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Factors affecting faculty use of technology-enhanced instruction at research universitiesThomas, Carolyn Dianna 06 July 2011 (has links)
In traditional models of university education, students gather in classrooms, listen to instructors lecture on specific topics, and take notes with limited time for interaction. Students are then expected to spend additional time outside of the classroom reading textbooks, completing assignments, and preparing for tests. Instructors are viewed as experts providing information to students in much the same manner that they learned the content as students in college.
The advent of the World Wide Web in 1991 allowed a dramatic change in the way students and faculty gather information, conduct research, and publish ideas. Internet-based technologies can transform traditional classroom experiences. Student participation can be increased by promoting group and collaborative learning online, and by the use of tools such as e-mail, discussion boards, and synchronous chat sessions.
The objectives of this study were to 1) determine which factors affected faculty members’ use of technology integration in their instruction, and 2) determine what effect the integration of technology had on the role and teaching styles of faculty members.
The study employed a mixed-methods research methodology. A survey instrument was developed and sent to faculty members at the five largest, public research institutions. The level of technology integration was calculated on a scale ranging from nonuse to full integration. The scale included practices such as providing online discussion areas, allowing/requiring students to use the Internet for assignments, and using anonymous online surveys to gather student feedback. Faculty members were then asked to elaborate on their answers.
After the quantitative and qualitative survey results were analyzed, a select group of faculty members at one campus were interviewed to verify or dispute the findings. The survey results revealed the factors that significantly contributed to the overall level of technology integration were: instructional resources, professional and personal computer use, level of class, gender, title, and type of online teaching experience. One of the most significant factors was the level of instructional resources. Instructors with a facilitative teaching style were most likely to integrate technology into their instruction. This information can inform institutions when creating faculty development programs and budgeting limited resources. / text
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Unlearning before creating new knowledge: A cognitive process.Grisold, Thomas, Kaiser, Alexander, Hafner, Julee January 2017 (has links) (PDF)
Recent research expresses serious doubts on the
concept of unlearning. It is argued that knowledge
cannot be discarded or eliminated in order to make
space for the creation of new knowledge. Taking into
account the recent scepticism, we focus on the
cognitive dimension of unlearning and propose an
alternative conceptualization. Considering how far
unlearning can go from a psychological/cognitive
scientific perspective, we propose that unlearning is
about reducing the influence of old knowledge on our
cognitive capacity. This study: (a) investigates the
unlearning process within the cognitive domain and
on an individual level and (b) proposes unlearning
process triggers that detract or facilitate the
knowledge change process, which could subsequently
contribute to unlearning on an organizational level.
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Towards a Mobile Learning Software EcosystemPettersson, Oskar January 2011 (has links)
The ability to carry communication services around, combined with the ubiquitous presence of computing technology, affects everything we do from how we pay for things to how we expect to interact with public institutions such as schools. There are now plenty of systems that convey education by utilizing mobile devices. As an extension of technology moving towards ubiquity, there are efforts aiming to bring this to an educational use as well. Efforts in this direction are channelized in the field of mobile learning. The speed of technological development, and the possibilities it brings introduces a large number of challenges when implemented in educational settings. These challenges can be related to for example pedagogical aspects, tools, implementations and organizations. Recent developments including the notions of learning ecosystems, learning landscapes and organizations suggest that the domain of mobile learning can be negatively affected from the lack of a systematic reuse approach. This thesis pursues these challenges by investigating how systematic reuse can be promoted in mobile learning systems. A collection of five peer-reviewed publications that elaborates on the different stages of the research process pursuing the main research question forms the core of this thesis. This research process includes a survey stage, elaborating on different aspects related to reuse and mobile learning, an analysis stage that resulted in a descriptive model and several additional domain models; and finally a stage where the descriptive model is refined into a reference model for mobile learning ecosystems. The outcomes of these activities and the analysis of these results provide some fundamental building blocks regarding how to approach the challenge of reuse in mobile learning systems. The proposed reference model can be considered as the first step towards the creation of a common vocabulary that can be used to compare Software Ecosystems within the domain of mobile learning.
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Collaborative Development of a PLE for Language LearningRenzel, D., Höbelt, C., Dahrendorf, D., Friedrich, M., Verbert, K., Mödritscher, Felix, Goevaerts, S., Palmer, M., Bogdanov, E. 17 January 2010 (has links) (PDF)
This paper provides a report on the experimental
collaborative and distributed development of a prototypic
Widget-based PLE. The development process is described
and detailed taking into account the requirements of a language learning scenario. First results are presented, and
developer experiences are discussed critically with a focus
on the development process as well as problems with current
Widget technologies and interoperability.
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Test-Enhanced Learning in Post-Secondary Biology Courses: The Effect of Cues and Incentives on High-Level LearningSt. Clair, Bryn Ellen 02 April 2021 (has links)
Cognitive scientists and psychology researchers have given growing attention to evidence of the testing effect, that is, the improvement of students' recall through memory-retrieval practice in the form of quizzes and exams. While laboratory experiments consistently show dramatic positive effects on learning through the testing effect, discipline-specific education researchers have sought to generalize these findings in real, instead of simulated classrooms. The objective of this dissertation was threefold: (1) To survey the current literature on the testing-effect as it applies to learning biology at the post-secondary level. In this review, I consider how further research on the testing effect may be useful for instructors' decisions regarding its use. (2) To describe findings from a qua¬si-experimental design in a post-secondary biology class with low and high point incentives and measured student learning. Although exposure to exams predicted better learning, incentive level did not moderate this effect, an outcome that contradicted recent laboratory findings that higher incentives decreased student recall. (3) To describe findings from a study that compared student learning in conditions where cued exams were in place versus conditions in which they were absent. Student learning improved in the former condition relative to the latter. I discuss the implications of the results in all of these studies for further research and application.
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Transforming the Learner's Environment: Blending Interactive and Multimedia [Poster presentation].Ong, Felicia Li Chin January 2010 (has links)
yes
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Lärares förtroende för AI-baserad utbildningsteknik : En studie inom högre utbildning i Singapore / Teachers' trust in AI-based education technology : A study in higher education in SingaporeBjelm, Lisa January 2022 (has links)
Recently, there has been an increasing shift in education, where various digital technologies are applied to a greater extent. One of the emerging educational technologies is artificial intelligence (AI) technology, which is often argued to have the potential to reshape the traditional educational landscape through for example intelligent guidance and assessment systems, as well as personal learning environments. An article in Artificial Intelligence Review states that the education sector at universities is increasingly characterized by AI used by teachers and students, consisting of intelligent tutoring systems, teaching robots, and adaptive learning systems. Trust - which is considered the cornerstone of humanity's relationship with AI - is essential to this transformation. There is a considerable knowledge gap regarding how teachers experience trust in AI-based education technology, within higher education. Therefore, this exploratory case study aims to examine teachers' trust in AI, and more specifically within the context of Singaporean higher education. This study is based on an online survey where eight teachers participated. Although that is a low count of participants, the study explores the perceived trust in, and benefits of AI in an academic environment. Furthermore, where there is a lack of trust in AI diagnosis, it is due to the fact that today's AI technology often consists of black-box models that lack transparency of the system's internal functions work. Finally, concerning how teachers work alongside AI to improve pedagogy, the study concludes that implementing AI-based technology in higher education will never replace the traditional education system in terms of social interaction. / Nyligen har det skett ett skifte inom utbildning där olika digitala teknologier tillämpas i allt större utsträckning. En av dessa teknologier är artificiell intelligens (AI), som ofta hävdas kunna omforma det traditionella utbildningslandskapet genom personliga inlärningsmiljöer och intelligenta väglednings- och bedömningssystem. En artikel i Artificial Intelligence Review beskriver att dagens utbildningssektor vid universitet kännetecknas alltmer av AI som används av både lärare och studenter, där system bestående av intelligenta handledningssystem, undervisningsrobotar och adaptiva lärsystem används. För dessa anses förtroende vara hörnstenen i människans relation till AI - som är avgörande för att denna transformation av utbildningen ska fungera. Det finns en avsevärd kunskapslucka kring det förtroende lärare inom högre utbildning har för AI-baserad utbildningsteknik. Därför syftar denna explorativa fallstudie till att undersöka lärares förtroende för AI, och mer specifikt inom ramen för högre utbildning i Singapore. Denna studie är bygger på en webbenkät där åtta lärare deltog. Även om det är ett lågt antal deltagare, utforskar studien det upplevda förtroendet för AI, samt fördelarna med att använda det i en akademisk miljö. Vidare, där det saknas förtroende för AI-diagnostik, beror det på att dagens AI-teknik ofta består av black-box-modeller som saknar transparens i systemets interna funktioners arbete. Slutligen, när det gäller hur lärare arbetar tillsammans med AI för att förbättra pedagogiken, drar studien slutsatsen att implementering av AI-baserad teknik i högre utbildning aldrig kommer att ersätta det traditionella utbildningssystemet när det gäller social interaktion.
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Pointing Techniques in AR : Design and Comparative Evaluation of Two Pointing Techniques in Augmented RealityBengani, Arham January 2021 (has links)
At present, human-computer interaction (HCI) is no longer limited to traditional input hardware like mouse and keyboard. In the last few years, Augmented and Virtual Reality (AR, VR) have dramatically changed the way we interact with a computer. Currently, one of the many design challenges of these systems is the integration of the physical and digital aspects in an accessible and usable way. The design success of AR systems depends on the fluid and harmonious fusion of the material and digital world. Pointing, which is a radical gesture in communication, can enable easy and intuitive interaction within the AR application. This study explores two pointing techniques that can be used in an AR application. I developed two prototypes, and the concept of laser pointing was used, by shooting out a laser from the point of origin into the application, to perform pointing. The point of origin for the laser is the camera, in the first prototype called camera laser and the fiducial, in the second prototype called pen laser. The camera laser showed promising results in terms of ease of use and reliability, but the pen laser felt more natural to the user. In this study, I present the prototypes, followed by the user study and the results. / För närvarande är interaktionen mellan människa och dator (HCI) inte längre begränsad till traditionaell ingångshårdvara som mus och tangentbord. Under de senaste åren har Augmented och Virtual Reality (AR, VR) dramatiskt förändrat vårt sätt att interagera med en dator. För närvarande är en av de måmga designutmaningarna för dessa system att sammanföra de fysiska och digitala aspekterna på ett tillgångligt och användbart sätt. AR-systemens framgång beror på den löpande och harmoniska sammansmältningen av den materiella och digitala världen. Pekande, som är ett radikalt sätt att kommunicera på, kan möjliggöra enkel och intuitiv interaktion inom AR-användning. Denna studie undersöker två pektekniker som kan användas i AR-användning. Jag utvecklade två prototyper. Laserpekning användes genom att skjuta ut en laser från startpunkten till applikationen, för att utföra pekning. Utgångspunkten för lasern är kameran, i den första prototypen som kallas kameralaser och fiducial, i den andra prototypen som kallas pennlaser. Kameralasern visade lovande resultat när det gäller användarvånlighet och tillförlitlighet, men pennlasern upplevdes mer naturlig för användaren. I denna studie presenterar jag prototyperna följt av användarstudien och resultaten.
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Educational evaluation of an interactive multimedia learning platform : computerized educational platform in heat and power technologyFedulov, Vitali January 2005 (has links)
Learning materials have multiple forms, such as books, overhead slides, computer files, blackboard notes by teachers, narration to the notes, video/audio tapes etc. Since the forms are highly inhomogeneous, it becomes difficult to collect and practically use them by a particular learner for individual study at home. Such multiple media are also expensive in management, since human resources are needed to keep the material repositories in order. One solution of the problem lies in centralized active digital repositories. Such repositories aim to simplify the learner’s work and boost learning efficiency. With introduction of interactivity and live communication tools such repositories become learning platforms exceeding the functionality of “passive” digital libraries. Such learning platforms could be easily used both for on-campus and distance education. This dissertation presents an evaluation of a digital repository of interactive multimedia content in the field of Heat and Power Technology: Computerized Educational Platform (CompEdu HPT). The platform evaluation consisted of integration of the tool into the university curriculum and then collection of feedback from students and teachers. The evaluation concerned usefulness of the platform for learning, aspects of instruction improvement, collecting observations about how the platform is used by students, as well as their opinions about the IT application direction chosen. The methods included: online feedback forms, questionnaires, interviews, discussions and observations. The evaluation demonstrated that the main strength of the platform is the integration of learning materials in one portable package. The students appreciated structured and logically arranged information that was available for easy access. Coverage of a broad area of knowledge related to heat and power technology was also pointed out as an advantage with reflection on the very low price of acquisition of the materials. The most popular elements of the content in use included: simulations, lecture notes, the print function, the glossary, and calculation exercises. A major part of the students declared the high value of CompEdu in facilitating home study. Nevertheless, not all the students had a positive impression: around one-fifth of them did not find the platform useful and expressed preference for more traditional learning media. The majority of the negative opinions concerned content quality, which directly related to weaknesses of the content production and review process. The evaluation emphasized the importance of material quality and amount as the key issue for a good learning platform with relatively smaller importance of presentation forms. The evaluation also considered aspects of functionality from the user point of view. Differentiation between popularity of simulations showed that simulations used by teachers during lectures have higher educational value than those for individual use only. The popularity of the printing option indicated a need for adaptation of digital materials for paper publishing. The general conclusion for practical use of multimedia tools in education was that high usability and simplicity of information access should be the focus point of any chosen approach in the direction. The CompEdu evaluation suggested that after thorough content review and addition of an efficient search mechanism the platform can successfully deliver rich learning content. The platform gave an extensive real-case illustration of how multimedia can be used in educational practice. Due to the evaluation, the CompEdu e-learning group has collected rich experience and know-how in the field of active knowledge repositories. The experience will be used for development of a more sophisticated learning platform working in the global Internet environment with major focus on information accessibility by easy search. / QC 20101129
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Evaluating the case for employing E-Portfolio tools during the Final Year Engineering ProjectSheriff, Ray E., Ong, Felicia Li Chin 12 April 2012 (has links)
Yes / The Final Year Project is an integral part of an engineering degree programme. At the University of Bradford's School of Engineering, Design and Technology (SoEDT), the project spans two semesters and is worth 30 credits or the equivalent of 300 hours of work. A student works under the guidance of a supervisor on a particular topic that usually involves some experimental activity, and is required to apply a variety of personal and technical skills as part of the project process. At Bradford, the Final Year Engineering Project (FYEP) concludes with summative assessment, in terms of a technical report and poster presentation, both of which occur at the end of the second semester.
For most students the FYEP represents a new way of working, while the nature of supervision can vary from hugely rewarding to very disappointing. There is possible scope for improving the FYEP experience, from the perspectives of supervisor and student, through the use of e-portfolio tools, which make use of the Web to provide the means for maintaining communication, monitoring progress and developing a student¿s skills portfolio. If e-portfolio tools are to be considered as a possible integral part of the FYEP process, then an appreciation of the current FYEP experience among students and supervisors must first be gained.
In this paper, quantitative and qualitative results are presented based on face-to-face semi-structured interviews with academic supervisors and responses to on-line questionnaires from supervisors and final year engineering students at the SoEDT. The results provide an insight into the practices and techniques employed as part of the FYEP, and identify where training is needed to develop particular project skills. The results provide a basis for the development of an e-portfolio application that supports the FYEP experience, which is introduced to conclude the paper. / National HE STEM Programme
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