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Towards a proposed framework for an-e-learning systemRamanand, Renita 02 1900 (has links)
The introduction of e-learning made way for advancements in learning and technology
with individuals being exposed to electronic learning and teaching environments. At
first, the introduction of e-learning into the educational sphere was intended to simply
enhance traditional teaching and learning; however, technology then took the lead as a
tool to materially enhance the concept of e-learning in education. Inevitably,
technology’s impact on learning drove the delivery of electronic educational content but
it also caused widespread debate about best practice in the design of e-learning
systems. Since then, the phenomenal influx of technology enhancements that has been
created has led most learners into a digital education era that cannot now function
without it.
At first, e-learning systems were forced to adapt to change as a result of e-learning
trends and as a symbolic move from traditional learning to more innovative methods of
learning and teaching. As such, e-learning remained affected by pedagogy, technology
and curriculum changes outside of a structured, guided framework. Varying definitions
exist as a result of the diverse understanding of the contributions and role of pedagogy
and technology toward e-learning. There is a misconception and confusion of elearning
attributed to the lack of a formally accepted definition which would identify with
the need for pedagogy principles and guide researchers to apply models and
frameworks to implement and improve the provision of e-learning systems. Although
the effects of technology on learning are conclusive, the current dilemma is the lack of
effective alignment of the pedagogy principles to suitable technology – an issue which
has now become detrimental to learning.
This study explores the various interpretations of e-learning definitions that allude to the
incorporation of learning, technology and knowledge gained during e-learning
interventions. However, as the research revealed a lack of any cohesive e-learning
definition, this motivated the creation of a specific definition derived particularly for this
study. In considering the role of technology in the e-learning environment, similar
themes began to emerge that needed to be addressed holistically through e-learning.
One of these themes was a need to focus on the formulation of a structured approach
and pedagogical framework for the design and development of e-learning systems.
The findings of the research identified e-learning frameworks and models that were in
use. The outcome of an e-learning system framework drew on the research of extant
models and frameworks and investigated the critical elements, particularly that of
pedagogy in an e-learning environment. The proposed pedagogical framework for elearning
was evaluated by means of a survey of organisations that produce e-learning
systems. The findings of the survey were analysed to assess the alignment and
relevance of the dimensions and elements in the framework to the design and
development of e-learning systems.
The proposed pedagogical e-learning framework is intended to add value to the design
and development of e-learning systems with the core focus on pedagogy. In years to
come, current and existing technologies and tools may become outdated, yet learning
opportunities continue to evolve based on pedagogy, technology and curriculum
requirements. By harmonising the synergy between pedagogy and technology, a
pedagogically aligned e-learning framework can resolve the lack of pedagogy in elearning
system design and development. / Information Science / M.Sc. (Information Systems)
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RAT online : design, delivery and evaluation of constructivist computer supported martial arts learning environments.Yates, Steven. January 2011 (has links)
This thesis describes the evaluation of several computer supported martial arts learning environments. These learning environments were designed, developed and implemented for practitioners of Rough and Tumble (RAT), a South African martial art, originally as a result of an increasing number of RAT practitioners relocating to other countries and yet wishing to continue their learning and practise of RAT. This project revolves mainly around the effectiveness evaluation of whether RAT martial arts knowledge, skills and attitudes can be learned in computer supported learning environments. The research is situated within design research and has pragmatic goals to provide a computer supported learning environment for the learning of RAT. Furthermore the design research was conducted to derive design principles for future design and development efforts. A brief account of the literature is provided, covering three main learning paradigms, with a focus on behaviourism and constructivism, followed by a description of issues in the computer supported learning field, an explanation of various definitions of martial arts and how the term is delimited in this study, and an overview of various evaluation paradigms. This account revealed inadequacies of the theories and terminology described pertaining to this study, resulting in the combined use of various underlying theoretical approaches to guide this research. These approaches include the eclectic-mixed methods-pragmatic paradigm as the overarching framework, a social constructivist learning approach, cognitive flexibility theory, Bloom’s Taxonomy, the RAT approach to martial arts learning and teaching, and a mixed methods research design. Two main components were developed as solutions, which included the development of a computer martial arts resource, the RAT CD-ROM, and four online courses, the RAT Online courses. Data were collected using a number of research instruments, such as questionnaires, interviews, observations, records, expert reviews and learner artefacts in an attempt to understand the data from multiple viewpoints and develop a more reliable depiction of evaluation events. The data were analysed using mainly qualitative coding in software, expert rating diagrams, basic frequency statistics, and martial arts assessments of physical performances. These analyses revealed that although there is significant work involved in mixed methods research and there are issues such as participants not meeting task deadlines, technology failures, software usability issues, and small participant numbers, the research approach has contributed to the pragmatic goal of providing computer supported learning environments to RAT
practitioners, who otherwise would not have been able to participate in RAT. In addition a number of design principles for the creation of RAT computer supported learning environments were derived from this research, including the use of social constructivism, cognitive flexibility theory, Bloom’s Taxonomy, multiple contextual training, and using computers as learning and knowledge construction tools. These underlying theoretical principles translate to more practical procedural principles, such as amongst others, to design computer supported learning environments incorporating tools to enable knowledge construction and collaboration, provide learning designs that are complex and authentic, encourage multiple representations of learner knowledge, take on a mentor role as online course facilitator, and to build problem solving activities into the learning design. / Thesis (Ph.D.)-University of KwaZulu-Natal, Durban, 2011.
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Developing extended communities of practice to support implementation of Inspiration® in elementary classroomsTowne, Michael Richard 01 January 2004 (has links)
This project examined the need for continuing education for teachers, particularly in the area of technology integration. It includes an exploration of the interdependence of technology and pedagogy. It developed an on-line extended community of practice to support professional educators attempting to implement Inspiration®, a commercial software application. The project presents a research-based justification for employing cognitive mapping strategies in a wide variety of pedagogical contexts, provides a dynamic list of examples demonstrating concrete applications which are connected to content and technology standards, and examines current design features for websites.
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University Faculty and Diverse Students' Self-Reported Attitudes toward Inclusive Teaching StrategiesAlamri, Abdulrahman Saleh 05 1900 (has links)
This dissertation examines a university faculty (n = 41) and diverse students (n = 93) including students with disability (n = 44), students without disability (n = 21), and international students (n = 28) regarding their attitudes toward and actions associated with inclusive instruction based on the universal design for learning (UDL) principles and practices. Two online surveys, the Inclusive Teaching Strategies Inventory (ITSI) and the Inclusive Teaching Strategies Inventory-Student (ITSI-S), were administered at a large, public Southwest university (N = 134). The ITSI and ITSI-S contain seven subscales representing the following constructs: (a) accommodations, (b) accessible course materials, (c) course modifications, (d) inclusive lecture strategies, (e) inclusive classroom, (f) inclusive assessment, and (g) disability laws and concepts. A series of multivariate analyses of variances (MANOVAs) measured the overall of attitude subscales and overall action subscales, and an independent-samples test (t-test) compared mean scores on the seven Attitude subscales and seven Action subscales to identify predictors of these attitudes and actions among faculty and students. The main findings were (a) significant differences among diverse students, where students with disability responded negatively on the Action subscales and (b) significant differences between faculty and diverse students where international students had a positive attitude on the Attitude subscales, whereas students with disability had a negative attitude on the Action subscales toward the actual practices of their faculty. Results of the current study respond to the gap in the literature by examining the inclusive instruction environment based on UDL in a university environment. The implications of these findings and recommendations for future research are discussed.
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虛擬互動學生為本學習環境: 設計與應用. / Virtual interactive student-oriented learning environment (VISOLE): design and application / CUHK electronic theses & dissertations collection / Xu ni hu dong xue sheng wei ben xue xi huan jing: she ji yu ying yong.January 2007 (has links)
Based on the specificity of educational technology research, "Development Research Method" was adopted as the methodological framework in the whole study. Under this framework, a mix of qualitative and quantitative methods was employed for data collection and analysis, including the knowledge pre- and post-test, generic-skill test, perception survey, in-depth interviews as well as artifacts of students' reflective journals, reports and game-playing records. All of these intensively focused on investigating students' and teachers' perceptions, students' learning motivation, behaviors, effectiveness with respect to the VISOLE approach and researching the design strategies for situated educational games. / Designed to make use of the immense power of World Wide Web (WWW) and facilitate a paradigm shift in education, VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a new game-based situated learning paradigm which aims to enable student-centered learning taking place in a game-based interactive virtual environment. Briefly speaking, the VISOLE approach is composed of 3 phases in which students have to (Phase 1) preliminarily acquire some high-level knowledge in specific subject domains through teachers' scaffolding; (Phase 2) actively participate as a game character in a game-based virtual interactive environment to construct knowledge and skills from their near real-life game-play experiences; (Phase 3) reflect and generalize their game-based learning experiences through teachers' debriefing. / In accordance with the philosophy of "Development Research Method", the theoretical context and the research findings, besides developing and further enhancing the VISOLE approach, a framework for designing constructivist situated educational games was also theorized in the present study. / In spite of the research limitation in the present study, I believe that the issues explored, the proposed educational-game design strategies and the research methodological innovation discussed are vital references for the researchers, teachers and educational-policy makers in designing, researching, applying as well as considering and making related educational policies in the area of game-based learning. / In the present research, most of the teachers and students were basically positive towards VISOLE, Farmtasia as well as the respective learning resources. It was empirically found that most of the students were much motivated during the entire learning process, in conducting active learning, collaborative learning and inquiry-based learning. Moreover, it was also found that after the VISOLE process, the students gained their self-constructed subject knowledge, enhanced generic skills for problem solving and improved non-intelligent skills, particularly in terms of attitudes and emotions. / Under the present theoretical context of learning, digital games and game-based learning, this dissertation exploited and reinforced the VISOLE learning paradigm. It also delineated the design and development of the first VISOLE game---"Farmtasia" and presented the empirical research on investigating the educational realization and accomplishment of VISOLE. / 尚俊傑. / Adviser: Fong Lok Lee. / Source: Dissertation Abstracts International, Volume: 69-02, Section: A, page: 0495. / Thesis (doctoral)--Chinese University of Hong Kong, 2007. / Includes bibliographical references (p. 516-536). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts in Chinese and English. / School code: 1307. / Shang Junjie.
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Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning EnvironmentReeder, Elaine M. 12 1900 (has links)
The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
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Proposing a New System Architecture for Next Generation Learning EnvironmentAboualizadehbehbahani, Maziar January 2016 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / The emergence of information exchange and act of offering features through external interfaces is a vast but immensely valuable challenge, and essential elements of learning environments cannot be excluded. Nowadays, there are a lot of different service providers working in the learning systems market and each of them has their own advantages. On that premise, in today's world even large learning management systems are trying to cooperate with each other in order to be best. For instance, Instructure is a substantial company and can easily employ a dedicated team tasked with the development of a video conferencing functionality, but it chooses to use an open source alternative instead: The BigBlueButton. Unfortunately, different learning system manufacturers are using different technologies for various reasons, making integration that much harder.
Standards in learning environments have come to resolve problems regarding exchanging information, providing and consuming functionalities externally and simultaneously minimizing the amount of effort needed to integrate systems. In addition to defining and simplifying these standards, careful consideration is essential when designing new, comprehensive and useful systems, as well as adding interoperability to existing systems, all which subsequently took part in this research.
In this research I have reviewed most of the standards and protocols for integration in learning environments and proposed a revised approach for app stores in learning environments. Finally, as a case study, a learning tool has been developed to avail essential functionalities of a social educational learning management system integrated with other learning management systems. This tool supports the dominant and most popular standards for interoperability and can be added to learning management systems within seconds.
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