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國中英語任務型合作學習之電腦活動設計與發展 / Designing and Developing Computer-supported Collaborative Learning (CSCL) Tasks for Junior High EFL Learners in Taiwan伍如婷, Wu,Ju-ting Unknown Date (has links)
本研究旨在歸納電腦輔助國中英語任務教學之設計原則,並探究學生在使用電腦軟體時的互動模式。同時,本研究期望能進一步了解,針對此一教師設計之電腦輔助英語教學軟體,學生在使用過程所遇到的困難及與學習夥伴互動的模式。
本研究採取質的研究方法,並且以設計本位研究的概念為架構。研究者先行設計出一套任務導向之電腦英語教學軟體,作為研究雛型。研究對象為九對高學習成就之國中生。研究時程分為三個階段,每個階段由三對學生者參與。藉由觀察及訪談,分析出學生(1)分別在三個階段所遇到的困難,以及(2)與夥伴互動的模式。在第一部份,先一一探討學生對於每個任務的反應,再歸納出重要的教學議題及軟體在下一階段所應作的修正。在第二部份,先討論學生在互動的過程所扮演的角色,再呈現訪談資料裡學生內心對於互動過程的感受。本研究發現,符合學生學習需求的軟體設計、教師所提供的心理支持、及學生互動的品質,皆是影響電腦英語教學成效之關鍵因素。
本研究根據以上軟體設計及學生互動的討論結果,進一步提供建議,以作為任務導向之電腦英語教學相關議題之研究參考。 / The purpose of this study is to derive useful insights and principles for the design of the computer-supported collaboration tasks and to explore patterns of learners’ interaction when working on the computer tasks. This study attempts to understand how learners react to the teacher-designed computer-supported collaborative learning tasks and how they work together with their partners.
This study adopts qualitative approach methods within the design-based research framework. First, a task-based computer program is designed as a prototype. Then 9 pairs of high-achieving junior high school students are selected to use the software. Throughout the three cycles of implementation with three pairs of students in each, qualitative data are collected through direct observations and an interview. The results are presented according to the three cycles with a separate section on the participants’ interaction. In the three cycles, the participants’ reactions to each task within each scene are first described, and then pedagogical issues and design adjustments for the next cycle are discussed. In the interaction section, three roles taken by the participants across three cycles are identified, with a discussion on the participants’ viewpoints on their interaction. It is found in this study that the program design, the teacher’s support, and the nature of the learner’s interaction are the key elements affecting the outcomes of using this CSCL program.
Finally, pedagogical implications and suggestions based on obstacles that the participants encountered during the program are discussed, with the discussion on limitations of this study and suggestions for further research.
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由實境學習觀點探討英語課堂中的電影配音活動 / Toward an Understanding of the Use of Film Dubbing Activities in the EFL Classroom through Situated Learning Perspectives李路得, Lee, Lu De Unknown Date (has links)
本論文探討以實境學習觀點來培訓技職校院學生英語口語溝通能力的教學設計與實施。由於技職校院學生英語程度較弱,乃根據實境學習理論中的認知學徒見習期 (cognitive apprenticeship)的二個階段:觀察期(observation)及實作期(practice)來設計教學。在觀察期階段中,藉由觀賞英文電影讓學生觀察英語母語使用者之真實口語溝通情境及技巧;在實作期階段中,則指導學生為電影片段配音,目的在以影片做為前導與幫助(scaffold),使學生在真實語言情境中建立英語口語溝通能力。本研究設計採用設計型研究(Design-based research)探討學生在此電影教學中的知覺及反應,研究結果顯示學生對電影配音活動的反應良好,例如能在其中觀摩英語母語使用者之口語技巧,較容易記得影片中英文單字及句子,以及建立開口說英語的自信與勇氣。 / This study is a design-based research focusing on the application of situated learning perspectives to the EFL classroom for the development of English oral communicative competence. Situated learning theory features cognitive apprenticeship, a learning process in which an apprentice learns a skill or knowledge from a master through the observation of expert process and practice with scaffolds (Brown, Collins, & Duguid, 1989; Lave & Wenger, 1991). In this study, a teaching project based on film dubbing activities was designed and implemented to 39 vocational college students, who were classified as lower-level EFL learners due to their limited English proficiency, with the purpose of developing their English oral communicative competence through cognitive apprenticeship. Film clips were viewed and instructed in class to provide the students with access to the social context of oral communication by native English speakers. After the students observed the expert process in the film clips, they were instructed to execute film dubbing tasks, in which they practiced oral skills with the scaffolds of the audio-visual presentation in the film clips. As a qualitative case study, the purpose of this study is to explore the students’ learning experiences, including their perceptions and reactions, in the teaching project. The research results reveal the students’ overall positive reactions to the film dubbing activities; for example, they were impressed by the opportunities to make close observation of real English use by native English speakers; they found it easier to remember English vocabulary and sentences through film dubbing activities; and they became more confident in speaking English.
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Development of a school -based performance management framework for self-managing schools in South AfricaBooyse, Nicolaas Johannes 10 1900 (has links)
With education at the centre of the South African government’s National Development Plan for 2030, an effective schooling system is not negotiable. A review of the literature showed that public schools in South Africa are self-managing. The performance of most of these schools are unsatisfactory with specific reference to academic performance, infrastructure, finances and resources. The review further revealed severe shortcomings with the use of the Integrated Quality Management System (IQMS) for school-based performance management. This included that the IQMS is insufficient, that its application is ineffective and that it does not support school-based performance management. It is a compliance system and does not allow schools’ stakeholders the freedom to take part in designing their own strategy for the school. The researcher argues that self-managing schools link to the Participatory Democracy Theory that ensures the involvement of stakeholders. The IQMS however, links to Managerialism, rejecting stakeholders’ independence of self-management and decision-making. Therefore, this study aimed to develop a school-based performance management framework for public schools in South Africa.
Specific attention was given to the Balanced Scorecard (BSC) as a theoretical framework for its flexibility to accommodate diverse organisations. The BSC was placed in the Evolutionist theories under the Resource-Based View (RBV) approach, focussing on the uniqueness of organisations’ tangible or intangible resources. The researcher argued that a combination of the IQMS and the BSC might close the theoretical gap and contribute to school-based performance management in self-managing public schools.
A qualitative research paradigm, embedded in the interpretivism philosophy, guided this study. A Design-Based Research (DBR) method was followed to develop the framework. The first phase was to develop a preliminary framework, using the IQMS and BSC as existing theoretical frameworks. The second phase consisted of two iterative cycles of testing and refinement of the framework in practice. For both cycles, the researcher conducted semi-structured interviews with the school’s principal, one member of the school’s governing body and one member of the school’s management team of the four selected schools. The third phase was a reflection on the design process to enhance the application of the framework. / College of Accounting Sciences / D. Compt.
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Design Guidelines for a Mobile-Enabled Language Learning System Supporting the Development of ESP Listening SkillsPalalas, Agnieszka 08 May 2012 (has links)
This dissertation presents, describes and discusses an interdisciplinary study which investigated the design and development of a language learning instructional solution to address the problem of inadequate aural skills acquisition for college ESP (English for Special Purposes) students. Specifically, it focused on the use of mobile technology to expand learning beyond the classroom.
The eighteen-month process of data collection and analysis resulted in a conceptual model and design principles for a Mobile-Enabled Language Learning (MELL) solution. Mobile-Enabled Language Learning Eco-System was thus designed, developed and trialled in the real-life learning context. Through the iterative process of the design, development and evaluation of the MELL system and its components, design principles were also generated. These design recommendations were refined and reformulated in a cyclical fashion with the help of more than 100 students and ten experts. The resulting MELLES design framework encompasses guidelines addressing the essential characteristics of the desired MELL intervention as well as procedures recommended to operationalize those features.
The study also resulted in a better understanding of the broader context of ESP learning using mobile devices and the role of elements of environment, ultimately contributing to real-life praxis of the Ecological Constructivist framework and the complementary approach of Design-Based Research (DBR) methodology. / 2012-06
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Digital doorways and the analysis of software application usage in ‘unassisted learning’ environments in impoverished South African communitiesGush, Kim Lawrence 03 1900 (has links)
The Digital Doorway (DD) project provides computing infrastructure in impoverished
communities in South Africa. DD terminals offer opportunities for unassisted- and peerassisted
learning of basic computer skills, and varying computing activities ranging from
entertainment, to independent research.
This study addresses software application usage, and how it relates to user demographics (age
and gender) and location, in order to better understand both the user base, and the nature and
extent of DD interactions.
A mixed-methods approach is employed, involving log-files, interviews, questionnaires, and
naturalistic observation; to build up a holistic picture of application usage and user behaviour
at selected sites.
Important issues with respect to ICT for Education and Development in the DD context, are
addressed. Analysis of the data indicates notable trends, and relationships between age,
gender, location, and application usage. User behaviour and environmental effects on usage
are discussed, and recommendations provided for future DDs and similar initiatives. / Computing / M. Tech. (Information Technology)
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An evaluation framework for virtual reality safety training systems in the South African Mining IndustryVan Wyk, Etienne Anton 02 1900 (has links)
The mining industry in South Africa contributes significantly to the national economy. Despite stringent safety legislation, mining accidents cause numerous fatalities and injuries. Inadequate or insufficient training is often cited as a root cause of accidents. Conventional class-based safety training has not reduced the incidence of accidents significantly. By contrast, virtual reality training tools can provide simulated exposure to real-world working conditions without the associated risks.
This study describes the application of design-based research (DBR) in the design and development of two desktop virtual reality (VR) systems for safety training in the South African mining industry. The results of a usability context analysis were applied in the design of a VR prototype on generic hazards recognition and rectification, which was used and evaluated at South Africa‘s largest platinum mine site. A case study was conducted to investigate the causes and occurrences of falls of ground, which resulted in the design and development of a second VR prototype focusing on identifying and addressing underground geological conditions.
DBR was also used in the generation of an evaluation framework for evaluating VR training systems, namely the Desktop VR Evaluation Framework (DEVREF), which is the major deliverable of the research. DEVREF can make a major contribution to the domain of e-training in mines and is transferable and customisable beyond its initial application. The process flow of the research thus moved beyond merely providing a solution to a complex real-world problem and became a classic DBR study with dual outcomes, namely a practical real-world solution in the form of two VR training systems and a theoretical contribution in the form of the DEVREF evaluation framework. DEVREF evaluates the design of desktop VR training systems in the categories of instructional design, usability, VR systems design, and context-specific criteria for mining. The use of DEVREF is demonstrated by reporting the application of its criteria in evaluating the two VR training systems. Heuristic evaluation, end-user surveys, and interviews were used as evaluation methods.
A third contribution is methodological, in that this work proposes a new DBR process model and an interaction design lifecycle model suitable for VR training systems. / Computing / D. Phil. (Information Systems)
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Enhancing comprehension in open distance learning computer programming education with visualizationSchoeman, Martha Anna 10 1900 (has links)
This thesis describes a research project aimed at improving the tracing skills of first-year programming students enrolled for an introductory C++ course at an open distance learning institution by means of a tutorial in the form of a program visualization tool to teach the students to draw variable diagrams. The research was based on the findings from the BRACElet project (Clear, Whalley, Robbins, Philpott, Eckerdal, Laakso & Lister, 2011). A design-based research methodology was followed.
To guide the process of developing the tutorial, a framework of 26 guidelines for developing and using visualization tools to teach programming was synthesized from the literature on computing education research CER, educational psychology and computer graphics. Guidelines were supplemented with reasons or explanations for their recommendation and considerations to be taken into account when using a guideline. The framework was enhanced by lessons learnt during the development and testing of the tutorial.
The tutorial was tested and refined during two implementation cycles. Both cycles included quantitative and qualitative investigations. All students registered for the introductory module received the tool with their study material. For the quantitative investigations, students completed a questionnaire after using the tutorial. Through the questionnaire biographical data was acquired, the manner in which students used the tutorial and how they experienced using it. The responses to the questionnaires were statistically analysed in combination with respondents’ final marks. The statistical modelling indicated that the students’ biographical properties (a combination of level of programming experience, marks obtained for Mathematics and English in matric and first-time registration for COS1511 or not), had the biggest impact on their final marks by far.
During the qualitative investigations students were eye tracked in a Human-Computer Interaction laboratory. The gaze replays in both cycles revealed that students’ reading skills impacted largely on their success, connecting with the findings from the quantitative investigations.
Reflections on why the tutorial did not achieve its purpose; and why poor reading skills may have such a strong effect on learning to program, contribute some theoretical understanding as to how novices learn to program. / Computer Science / D. Phil. (Computer Science)
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Evaluation of usability and user experience of an m-learning environment, custom-designed for a tertiary educational contextHarpur, Patricia-Ann 02 1900 (has links)
Undergraduate software engineering learners demonstrate a lack of motivation with face-to-face classroom education. Limited access to the Internet via PCs and laptops, hinders effective communication and collaboration. However, the majority of learners enrolled for studies in tertiary education, have cellphones and are proficient in the use of digital technology. A technology-enhanced m-learning solution is indicated.
This research project evaluates the usability and user experience of an m-learning environment, custom-designed for a tertiary educational context and delivered by mobile handheld devices, features a synthesized framework of categories and criteria, and determines the nature and scope of an emergent digital divide.
A design-based research model suited to the context of the study is implemented, gathering quantitative and qualitative data from experts and learners by survey questionnaires. Analysis of data highlights usability and UX problems, provides insight into an emergent digital divide and suggests guidelines specific to the design of m-learning implementations. / Educational Studies / M. Sc. (Information Systems)
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Évaluation de la collection d’albums provenant d’une didacthèque en fonction des besoins liés à la didactique du français des étudiants au BEPEP : une recherche de développementDeRoy-Ringuette, Rachel 08 1900 (has links)
L’objectif général de cette recherche de développement vise à évaluer à l’aide d’une grille de critères didactiques développée si les albums disponibles dans la collection de la didacthèque de l’Université de Montréal répondent aux besoins liés à la didactique du français des étudiants au baccalauréat en enseignement primaire et éducation préscolaire. Puisque la poursuite de cet objectif général se fait par l’entremise d’un objet développé, soit une grille d’évaluation des albums composés de critères didactiques, afin de suivre les quatre phases de développement d’un objet, trois objectifs spécifiques sont déployés. Le premier objectif spécifique sert à dégager les critères propres à la didactique du français à considérer pour évaluer les albums dans les didacthèques. Des entrevues semi-dirigées avec des enseignantes expertes dans l’utilisation des livres jeunesse (n=7) et des chargées de cours en didactique du français (n=5) ont permis d’analyser les besoins pour le développement de la grille d’évaluation, ce qui correspond à la première phase d’une recherche de développement. Le deuxième objectif spécifique vise à élaborer la grille d’évaluation des albums basée sur des critères propres à la didactique du français. Cela est effectué dans un mouvement itératif, entre les deuxième et troisième phases de la recherche de développement, soit celle qui concerne la conception de l’objet et celle qui en permet l’évaluation. Par conséquent, six grilles sont passées par différentes phases d’évaluation et de conception, dans un mouvement de va-et-vient. La sixième version, mise à l’essai sur la collection d’albums de la didacthèque de l’Université de Montréal, correspond à la quatrième phase d’une recherche de développement. Elle est en accord avec le troisième objectif spécifique qui est de mettre à l’essai la grille d’évaluation développée basée sur des critères didactiques sur une collection d’albums d’une didacthèque. Les résultats de notre mise à l’essai et les résultats obtenus par notre grille nous amènent à constater avec nuance l’adéquation entre les albums disponibles et la communauté servie par la didacthèque, et plus précisément les étudiants au baccalauréat en enseignement primaire et éducation préscolaire. Cependant, il semble que la désuétude observée des titres de l’échantillon peut avoir une incidence sur d’autres critères évalués. / The main purpose of this designed-based research (DBR) is to assess with a developed criteria grid whether the picturebooks available in the collection of the Université de Montréal Curriculum materials center (CMC) meet the needs related to the teaching and learning of French of undergraduate students in Preschool and Elementary Education program. Since the pursuit of this general purpose is done through an object developed in a DBR, which is an evaluation grid for picturebooks composed of criteria useful for teaching and learning of French, the three specific purposes follow the four phases of that type of research. The first purpose serves to identify convenient criteria to the teaching and learning of French to be considered in order to assess the picturebooks in a CMC. Semi-structured interviews with primary teachers who are experts in the use of children’s books (n=7) and instructors in teaching and learning of French (n=5) made it possible to analyze the needs for the development of the evaluation grid, which corresponds to the first phase of a DBR. The second specific purpose is to develop the picturebooks evaluation grid based on criteria relating to the teaching and learning of French. This is done in a iterative movement, between the second and the third phases of a DBR. Those phases are related to the design of the object and his evaluation. As a result, six grids went through those different phases of design and evaluation, back and forth. The sixth version, tested on the picturebooks collection of the Université de Montréal CMC, corresponds to the fourth phase of a DBR. This phase is consistent with the third specific purpose, which is to use the developed criteria grid to assess a picturebooks collection of a CMC (n=175) using the evaluation grid based on criteria useful for teaching and learning of French. The results obtained by our grid lead us to note with nuance the adequacy between the available picturebooks and the community served by the CMC, and more specifically undergraduate students in Preschool and Elementary Education program. However, it appears that the observed obsolescence of the sample may have an impact on other observed criteria.
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Diseño de un entorno interactivo para la enseñanza bilingüe en la primera infanciaHarris Bonet, Paola Margarita 09 December 2023 (has links)
[ES] Este trabajo tiene como objetivo principal establecer un método que permita y facilite el diseño y desarrollo de entornos interactivos para la enseñanza de una segunda lengua en la primera infancia. Para ello, a lo largo de la investigación, se estableció un análisis que desarrolló el estudio a través de cuatro pilares: el contexto educativo, los fundamentos teóricos, los sujetos de estudio y la tecnología.
El análisis de las facetas concernientes al ámbito educativo varía según el contexto que se estudie. En esta investigación se tuvo como foco de estudio Colombia, donde se tuvieron en cuenta diversos aspectos relacionados con las condiciones educativas del país, los planes de gobierno, los recursos y capacitaciones docentes, así como las condiciones socioeconómicas, todo lo cual determinó los resultados de los estudios que se realizaron.
Los fundamentos teóricos que se tuvieron en consideración, además de girar en torno a los factores asociados al aprendizaje y la enseñanza, se enmarcaron más concretamente en el aprendizaje del inglés como segunda lengua, para alinear este proyecto investigativo con el fortalecimiento de los focos estratégicos contemplados en la propuesta política CONPES 16-25, que busca hacer de Colombia un país más desarrollado y competitivo en el marco de varios retos, uno de los cuales es el uso de las nuevas TIC en contextos educativos que generen valor agregado. De esta forma, nuestro aporte podrá ayudar a mitigar la brecha social y económica que denota el monolingüismo, aumentando las posibilidades de tener mayores y mejores oportunidades sociales, académicas y profesionales, representando en consecuencia una importante ventaja competitiva en la estructura económica y social del país.
En lo que respecta a los sujetos de estudio, se incluyó a docentes de inglés en educación preescolar y a niños de 4 a 6 años. Esta es una etapa etaria clave en la intervención dentro de la denominada "primera Infancia", en la que está comprobado que los efectos educativos de calidad que se dan en esta fase incrementan y fortalecen el desarrollo individual y social de los niños, llegando a impactar, incluso, en los sectores económicos de un país.
Finalmente, el objeto de estudio reflejado a lo largo de la investigación giró en torno a la tecnología, su uso, sus tendencias y su apropiación en los entornos educativos. Con ella se han gestado múltiples cambios a nivel académico. La demanda de creación de contenidos curriculares de base tecnológica y de calidad ha aumentado y, al mismo tiempo, ha supuesto un esfuerzo por parte de docentes, investigadores, diseñadores y demás profesionales interesados en proporcionar mejores herramientas de trabajo para fortalecer el proceso de enseñanza-aprendizaje. Estos profesionales utilizan metodologías efectivas que, estudiadas en conjunto, dieron lugar a la creación de un modelo que fusionó componentes y lenguaje propio de cada profesión vinculada al proceso de creación de contenidos académicos con base tecnológica. Un resultado de la investigación fue la integración de metodologías que permitieron el diseño de una plataforma web que facilita el proceso de creación de contenidos educativos de calidad basados en la tecnología. Las metodologías que, después de un amplio estudio, se seleccionaron para diseñar el instrumento web fueron el DBR, como enfoque metodológico del diseño instruccional, el Design Thinking, como metodología que facilita el desarrollo de diseño centrado en el usuario y, por último, la metodología para la creación de Juegos Serios, cuya base pedagógica facilita la creación de recursos didácticos y educativos adecuados para los sujetos de estudio de esta investigación.
El uso de esta plataforma web permitió generar los requerimientos clave para el diseño de una aplicación interactiva como propuesta tecnológica innovadora que facilita el proceso de aprendizaje de inglés como segunda lengua en la primera infancia. / [CA] Aquest treball té com a objectiu principal establir un mètode que permeta i facilite el disseny i el desenvolupament d'entorns interactius per a l'ensenyament d'una segona llengua en la primera infància. Per a això, al llarg de la investigació, es va establir una anàlisi que va vertebrar l'estudi a través de quatre pilars: el context educatiu, els fonaments teòrics, els subjectes d'estudi i la tecnologia.
L'anàlisi de les facetes relatives a l'àmbit educatiu varia segons el context que s'estudie. En aquesta investigació es va tenir com a focus d'estudi Colòmbia, on es van tenir en compte diversos aspectes relacionats amb les condicions educatives del país, els plans de govern, els recursos i les capacitacions docents, així com les condicions socioeconòmiques, aspectes que van determinar els resultats dels estudis que es van realitzar.
Els fonaments teòrics que es van tenir en consideració, a més de girar entorn dels factors associats a l'aprenentatge i l'ensenyament, es van emmarcar més concretament en l'aprenentatge de l'anglès com a segona llengua, per a alinear aquest projecte investigatiu amb l'enfortiment de les línies estratègiques contemplades en la proposta política CONPES 16-25, que té l'objectiu de fer de Colòmbia un país més desenvolupat i competitiu en el marc de diversos reptes, un dels quals és l'ús de les noves TIC en contextos educatius que generen valor agregat. D'aquesta forma, la nostra aportació podrà ajudar a mitigar la bretxa social i econòmica que denota el monolingüisme, i augmentaran així les possibilitats de tenir majors i millors oportunitats socials, acadèmiques i professionals, el que representarà, en conseqüència, un important avantatge competitiu en l'estructura econòmica i social del país.
Pel que fa als subjectes d'estudi, es van incloure docents d'anglès en educació preescolar i xiquets i xiquetes de 4 a 6 anys. Aquesta és una etapa clau en la intervenció dins de la denominada primera Infància, en la qual està comprovat que els efectes educatius de qualitat que es donen en aquesta fase incrementen i enforteixen el desenvolupament individual i social dels infants, i arriben a impactar, fins i tot, en els sectors econòmics d'un país.
Finalment, l'objecte d'estudi reflectit al llarg de la investigació va girar entorn de la tecnologia, el seu ús, les seues tendències i la seua apropiació en els entorns educatius. Amb aquesta s'han gestat múltiples canvis a nivell acadèmic. La demanda de creació de continguts curriculars de base tecnològica i de qualitat ha augmentat i, al mateix temps, ha suposat un esforç per part de docents, investigadors, dissenyadors i altres professionals interessats a proporcionar millors eines de treball per a enfortir el procés d'ensenyament-aprenentatge. Aquests professionals utilitzen metodologies efectives que, estudiades en conjunt, van donar lloc a la creació d'un model que va fusionar components i llenguatge propi de cada professió vinculada al procés de creació de continguts acadèmics amb base tecnològica. Un resultat de la investigació va ser la integració de metodologies que van permetre el disseny d'una plataforma web que facilita el procés de creació de continguts educatius de qualitat basats en la tecnologia. Les metodologies que, després d'un ampli estudi, es van seleccionar per a dissenyar l'instrument web van ser el DBR, com a enfocament metodològic del disseny instructiu, el Design Thinking, com a metodologia que facilita el desenvolupament de disseny centrat en l'usuari i, finalment, la metodologia per a la creació de Jocs Seriosos, la base pedagògica dels quals facilita la creació de recursos didàctics i educatius adequats per als subjectes d'estudi d'aquesta investigació.
L'ús d'aquesta plataforma web va permetre generar els requeriments clau per al disseny d'una aplicació interactiva que va incorporar la Realitat Augmentada, com a proposta tecnològica innovadora que que facilita el procés d’aprenentatge
d’anglès com a segona llengua en la primera infància. / [EN] The main objective of this research work is to establish a method that allows and facilitates the design and development of interactive environments for the teaching of a second language in early childhood. In order to meet this aim, throughout the research, an analysis was established that developed the study around four bases: the educational context, the theoretical foundations, the study subjects and technology.
The analysis of the facets concerning the educational field varies according to the context being studied. In this research, the focus of the study was on Colombia, where several aspects were taken into account related to the country's educational features, government plans, teaching resources and teacher training, as well as socioeconomic conditions, all of which determined the results of the studies that were carried out.
The theoretical foundations that were taken into consideration, in addition to focusing on the factors associated with learning and teaching, were framed more specifically in the learning of English as a second language, to align this research project with the strengthening of the strategic targets contemplated in the policy proposal CONPES 16-25, which aims at making Colombia a more developed and competitive country within the framework of several challenges , one of which is the use of new ICT in educational contexts that generate added value. In this way, our contribution can help mitigate the social and economic gap denoted by monolingualism, thus increasing the chances of having greater and better social, academic and professional opportunities, as well as representing an important competitive advantage in the economic and social structure of the country.
Regarding the study subjects, English teachers in preschool education and children from 4 to 6 years old were included. This is a key age stage of intervention within the so-called "early childhood", in which it is proven that the quality educational effects that occur in this phase increase and strengthen the individual and social development of children, even impacting on the economic sectors of a country.
Finally, the object of study reflected throughout the research revolved around technology, its use, its trends and its appropriation in educational environments. It has brought about multiple changes at the academic level. The demand for the development of technology-based and quality curricular content has increased and, at the same time, it has involved an effort on the part of teachers, researchers, designers and other professionals interested in providing better tools to strengthen the teaching-learning process. These professionals use effective methodologies that, studied together, led to the creation of a model which merged components and language from each profession linked to the process of creating technology-based academic content. One result of the research was the integration of methodologies that resulted in the design of a web platform that facilitates the process of creating quality educational content based on technology. The methodologies that were selected, after a comprehensive study, to design the web resource were DBR, a methodological approach to instructional design, "Design Thinking", a methodology that facilitates the development of user-centered design and, finally, the methodology for the creation of Serious Games, whose pedagogical basis enables the design of didactic and educational resources suitable for the subjects involved in this research.
The use of this web platform allowed us to generate the key requirements for the design of an interactive application that incorporated Augmented Reality, as an innovative technological proposal that facilitates the process of learning English as a second language in early childhood. / Harris Bonet, PM. (2021). Diseño de un entorno interactivo para la enseñanza bilingüe en la primera infancia [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/179558
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