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1 – 10 of over 3000Amina Aouine, Latifa Mahdaoui and Laurent Moccozet
The purpose of this paper is to focus on assessing individuals’ problems in learning groups/teams and should lead to the assessment of the group/team itself as a learning entity.
Abstract
Purpose
The purpose of this paper is to focus on assessing individuals’ problems in learning groups/teams and should lead to the assessment of the group/team itself as a learning entity.
Design/methodology/approach
In this paper, an extension of the IMS-Learning Design (IMS-LD) meta-model is proposed in order to support the assessment of collaborative activities in e-learning. Besides, the software architecture which consists of a set of components forming a web wizard to create, track and assess the collaborative assessment processes is described as to support that extension of the IMS-LD meta-model.
Findings
With the proposed solution we can: make assessment fairer using individual and collective assessment indicators to assign final scores to learners; make an assessment step by step for better individual and collective monitoring activities; and divide the assessment into lighter phases for the correctors. Consequently, the evaluator will have more detailed information about his/her students and the quality of judgment will be better. This could also be useful for the evaluator in order to plan further examinations.
Research limitations/implications
Further experimentations are necessary to test the effectiveness of the proposed system in order to analyze its performances under a massive usage. In addition, the authors plan to use a survey to collect learners’ opinions to know the effectiveness of the proposal in terms of fairness in the assessment of collaborative activities in an online community.
Originality/value
This paper addresses important issues in the educational area, especially assessment of collaborative activities. In fact, to reduce subjectivity and increase fairness in assessing learners in collaborative work, for example, using the peer assessment, in order to try reducing subjectivity and fairly assessing learners. However, while assessing group work, the same mark is attributed for all group members and authors have concluded that it is not the right approach to make a fair and more objective assessment.
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Martine Gadille, Maria Antonietta Impedovo, Josephine Rémon and Caroline Corvasce
The purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting…
Abstract
Purpose
The purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting pupils’ learning in a pilot secondary school.
Design/methodology/approach
The analysis is the result of a pluri-disciplinary systemic analysis involving didactics, sociology, psychology and management science on an individual, collective and systemic scale. This participatory action research is based on interviews and systematic observations in class, in-world and in the global ecosystem. Linguistic and multimodal analysis is applied to the data, through teacher monographs that hint at the teachers’ activity.
Findings
Pupils’ and teachers’ creativity appeared to be anchored within four main interdependent nurturing conditions the personal inclinations and professional interactions in the sociotechnical network sustaining the VW; a creative regulation allowing compromises with the institutional constraints of pedagogical control; avatars and 3 D boundary objects that act as a motor of teachers-pupils inquiry and creativity; the sociotechnical network that contributes, through the actors’ play, to bringing the organisational rules of the school towards an innovation trajectory, that in turns mediates success in the use and the adoption of the new technology.
Research limitations/implications
Although this is a study within a specific school, the findings can be put to use by other pedagogical teams who would wish to integrate a VW to re-engage pupils.
Practical implications
The participatory design processes taking place within a sociotechnical network support teachers in the building of Virtual World scenarios negotiated with researchers and start-up developers.
Social implications
The pedagogical use of a virtual world opens new learning engagement opportunities for the pupils through enhanced experiential learning and sustains the transformation of teachers’ professionality.
Originality/value
The authors’ approach differs from the previous educational VW literature, in that they integrate the teachers’ creativity and their pedagogical scripts into their study, within a systemic approach, thus requiring a wider theoretical framework, necessary for understanding the building of strategies and knowledge that foster teachers’ and pupils’ creativity in educational settings using a VW.
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Thibaut Bardon and Emmanuel Josserand
The purpose of this paper is to explore why digital games based learning (DGBL) is spreading rapidly in all educational settings, when the literature does not provide clear…
Abstract
Purpose
The purpose of this paper is to explore why digital games based learning (DGBL) is spreading rapidly in all educational settings, when the literature does not provide clear empirical evidence of the pedagogical benefits. The paper seeks to understand why DGBL is constantly developing despite this lack of consensus about the learning outcomes.
Design/methodology/approach
In order to identify the motivations for DGBL adoption and implementation beyond pedagogical ones, the authors use organizational theories to propose a three‐dimensional framework in which pedagogical motivation is articulated with political (linked to local characteristics) and institutional (linked to the macro‐environment) motivations. They then study the respective importance the three kinds of motivation in the adoption decisions and the implementation process of DGBL. To this end, they conducted a retrospective analysis of four embedded case studies in European business schools.
Findings
The authors find that institutional motivation plays a major role in adoption decisions while political motivations can contribute to the decision but are not necessarily present. Isomorphic pressure is essentially mimetic for early adopters and combined with coercive elements for late adopters.
Practical implications
During the implementation phase customization is mainly driven by political objectives while institutionalized ideas about the best way to implement the game are not typically influential.
Originality/value
The study shows that pedagogical benefits are a prerequisite rather than the core motivation for adoption or implementation. Second, the study is a call for both academics and practitioners not to over‐rationalize or under‐rationalize DGBL and, more broadly, pedagogical innovations and adoption decisions.
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Janet Richardson, Daniel Clarke, Jane Grose and Paul Warwick
The purpose of this paper is to assess the contribution of scenario-based learning aimed at raising awareness of sustainability in health-care practitioners. The Lancet Countdown…
Abstract
Purpose
The purpose of this paper is to assess the contribution of scenario-based learning aimed at raising awareness of sustainability in health-care practitioners. The Lancet Countdown on Climate Change calls for urgent action on health and climate change; this requires appropriate knowledge, skills and competencies that can be gained through undergraduate education. The International Council of Nurses calls for leadership in nursing for sustainability; however, climate change and health are given little attention in nursing and health-care curricula.
Design/methodology/approach
A cohort of nursing and midwifery students was introduced to sustainability and climate change in the context of health care through scenario-based learning sessions in each of their three years of undergraduate education. Questionnaires were used to collect data on participant’s attitudes toward sustainability and climate change, how useful the educational sessions were and the extent to which their clinical practice had changed.
Findings
Significant differences were found between scores in Years 1 and 2 suggesting greater awareness of the importance of sustainability in nursing education and practice. Comparison of Years 2 and 3 scores found participants more likely to apply sustainability principles in clinical practice and challenge unsustainable practices in the work environment.
Research limitations/implications
Further research is required to explore sustainability practice in postgraduate nurses/midwives. However, this study supports the need for sustainability education to be embedded within health-care professional degrees through applied and participatory pedagogical approaches.
Originality/value
To the best of the authors’ knowledge, this is the first study to evaluate sustainability education and its impact on nursing attitudes towards practice.
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Gavin Baxter and Thomas Hainey
This paper provides an analysis and insight into undergraduate student views concerning the use of virtual reality technology towards whether it has the potential to support and…
Abstract
Purpose
This paper provides an analysis and insight into undergraduate student views concerning the use of virtual reality technology towards whether it has the potential to support and provide novel pedagogical avenues towards teaching and learning in higher education. The purpose of this paper is to ascertain student views about the application of VR technology within their degree programmes from a pedagogical perspective in addition to identifying potential challenges to VR adoption.
Design/methodology/approach
The research design adopted a mixed methods approach through the use of a questionnaire that was disseminated to undergraduate students studying in the discipline area of the creative industries. Through a series of open and closed questions, student views on VR adoption in higher education were analysed both quantitatively and qualitatively. The results were analysed statistically through a series of Mann–Whitney and Kruskal–Wallis tests. The qualitative statements were contextualised in the overall perspective of the research with the more relevant viewpoints identified to coincide with aspects of VR discovered in the literature.
Findings
The predominant findings of the research indicated that the majority of the students considered the use of VR to have useful pedagogical implications though not all findings were positive. The findings provided a sound overview of the benefits and potential drawbacks of VR use in general with a more specific focus in an educational context.
Research limitations/implications
Limitations of the research include the lack of overall generalisations that can be formed from the study due to the sample size and the fact that the results were based from one specific academic institution.
Practical implications
The findings of the research will provide educators with an insight into various perceptions of VR adoption within higher education. This will aid towards allowing them to reflect on whether VR is an appropriate tool to integrate within their curriculum and pedagogical approaches towards course delivery.
Originality/value
Though several studies have explored the use of VR in multiple contexts and subject areas, there still needs to be more research towards its potential drawbacks in a teaching and learning scenario and how to resolve these issues.
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Edwin Ramirez-Asis, Hober Huaranga-Toledo, Yeni Bullón-Miguel, Huber Rodriguez-Nomura and Hugo Marino Rodríguez-Orellana
This study analyzes the digital competencies and the attitude toward the use of information and communication technologies (ICT) in secondary school teachers of the Javier Heraud…
Abstract
This study analyzes the digital competencies and the attitude toward the use of information and communication technologies (ICT) in secondary school teachers of the Javier Heraud Public Educational Institution, Lima, Peru, according to the technology, pedagogy, and content knowledge (TPACK) model, which focuses on knowledge about technology knowledge (TK), pedagogical content (PK) and content knowledge (CK). This implies that it is important to take these components into account in the development of teaching work, in order to contribute to the quality of student learning, within the framework of the restrictions established due to the global health emergency. The study is based on the quantitative approach, type of correlational research and cross-sectional design, the sample consisted of 106 secondary education teachers, questionnaire was applied which were validated by five experts and its reliability was analyzed by the values obtained for Cronbach's alpha, for the digital competencies variable α = 0.861 and for the variable attitude toward the use of ICT α = 0.854. It has been shown that there is a relationship between digital competencies and the attitude toward the use of information and communication technologies in teachers of a Peruvian Public Educational Institution.
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The need for designing the next generation of web service‐based educational systems with the ability of integrating components from different tools and platforms is now recognised…
Abstract
The need for designing the next generation of web service‐based educational systems with the ability of integrating components from different tools and platforms is now recognised as the major challenge in advanced learning technologies. In this paper, we discuss this issue and we present the conceptual design of such environment, referred to as ASK Learning Service Platform (ASK‐LSP), that can support reusing and repurposing of learning scenarios, activities and content in a consistent manner.
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Giddeon Njamngang Angafor, Iryna Yevseyeva and Leandros Maglaras
This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security…
Abstract
Purpose
This paper aims to discuss the experiences designing and conducting an experiential learning virtual incident response tabletop exercise (VIRTTX) to review a business's security posture as it adapts to remote working because of the Coronavirus 2019 (COVID-19). The pandemic forced businesses to move operations from offices to remote working. Given that this happened quickly for many, some firms had little time to factor in appropriate cyber-hygiene and incident prevention measures, thereby exposing themselves to vulnerabilities such as phishing and other scams.
Design/methodology/approach
The exercise was designed and facilitated through Microsoft Teams. The approach used included a literature review and an experiential learning method that used scenario-based, active pedagogical strategies such as case studies, simulations, role-playing and discussion-focused techniques to develop and evaluate processes and procedures used in preventing, detecting, mitigating, responding and recovering from cyber incidents.
Findings
The exercise highlighted the value of using scenario-based exercises in cyber security training. It elaborated that scenario-based incident response (IR) exercises are beneficial because well-crafted and well-executed exercises raise cyber security awareness among managers and IT professionals. Such activities with integrated operational and decision-making components enable businesses to evaluate IR and disaster recovery (DR) procedures, including communication flows, to improve decision-making at strategic levels and enhance the technical skills of cyber security personnel.
Practical implications
It maintained that the primary implication for practice is that they enhance security awareness through practical experiential, hands-on exercises such as this VIRTTX. These exercises bring together staff from across a business to evaluate existing IR/DR processes to determine if they are fit for purpose, establish existing gaps and identify strategies to prevent future threats, including during challenging circumstances such as the COVID-19 outbreak. Furthermore, the use of TTXs or TTEs for scenario-based incident response exercises was extremely useful for cyber security practice because well-crafted and well-executed exercises have been found to serve as valuable and effective tools for raising cyber security awareness among senior leadership, managers and IT professionals (Ulmanová, 2020).
Originality/value
This paper underlines the importance of practical, scenario-based cyber-IR training and reports on the experience of conducting a virtual IR/DR tabletop exercise within a large organisation.
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Vicki Holmes, Wilma Clark, Paul Burt and Bart Rienties
Information and Communication Technology offers powerful Web 2.0 tools that can benefit learners with different learning preferences. The rise of video streaming, the increased…
Abstract
Information and Communication Technology offers powerful Web 2.0 tools that can benefit learners with different learning preferences. The rise of video streaming, the increased proliferation of ‘on demand’ televisual media and new smartphone streaming opportunities have generated a range of web-based media that may usefully support teachers and learners in accommodating these varied learning styles. At the same time, media streaming technologies such as YouTube have distinct drawbacks for students, teachers and their institutions, particularly in relation to appropriate content and the ethical issues around the uploading of student materials to a public repository.
Two studies are reported. In Study 1, two case studies of how teachers engaged students with a media-streaming system called Box of Broadcasts (BoB) are discussed using principles of design-based research. The result from the first case study indicated that BoB provided an improved efficiency for teachers who filmed students’ presentations in a second language. The second case study illustrated how the integration of BoB into their classroom teaching led a psychology teacher to think differently about students and the design and delivery of teaching and learning resources. In Study 2, the use of a qualitative semi-structured interview approach with eight teachers indicated that staff felt that BoB was beneficial in supporting pedagogic practice. Furthermore, staff highlighted the opportunities for dialogue about theory, reality and practice that video materials offered to students as added value. Key limitations for some staff in their use of BoB as a support for video-enriched pedagogic practice were the restricted level of available content on BoB, some difficulties relating to the skills required for creating and using clips and technical stability when using clips.
Aiman Turani and Rafael A. Calvo
The purpose of this paper is to describe Beehive, a new web application framework for designing and supporting synchronous collaborative learning.
Abstract
Purpose
The purpose of this paper is to describe Beehive, a new web application framework for designing and supporting synchronous collaborative learning.
Design/methodology/approach
Our web engineering approach integrates educational design expertise into a technology for building tools for collaborative learning activities. Beehive simplifies the development of the collaboration tools required to implement proven educational design strategies. The methodology consists of a framework model that has three abstraction layers: pedagogical techniques, patterns, and computer supported collaborative learning components.
Findings
Building eLearning systems that are informed by the educational research in design patterns, can lead to a better, richer and more flexible, infrastructure. Beehive's design enables teachers to design and use synchronous collaborative learning activities, either by using well tested research‐based learning designs or by creating their own.
Research limitations/implications
The system will need to be used by a large number of teachers and learners before evaluation and usability tests are possible.
Originality/value
The paper presents an integrated solution application that enables teachers and students to design and carry out synchronous collaborative learning activities in a very simple manner.
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