Search results
1 – 10 of 84The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…
Abstract
The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.
This chapter aims to advance in the analysis of the learner engagement and performance in the use of computer-based games, also known as Serious Games (SG). The chapter describes…
Abstract
This chapter aims to advance in the analysis of the learner engagement and performance in the use of computer-based games, also known as Serious Games (SG). The chapter describes the learner engagement in relation to the use of SG in individual and collaborative learning activities. The SG learning experience considers the learner engagement in the individual activities observed through their real use of the game and their perceptions of the usefulness of the game and the time-on-task spent. The collaborative use of SG considers additional mechanisms of engagement related to the intragroup relationships – relationships within the same members of the group – and intergroup relationships – relationships between the different groups – such is the degree of interdependence and the degree of competition in the game. The state of the art in the learner engagement in the use of individual and collaborative SG is based in a literature review, and completed by the study case of the individual and the collaborative use of the eFinance Game or eFG (MetaVals) in ESADE Business & Law School. We analyse the current challenges and transfer the knowledge created through the eFG case for the practitioners aiming to promote learners’ engagement through the use of individual and collaborative SG.
Grace Oakley and Umera Imtinan
In this chapter, we discuss initiatives that aim to improve children’s literacy in low- and middle-income (LMI) countries through m-learning. These projects, predominantly…
Abstract
In this chapter, we discuss initiatives that aim to improve children’s literacy in low- and middle-income (LMI) countries through m-learning. These projects, predominantly introduced by governments and international aid organisations, often involve the provision of e-books and apps including game-based apps, to be used either inside or outside school. In some cases, lesson plans and content for teachers in poorly resourced schools are also delivered via mobile devices. After a general overview, we briefly describe a selection of projects with reference to m-learning and literacy theory and research. It is indicated in this chapter that the use of mobile devices to improve literacy opportunities for children in LMI countries has a great deal of potential but that, in many cases, there are limitations in pedagogical design and implementation practices, not to mention restricted views of what literacy is and might be for children in these locations.
Details
Keywords
This chapter critically examines the implications of different pedagogical perspectives, approaches, and strategies for the design and implementation of technology-enhanced…
Abstract
This chapter critically examines the implications of different pedagogical perspectives, approaches, and strategies for the design and implementation of technology-enhanced learning. The key tenets of different pedagogical perspectives are unpacked, including behaviorism, cognitivism, constructivism, socio-constructivism, and connectivism, with reference to how technology can be used to instantiate them. A range of different pedagogical approaches, including collaborative learning, problem-based learning, inquiry-based learning, constructionist learning, design-based learning, and games-based learning are discussed in relation to the use of technology and the previously identified pedagogical perspectives. Pedagogical strategies at a more instantaneous level are also considered, as are the goals of technology-enhanced learning in terms of promoting authentic and meaningful learning. The critical role of the teacher when applying pedagogies using technology, as well as associated issues, are discussed throughout.
Mobile devices, through their capacity to enable anytime-anywhere learning as well as capture, annotate and share multimedia, offer entirely new ways for students to learn. This…
Abstract
Mobile devices, through their capacity to enable anytime-anywhere learning as well as capture, annotate and share multimedia, offer entirely new ways for students to learn. This chapter provides review of mobile learning with a particular focus on learning design. First various definitions and characteristics of mobile learning are examined in order to establish a common understanding of its boundaries and meaning. Example uses of mobile learning in schools and higher education are described as a way to provide a more concrete understanding of design possibilities. Benefits of mobile learning are unpacked, as distilled from the literature, including the ability to provide flexible, accessible, authentic, personalized, ubiquitous and seamless learning. Mobile learning issues are also examined, including technical problems, cognitive load issues, distraction, equity and safety. A primary school science and a university pre-service teacher education vignette are described so as to offer a more in-depth illustration of what mobile learning can look like and achieve in practice. Finally, mobile learning research findings and observations are synthesized into recommendations, to inform and guide evidence-based mobile learning design practices. Opportunities for future research and investigation are also discussed.
Anastasia Misseyanni, Paraskevi Papadopoulou, Christina Marouli and Miltiadis D. Lytras
Active learning is not a simple practice. It is a new paradigm for the provision of high-quality, collaborative, engaging, and motivating education. Active learning has the…
Abstract
Active learning is not a simple practice. It is a new paradigm for the provision of high-quality, collaborative, engaging, and motivating education. Active learning has the capacity to respond to most of the challenges that institutions of higher education are facing in our time. In this chapter, we present active learning strategies used in STEM disciplines and we analyze the potential of active learning to redefine the value proposition in academic institutions. After providing the theoretical underpinnings of active learning as an evolving practice, an attempt is made to connect it with different learning theories and present an integrative model in which institutional strategies, learning strategy and information, and communication technologies work synergistically toward the development of knowledge and skills. We then present the results of a survey examining “stories” of active learning from the STEM disciplines, identifying good teaching practices, and discussing challenges and lessons learned. The key idea is that active engagement and participation of students is based on faculty commitments and inspiration and mentoring by faculty. We finally present a stage model for the implementation of active learning practices in higher education. Emphasis is put on a new vision for higher education, based on systematic planning, implementation, and evaluation of active learning methods, collaboration, engagement with society and industry, innovation, and sustainability, for a better world for all.
Details
Keywords
This chapter aims to establish a positive vision for the technology-enhanced learning design field. It commences by summarizing the current state of technology-enhanced learning…
Abstract
This chapter aims to establish a positive vision for the technology-enhanced learning design field. It commences by summarizing the current state of technology-enhanced learning research, as established by the previous analysis, in order to clarify the foundations upon which the field can build. The future of learning technology is considered, in the first instance, by extrapolating trends in information and communication technologies throughout history. This process showcases how the most impactful technologies are those that bring information closer to us, support sharing, and offer more visceral learning experiences. The nature of learning technology trends occurring in recent Horizon Reports, for instance, gesture-based computing, augmented reality, Massive Open Online Courses, and table computing, are analyzed and explained in terms of Roger’s Diffusion of Innovation Theory and Gartner’s Hype Cycle. This leads to identifying teachers as the critical lynch pin in order for society to derive greatest educational benefit from the exponential advances in technology. Consequently, support for educators is argued as essential. Into the future the learning technology field will only optimize its progress if educators and researchers work together to understand design issues and possibilities. Directions forward for educators and researchers are proposed, emphasizing a research-driven, pedagogically focused, creative, and collaborative approach to technology-enhanced learning design.
While access to devices and connectivity remain key issues in Latin America and the Caribbean, a growing body of literature also recognises the importance of media literacies and…
Abstract
Purpose
While access to devices and connectivity remain key issues in Latin America and the Caribbean, a growing body of literature also recognises the importance of media literacies and competencies necessary to navigate an information-rich society. This media literacy movement highlights skills that lead to critical analysis and the assembly and production of knowledge. In the Caribbean region, information literacies have been linked to competency in exploiting opportunities for informal and lifelong learning. This paper builds on the literature dealing with media literacies by drawing on ethnographic interviews with women in Trinidad and Tobago.
Methodology/approach
The methodology consists of an 18-month long ethnography including participant observation data as well as transcripts of 90 interviews.
Findings
The research shows how women in a lower middle class community dubbed ‘Belleton’ build and refine their digital media skills through lifelong adult learning. These informal learning processes that are facilitated by digital technologies that are spaces of learning where these women construct knowledge and build fluency and larger life skills.
Originality/value
This research makes a contribution to the literature on media literacy and digital skill-building. It ethnographically analyses the social practices of Trinidadian women who interact with digital media in a wide range of daily life activities including DIY consumption and small-business entrepreneurship.
Details