding the term dyslexia and remedial teaching training that causes the identification as well as remediation of the dyslexic individuals at early stages in Pakistan. The research was focused to exploit the benefits of using the modern mobile technology features in providing a learning platform for young dyslexic writers. Based on potential usability requirements of young dyslexic writers stated by remedial teachers of dyslexics, an android based application is designed and implemented using the usability engineering process model to encourage the learning process and help dyslexic children improve their fundamental handwriting skill. In addition, a handwriting learning algorithm based on concepts of machine learning is designed and implemented to decide the learning content, evaluate the learning performance, display the performance results and record the learning growth to show the strengths and weaknesses of a dyslexic child. The research was also aimed to assess the usability of the learner-centered application by the targeted population by conducting a user acceptance test to evaluate their learning experience and benefits of the developed application to dyslexic users. The results of the evaluation provided by the participants revealed that application has potential benefits to foster the learning process and help children with dyslexia by improving their foundational writing skills.

  6. How Games are Designed to Increase Students’ Motivation in Learning Physics? A Literature Review

    NASA Astrophysics Data System (ADS)

    Tinedi, V.; Yohandri, Y.; Djamas, D.

    2018-04-01

    Game is a promising tool to help students in understanding physics concept. It can motivate and provide the opportunities for students to become independent in learning. In order to fulfil these functions, games should be carefully designed. Thus, the objective of this paper is to present how games are designed to increase students’ motivation in learning physics based on several literature reviews. The results showed that there are several ways to increase students’ motivation in learning physics and to achieve that, game dimensions are needed to be considered when designing a game. This literature review may have useful to assist teachers and contribute in improving the design of games.

  7. Through the eyes of professional developers: Understanding the design of learning experiences for science teachers

    NASA Astrophysics Data System (ADS)

    Higgins, Tara Eileen

    Professional development is important for improving teacher practice and student learning, particularly in inquiry-oriented and technology-enhanced science instruction. This study examines professional developers' practices and their impact on teachers' classroom instruction and student achievement. It analyzes professional developers designing and implementing a five-year professional development program designed to support middle school science teachers. The professional developers are four university-based researchers who worked with sixteen science teachers over three years, setting program goals, facilitating workshops, providing in-classroom support for teachers, and continually refining the program. The analysis is guided by the knowledge integration perspective, a sociocognitive framework for understanding how teachers and professional developers integrate their ideas about teaching and learning. The study investigates the professional developers' goals and teachers' interpretations of those goals. It documents how professional developers plan teacher learning experiences and explores the connection between professional development activities and teachers' classroom practice. Results are based on two rounds of interviews with professional developers, audio recordings of professional developers' planning meetings and videotaped professional development activities. Data include classroom observations, teacher interviews, teacher reflections during professional development activities, and results from student assessments. The study shows the benefit of a professional development approach that relies on an integrated cycle of setting goals, understanding teachers' interpretations, and refining implementation. The professional developers based their design on making inquiry and technology accessible, situating professional development in teachers' work, supporting collaboration, and sustaining learning. The findings reflect alignment of the design goals with the perspective guiding the curriculum design, and consider multiple goals for student and teacher learning. The study has implications for professional development design, particularly in supporting inquiry-oriented science and technology-enhanced instruction. Effective professional developers formulate coherent conceptions of program goals, use evidence of teacher outcomes to refine their goals and practices, and connect student and teacher learning. This study illustrates the value of research on the individuals who design and lead professional development programs.

  8. What if Learning Analytics Were Based on Learning Science?

    ERIC Educational Resources Information Center

    Marzouk, Zahia; Rakovic, Mladen; Liaqat, Amna; Vytasek, Jovita; Samadi, Donya; Stewart-Alonso, Jason; Ram, Ilana; Woloshen, Sonya; Winne, Philip H.; Nesbit, John C.

    2016-01-01

    Learning analytics are often formatted as visualisations developed from traced data collected as students study in online learning environments. Optimal analytics inform and motivate students' decisions about adaptations that improve their learning. We observe that designs for learning often neglect theories and empirical findings in learning…

  9. Implementation literacy strategies on health technology theme Learning to enhance Indonesian Junior High School Student's Physics Literacy

    NASA Astrophysics Data System (ADS)

    Feranie, Selly; Efendi, Ridwan; Karim, Saeful; Sasmita, Dedi

    2016-08-01

    The PISA results for Indonesian Students are lowest among Asian countries in the past two successive results. Therefore various Innovations in science learning process and its effectiveness enhancing student's science literacy is needed to enrich middle school science teachers. Literacy strategies have been implemented on health technologies theme learning to enhance Indonesian Junior high school Student's Physics literacy in three different health technologies e.g. Lasik surgery that associated with application of Light and Optics concepts, Ultra Sonographer (USG) associated with application of Sound wave concepts and Work out with stationary bike and walking associated with application of motion concepts. Science learning process involves at least teacher instruction, student learning and a science curriculum. We design two main part of literacy strategies in each theme based learning. First part is Integrated Reading Writing Task (IRWT) is given to the students before learning process, the second part is scientific investigation learning process design packed in Problem Based Learning. The first part is to enhance student's science knowledge and reading comprehension and the second part is to enhance student's science competencies. We design a transformation from complexity of physics language to Middle school physics language and from an expensive and complex science investigation to a local material and simply hands on activities. In this paper, we provide briefly how literacy strategies proposed by previous works is redesigned and applied in classroom science learning. Data were analysed using t- test. The increasing value of mean scores in each learning design (with a significance level of p = 0.01) shows that the implementation of this literacy strategy revealed a significant increase in students’ physics literacy achievement. Addition analysis of Avarage normalized gain show that each learning design is in medium-g courses effectiveness category according to Hake's classification.

  10. Enhancing Learning Outcomes with an Interactive Knowledge-Based Learning Environment Providing Narrative Feedback

    ERIC Educational Resources Information Center

    Stranieri, Andrew; Yearwood, John

    2008-01-01

    This paper describes a narrative-based interactive learning environment which aims to elucidate reasoning using interactive scenarios that may be used in training novices in decision-making. Its design is based on an approach to generating narrative from knowledge that has been modelled in specific decision/reasoning domains. The approach uses a…

  11. Comparison of Standardized Test Scores from Traditional Classrooms and Those Using Problem-Based Learning

    ERIC Educational Resources Information Center

    Needham, Martha Elaine

    2010-01-01

    This research compares differences between standardized test scores in problem-based learning (PBL) classrooms and a traditional classroom for 6th grade students using a mixed-method, quasi-experimental and qualitative design. The research shows that problem-based learning is as effective as traditional teaching methods on standardized tests. The…

  12. Gender-Inclusive Game-Based Learning in Secondary Education

    ERIC Educational Resources Information Center

    Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…

  13. Assessing a Faculty Development Program for the Adoption of Brain-Based Learning Strategies

    ERIC Educational Resources Information Center

    Lavis, Catherine C.; Williams, Kimberly A.; Fallin, Jana; Barnes, Pamela K.; Fishback, Sarah J.; Thien, Stephen

    2016-01-01

    Kansas State University designed a 20-month faculty development program with the goal of fostering broad, institution-wide adoption of teaching practices that focus on brain-based learning. Components of the program included annual teaching and learning workshops, reading and discussion groups based on content of a book about how the brain learns…

  14. Using Videoconferencing to Provide Mentorship in Inquiry-Based Urban and Rural Secondary Classrooms

    ERIC Educational Resources Information Center

    Li, Qing; Dyjur, Patricia; Nicholson, Natalya; Moorman, Lynn

    2009-01-01

    The main purpose of this design-based research study is to examine the effects of an inquiry-based learning environment, with the support of videoconferencing, on both rural and urban secondary students' mathematics and science learning. An important aspect of this learning environment is the use of videoconferencing to connect classes with…

  15. Student Perceptions of Learning in a Web-Based Tutorial.

    ERIC Educational Resources Information Center

    Brescia, William; McAuley, Sean

    This case study used both quantitative and qualitative methods to investigate students' perceptions of learning using a Web-based tutorial. Students participated in a Web-based tutorial to learn basic HTML as part of a graduate-level Web design course. Four of five students agreed to participate in the survey and interviews. After completing the…

  16. Evaluating Listening and Speaking Skills in a Mobile Game-Based Learning Environment with Situational Contexts

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu

    2016-01-01

    Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…

  17. The Effects of Team-Based Learning on Social Studies Knowledge Acquisition in High School

    ERIC Educational Resources Information Center

    Wanzek, Jeanne; Vaughn, Sharon; Kent, Shawn C.; Swanson, Elizabeth A.; Roberts, Greg; Haynes, Martha; Fall, Anna-Mária; Stillman-Spisak, Stephanie J.; Solis, Michael

    2014-01-01

    This randomized control trial examined the efficacy of team-based learning implemented within 11th-grade social studies classes. A randomized blocked design was implemented with 26 classes randomly assigned to treatment or comparison. In the treatment classes teachers implemented team-based learning practices to support students in engaging in…

  18. The Iterative Development and Use of an Online Problem-Based Learning Module for Preservice and Inservice Teachers

    ERIC Educational Resources Information Center

    Rillero, Peter; Camposeco, Laurie

    2018-01-01

    Teachers' problem-based learning knowledge, abilities, and attitudes are important factors in successful K--12 PBL implementations. This article describes the development and use of a free, online module entitled "Design a Problem-Based Learning Experience." The module production, aligned with theories of andragogy, was a partnership…

  19. Design and evaluation of the computer-based training program Calcularis for enhancing numerical cognition

    PubMed Central

    Käser, Tanja; Baschera, Gian-Marco; Kohn, Juliane; Kucian, Karin; Richtmann, Verena; Grond, Ursina; Gross, Markus; von Aster, Michael

    2013-01-01

    This article presents the design and a first pilot evaluation of the computer-based training program Calcularis for children with developmental dyscalculia (DD) or difficulties in learning mathematics. The program has been designed according to insights on the typical and atypical development of mathematical abilities. The learning process is supported through multimodal cues, which encode different properties of numbers. To offer optimal learning conditions, a user model completes the program and allows flexible adaptation to a child's individual learning and knowledge profile. Thirty-two children with difficulties in learning mathematics completed the 6–12-weeks computer training. The children played the game for 20 min per day for 5 days a week. The training effects were evaluated using neuropsychological tests. Generally, children benefited significantly from the training regarding number representation and arithmetic operations. Furthermore, children liked to play with the program and reported that the training improved their mathematical abilities. PMID:23935586

  20. Applying Constructivist and Objectivist Learning Theories in the Design of a Web-based Course: Implications for Practice.

    ERIC Educational Resources Information Center

    Moallem, Mahnaz

    2001-01-01

    Provides an overview of the process of designing and developing a Web-based course using instructional design principles and models, including constructivist and objectivist theories. Explains the process of implementing an instructional design model in designing a Web-based undergraduate course and evaluates the model based on course evaluations.…

  1. Designing a Knowledge Mobilization Strategy: Leading through Influence

    ERIC Educational Resources Information Center

    Reid, Steven

    2015-01-01

    As district leaders consider professional learning opportunities for educators, mobilizing new thought and actions across an entire system is a vexing challenge. Classroom-based learning may unfortunately be viewed as juxtaposed to district-based learning. It becomes essential for district leaders to develop knowledge mobilization strategies which…

  2. The Impact of Students' Exploration Strategies on Discovery Learning Using Computer-Based Simulations

    ERIC Educational Resources Information Center

    Dalgarno, Barney; Kennedy, Gregor; Bennett, Sue

    2014-01-01

    Discovery-based learning designs incorporating active exploration are common within instructional software. However, researchers have highlighted empirical evidence showing that "pure" discovery learning is of limited value and strategies which reduce complexity and provide guidance to learners are important if potential learning…

  3. Teacher's Guide for Competency-Based Education Curriculum for Floriculture.

    ERIC Educational Resources Information Center

    Associated Educational Consultants, Inc., Pittsburgh, PA.

    This teacher's guide is designed to facilitate use of the West Virginia floriculture competency-based education (CBE) curriculum by instructors in floriculture programs. The curriculum is organized into 13 learning units, correlated with specific competencies. Each competency includes a learning checklist, learning activities, and evaluative…

  4. An investigation of the effects of relevant samples and a comparison of verification versus discovery based lab design

    NASA Astrophysics Data System (ADS)

    Rieben, James C., Jr.

    This study focuses on the effects of relevance and lab design on student learning within the chemistry laboratory environment. A general chemistry conductivity of solutions experiment and an upper level organic chemistry cellulose regeneration experiment were employed. In the conductivity experiment, the two main variables studied were the effect of relevant (or "real world") samples on student learning and a verification-based lab design versus a discovery-based lab design. With the cellulose regeneration experiment, the effect of a discovery-based lab design vs. a verification-based lab design was the sole focus. Evaluation surveys consisting of six questions were used at three different times to assess student knowledge of experimental concepts. In the general chemistry laboratory portion of this study, four experimental variants were employed to investigate the effect of relevance and lab design on student learning. These variants consisted of a traditional (or verification) lab design, a traditional lab design using "real world" samples, a new lab design employing real world samples/situations using unknown samples, and the new lab design using real world samples/situations that were known to the student. Data used in this analysis were collected during the Fall 08, Winter 09, and Fall 09 terms. For the second part of this study a cellulose regeneration experiment was employed to investigate the effects of lab design. A demonstration creating regenerated cellulose "rayon" was modified and converted to an efficient and low-waste experiment. In the first variant students tested their products and verified a list of physical properties. In the second variant, students filled in a blank physical property chart with their own experimental results for the physical properties. Results from the conductivity experiment show significant student learning of the effects of concentration on conductivity and how to use conductivity to differentiate solution types with the use of real world samples. In the organic chemistry experiment, results suggest that the discovery-based design improved student retention of the chain length differentiation by physical properties relative to the verification-based design.

  5. A decentralized and onsite wastewater management course: bringing together global concerns and practical pedagogy.

    PubMed

    Gaulke, L S; Borgford-Parnell, J L; Stensel, H D

    2008-01-01

    This paper reports on the design, implementation, and results of a course focused on decentralized and onsite wastewater treatment in global contexts. Problem-based learning was the primary pedagogical method, with which students tackled real-world problems and designed systems to meet the needs of diverse populations. Both learning and course evaluations demonstrated that the course was successful in fulfilling learning objectives, increasing student design skills, and raising awareness of global applications. Based on this experience a list of recommendations was created for co-developing and team-teaching multidisciplinary design courses. These recommendations include ideas for aligning student and teacher goals, overcoming barriers to effective group-work, and imbedding continuous course assessments. Copyright IWA Publishing 2008.

  6. Web-based e-learning and virtual lab of human-artificial immune system.

    PubMed

    Gong, Tao; Ding, Yongsheng; Xiong, Qin

    2014-05-01

    Human immune system is as important in keeping the body healthy as the brain in supporting the intelligence. However, the traditional models of the human immune system are built on the mathematics equations, which are not easy for students to understand. To help the students to understand the immune systems, a web-based e-learning approach with virtual lab is designed for the intelligent system control course by using new intelligent educational technology. Comparing the traditional graduate educational model within the classroom, the web-based e-learning with the virtual lab shows the higher inspiration in guiding the graduate students to think independently and innovatively, as the students said. It has been found that this web-based immune e-learning system with the online virtual lab is useful for teaching the graduate students to understand the immune systems in an easier way and design their simulations more creatively and cooperatively. The teaching practice shows that the optimum web-based e-learning system can be used to increase the learning effectiveness of the students.

  7. Connectivism in Learning Activity Design: Implications for Pedagogically-Based Technology Adoption in African Higher Education Contexts

    ERIC Educational Resources Information Center

    Kizito, Rita Ndagire

    2016-01-01

    This paper examines the possible characteristics and the value of designing learning activities grounded in connectivism--an emerging learning theory. It is an exploratory attempt to connect the theory to the prevailing technology adoption archetypes used in African contexts with the aim of extracting influences that could shape pedagogical…

  8. Content and Language Integrated Learning through an Online Game in Primary School: A Case Study

    ERIC Educational Resources Information Center

    Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope

    2014-01-01

    In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…

  9. Evolution of a Model for Socio-Scientific Issue Teaching and Learning

    ERIC Educational Resources Information Center

    Sadler, Troy D.; Foulk, Jaimie A.; Friedrichsen, Patricia J.

    2017-01-01

    Socio-scientific teaching and learning (SSI-TL) has been suggested as an effective approach for supporting meaningful learning in school contexts; however, limited tools exist to support the work of designing and implementing this approach. In this paper, we draw from a series of four design based research projects that have produced SSI…

  10. Shallow Strategy Development in a Teachable Agent Environment Designed to Support Self-Regulated Learning

    ERIC Educational Resources Information Center

    Roscoe, Rod D.; Segedy, James R.; Sulcer, Brian; Jeong, Hogyeong; Biswas, Gautam

    2013-01-01

    To support self-regulated learning (SRL), computer-based learning environments (CBLEs) are often designed to be open-ended and multidimensional. These systems incorporate diverse features that allow students to enact and reveal their SRL strategies via the choices they make. However, research shows that students' use of such features is limited;…

  11. The Impact of Learning Task Design on Students' Situational Interest in Physical Education

    ERIC Educational Resources Information Center

    Roure, Cédric; Pasco, Denis

    2018-01-01

    Purpose: Based on the framework of interest, studies have shown that teachers can enhance students' situational interest (SI) by manipulating the components of learning tasks. The purpose of this study was to examine the impact of learning task design on students' SI in physical education (PE). Method: The participants were 167 secondary school…

  12. Learning Hypotheses and an Associated Tool to Design and to Analyse Teaching-Learning Sequences. Special Issue

    ERIC Educational Resources Information Center

    Buty, Christian; Tiberghien, Andree; Le Marechal, Jean-Francois

    2004-01-01

    This contribution presents a tool elaborated from a theoretical framework linking epistemological, learning and didactical hypotheses. This framework lead to design teaching sequences from a socio-constructivist perspective, and is based on the role of models in physics or chemistry, and on the role of students' initial knowledge in learning…

  13. Design and Implementation of BusinessApp, a MALL Application to Make Successful Business Presentations

    ERIC Educational Resources Information Center

    Calle-Martínez, Cristina; Yanes, Lourdes Pomposo; Pareja-Lora, Antonio

    2016-01-01

    Little by little, (or, simply, MALL) is taking force in the field of education, as it supports language blended learning and language learning ubiquity. The study presented here belongs in the Social Ontology-based Cognitively Augmented Language Learning Mobile Environment (SO-CALL-ME) research project, whose final aim is to design and create…

  14. An Authentic Online Community of Learning Framework for Higher Education: Development Process

    ERIC Educational Resources Information Center

    Parker, Jenni

    2017-01-01

    A key challenge for higher education practitioners is to identify how to construct more engaging online environments that promote key learning skills and encourage self-directed learning. This paper discusses a study that investigated how online university courses could be designed to be more engaging. The study employed a design-based research…

  15. Deep Learning in Distance Education: Are We Achieving the Goal?

    ERIC Educational Resources Information Center

    Shearer, Rick L.; Gregg, Andrea; Joo, K. P.

    2015-01-01

    As educators, one of our goals is to help students arrive at deeper levels of learning. However, how is this accomplished, especially in online courses? This design-based research study explored the concept of deep learning through a series of design changes in a graduate education course. A key question that emerged was through what learning…

  16. Qualitative Analysis of Student Perceptions Comparing Team-based Learning and Traditional Lecture in a Pharmacotherapeutics Course.

    PubMed

    Remington, Tami L; Bleske, Barry E; Bartholomew, Tracy; Dorsch, Michael P; Guthrie, Sally K; Klein, Kristin C; Tingen, Jeffrey M; Wells, Trisha D

    2017-04-01

    Objective. To qualitatively compare students' attitudes and perceptions regarding team-based learning (TBL) and lecture. Design. Students were exposed to TBL and lecture in an elective pharmacotherapeutics course in a randomized, prospective, cross-over design. After completing the course, students provided their attitudes and perceptions through a written self-reflection and narrative questions on the end-of-course evaluation. Student responses were reviewed using a grounded theory coding method. Assessment. Students' responses yielded five major themes: impact of TBL on learning, perceptions about TBL learning methods, changes in approaches to learning, building skills for professional practice, and enduring challenges. Overall, students report TBL enhances their learning of course content (knowledge and application), teamwork skills, and lifelong learning skills. Conclusion. Students' attitudes and perceptions support TBL as a viable pedagogy for teaching pharmacotherapeutics.

  17. Qualitative Analysis of Student Perceptions Comparing Team-based Learning and Traditional Lecture in a Pharmacotherapeutics Course

    PubMed Central

    Bleske, Barry E.; Bartholomew, Tracy; Dorsch, Michael P.; Guthrie, Sally K.; Klein, Kristin C.; Tingen, Jeffrey M.; Wells, Trisha D.

    2017-01-01

    Objective. To qualitatively compare students’ attitudes and perceptions regarding team-based learning (TBL) and lecture. Design. Students were exposed to TBL and lecture in an elective pharmacotherapeutics course in a randomized, prospective, cross-over design. After completing the course, students provided their attitudes and perceptions through a written self-reflection and narrative questions on the end-of-course evaluation. Student responses were reviewed using a grounded theory coding method. Assessment. Students’ responses yielded five major themes: impact of TBL on learning, perceptions about TBL learning methods, changes in approaches to learning, building skills for professional practice, and enduring challenges. Overall, students report TBL enhances their learning of course content (knowledge and application), teamwork skills, and lifelong learning skills. Conclusion. Students’ attitudes and perceptions support TBL as a viable pedagogy for teaching pharmacotherapeutics. PMID:28496275

  18. Investigating the impact of a LEGO(TM)-based, engineering-oriented curriculum compared to an inquiry-based curriculum on fifth graders' content learning of simple machines

    NASA Astrophysics Data System (ADS)

    Marulcu, Ismail

    This mixed method study examined the impact of a LEGO-based, engineering-oriented curriculum compared to an inquiry-based curriculum on fifth graders' content learning of simple machines. This study takes a social constructivist theoretical stance that science learning involves learning scientific concepts and their relations to each other. From this perspective, students are active participants, and they construct their conceptual understanding through the guidance of their teacher. With the goal of better understanding the use of engineering education materials in classrooms the National Academy of Engineering and National Research Council in the book "Engineering in K-12 Education" conducted an in-depth review of the potential benefits of including engineering in K--12 schools as (a) improved learning and achievement in science and mathematics, (b) increased awareness of engineering and the work of engineers, (c) understanding of and the ability to engage in engineering design, (d) interest in pursuing engineering as a career, and (e) increased technological literacy (Katehi, Pearson, & Feder, 2009). However, they also noted a lack of reliable data and rigorous research to support these assertions. Data sources included identical written tests and interviews, classroom observations and videos, teacher interviews, and classroom artifacts. To investigate the impact of the design-based simple machines curriculum compared to the scientific inquiry-based simple machines curriculum on student learning outcomes, I compared the control and the experimental groups' scores on the tests and interviews by using ANCOVA. To analyze and characterize the classroom observation videotapes, I used Jordan and Henderson's (1995) method and divide them into episodes. My analyses revealed that the design-based Design a People Mover: Simple Machines unit was, if not better, as successful as the inquiry-based FOSS Levers and Pulleys unit in terms of students' content learning. I also found that students in the engineering group outperformed students in the control group in regards to their ability to answer open-ended questions when interviewed. Implications for students' science content learning and teachers' professional development are discussed.

  19. 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.

  20. An Exploration of Students' Science Learning Interest Related to Their Cognitive Anxiety, Cognitive Load, Self-Confidence and Learning Progress Using Inquiry-Based Learning with an iPad

    ERIC Educational Resources Information Center

    Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Tsai, Chi-Ruei

    2017-01-01

    Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science inquiry learning practice. To understand how POE can affect the cognitive-affective learning…

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