Researchers explored using puzzle-based games as a metaphor for teachers to design mobile learning activities for students. They tested paper templates to guide teachers in designing activities with different levels, questions, answers, and feedback. Evaluations in four contexts found teachers and students responded positively overall. Teachers were able to design activities for different educational purposes but struggled with the "level" concept. Researchers will create an authoring tool and study how rule information affects students.
W5d1 mock action research proposal presentationShundella
This document outlines an action research plan that aims to improve student reading comprehension and fluency using computer games. The plan involves introducing computer-based reading games to supplement traditional classroom materials over the course of 8 weeks. Data will be collected through pre-and post-tests, observations, and student surveys to analyze the impact of the computer games on reading skills and self-efficacy. Parental permission is required since the study will take place at home and care will be taken not to interfere with regular schoolwork.
The document discusses a review of the information skills offering at a university conducted by the Libraries, Research & Learning Resources team and Teaching & Learning Directorate. They brought together a "critical friend" perspective to strategically define future provision. The review addressed consistency, reach, and targeting key student transitions. It resulted in recommendations to redesign library induction, encourage curriculum-integrated information skills teaching, and develop teaching materials and online courses. Being a critical friend helped provide a broader academic context and leverage to coordinate priorities around student experience.
The document discusses tutorials in distance education. It defines tutorials as an important component of distance learning that supports students' learning needs. It describes different tutorial styles, such as telephone tutorials, face-to-face tutorials, synchronous and asynchronous online tutorials. It also discusses the role of tutorials in various open universities around the world and critical factors for effective tutorials, such as tutor preparation, conduct, and activities. Finally, it analyzes research on student expectations of tutorials and infrastructure needs to support high-quality tutorial programs.
Presentation to elucidate the format of a lesson plan for a student teacher of Science Pedagogy at the BACHELOR OF EDUCATION LEVEL (B. Ed.) as well as D. El. Ed.
SEVERAL APPROACHES FOR EFFICIENT CLASSES IN MACEDONIAN LANGUAGEVioleta Petkovska
Violeta Petkovska proposes several approaches for efficient classes in teaching Macedonian language. She discusses using problematic-creative teaching that places emphasis on students' creative abilities to independently solve issues related to selected texts. This involves students first experiencing a story through interpretation, then analyzing its thematic, conceptual, aesthetic, and ethical aspects. Motivating students can be achieved through interpretive reading of exciting passages, illustrations, listening activities, or competitions related to literature. Checking students' understanding of texts using instructional technology allows measuring the effectiveness of lessons and monitoring student progress. The modern teaching of Macedonian requires creative approaches throughout all stages of lesson preparation, implementation, evaluation and practical application of knowledge and skills.
Ppt on teaching practices traditional & contemporary by dr. manishankar and ...Dr.Manishankar Chakraborty
The document discusses traditional and contemporary teaching practices, including chalk and talk, storytelling/case studies, discussion, simulation, role play, team teaching, multimedia, social media, and game-based learning. For each practice, it outlines the advantages, such as being student-centric and promoting higher-order thinking, as well as the challenges, like ensuring participation and preventing off-task conversations. Overall, the document provides an overview of different teaching methods and their benefits and drawbacks for student learning.
Instructional Design for Distance EducationSanjaya Mishra
The document discusses instructional design for developing self-learning materials for distance education. It defines instructional design as a process to optimize learning through creating a blueprint that systematically plans learning conditions. It presents various instructional design models including the Dick and Carey, Smith and Ragan, and ASSURE models. It also outlines different levels of instructional design from the course level to the learning step level. Finally, it discusses characteristics, types, and components of effective self-learning materials for distance education.
This proposal outlines a corrective reading intervention program for English learner students in 4th-6th grade with low reading comprehension. The intervention uses SRA Corrective Reading and involves small group pull-out sessions 4-5 times per week. The proposal aims to study how the program affects comprehension and attitudes. Mixed qualitative and quantitative data will be collected through student work, observations, and interviews from October to June. The teacher will receive training and provide monthly support meetings throughout implementation.
W5d1 mock action research proposal presentationShundella
This document outlines an action research plan that aims to improve student reading comprehension and fluency using computer games. The plan involves introducing computer-based reading games to supplement traditional classroom materials over the course of 8 weeks. Data will be collected through pre-and post-tests, observations, and student surveys to analyze the impact of the computer games on reading skills and self-efficacy. Parental permission is required since the study will take place at home and care will be taken not to interfere with regular schoolwork.
The document discusses a review of the information skills offering at a university conducted by the Libraries, Research & Learning Resources team and Teaching & Learning Directorate. They brought together a "critical friend" perspective to strategically define future provision. The review addressed consistency, reach, and targeting key student transitions. It resulted in recommendations to redesign library induction, encourage curriculum-integrated information skills teaching, and develop teaching materials and online courses. Being a critical friend helped provide a broader academic context and leverage to coordinate priorities around student experience.
The document discusses tutorials in distance education. It defines tutorials as an important component of distance learning that supports students' learning needs. It describes different tutorial styles, such as telephone tutorials, face-to-face tutorials, synchronous and asynchronous online tutorials. It also discusses the role of tutorials in various open universities around the world and critical factors for effective tutorials, such as tutor preparation, conduct, and activities. Finally, it analyzes research on student expectations of tutorials and infrastructure needs to support high-quality tutorial programs.
Presentation to elucidate the format of a lesson plan for a student teacher of Science Pedagogy at the BACHELOR OF EDUCATION LEVEL (B. Ed.) as well as D. El. Ed.
SEVERAL APPROACHES FOR EFFICIENT CLASSES IN MACEDONIAN LANGUAGEVioleta Petkovska
Violeta Petkovska proposes several approaches for efficient classes in teaching Macedonian language. She discusses using problematic-creative teaching that places emphasis on students' creative abilities to independently solve issues related to selected texts. This involves students first experiencing a story through interpretation, then analyzing its thematic, conceptual, aesthetic, and ethical aspects. Motivating students can be achieved through interpretive reading of exciting passages, illustrations, listening activities, or competitions related to literature. Checking students' understanding of texts using instructional technology allows measuring the effectiveness of lessons and monitoring student progress. The modern teaching of Macedonian requires creative approaches throughout all stages of lesson preparation, implementation, evaluation and practical application of knowledge and skills.
Ppt on teaching practices traditional & contemporary by dr. manishankar and ...Dr.Manishankar Chakraborty
The document discusses traditional and contemporary teaching practices, including chalk and talk, storytelling/case studies, discussion, simulation, role play, team teaching, multimedia, social media, and game-based learning. For each practice, it outlines the advantages, such as being student-centric and promoting higher-order thinking, as well as the challenges, like ensuring participation and preventing off-task conversations. Overall, the document provides an overview of different teaching methods and their benefits and drawbacks for student learning.
Instructional Design for Distance EducationSanjaya Mishra
The document discusses instructional design for developing self-learning materials for distance education. It defines instructional design as a process to optimize learning through creating a blueprint that systematically plans learning conditions. It presents various instructional design models including the Dick and Carey, Smith and Ragan, and ASSURE models. It also outlines different levels of instructional design from the course level to the learning step level. Finally, it discusses characteristics, types, and components of effective self-learning materials for distance education.
This proposal outlines a corrective reading intervention program for English learner students in 4th-6th grade with low reading comprehension. The intervention uses SRA Corrective Reading and involves small group pull-out sessions 4-5 times per week. The proposal aims to study how the program affects comprehension and attitudes. Mixed qualitative and quantitative data will be collected through student work, observations, and interviews from October to June. The teacher will receive training and provide monthly support meetings throughout implementation.
Edu 671 wk 5 discussion 1 mock action research proposal presentationhchristianie
This mock action research proposal focuses on developing culturally responsive instruction and materials to increase academic achievement for diverse learners. The researcher plans to observe four students from varying cultural backgrounds and developmental levels. Research questions address how to create a developmentally appropriate environment based on students' interests and how to develop a culturally responsive classroom. Data collection will include parent surveys, teacher observations, workshops, student assessments and journals. The intervention will use scaffolding instruction and emergent curriculum to differentiate learning based on each student. Results will be analyzed to determine the effectiveness of strategies and make improvements.
- The document discusses grounded theory as a research method for understanding the teacher-student relationship in an English writing classroom. It outlines the research questions and describes collecting data through classroom observations, student and teacher interviews, and analyzing the data using open, axial and selective coding to develop a theory grounded in the data. The goal is to discover the elements of the teacher-student relationship that most impact student writing improvement and outcomes.
Module 5. apt. 502. instructional design for distance education 1TPaIDA2017
Instructional design for distance education involves systematically developing instruction to ensure quality learning. It analyzes learning needs and goals to develop effective delivery of instruction. The process is informed by learning and instructional theory. When planning for distance instruction, courses previously taught in-person may need reworking to illustrate concepts visually and encourage interactivity between all locations. Cultural, social, economic backgrounds and learners' expectations should also be considered to influence quality experiences. Analysis of students' cognitive abilities and potential for interactivity allows tailoring instruction appropriately. Essential content, information sequencing, and time constraints must be examined for any distance learning environment. Visuals can help distance learners by providing concrete references, simplifying information, and making complex ideas easier to
Toronto Berkshire Academy lesson plan templateMo FAIZALLA
This document contains a daily lesson plan template for a teacher at the Toronto Berkshire Academy. The template includes sections for subject, grade level, unit, topic, learning goals, success criteria, materials, lesson format/activities, introduction, development, consolidation, extension activities, ELL notes, cross-curricular links, assessment strategy, and lesson reflection. The development section lists possible hands-on activities like questioning, modeling, guided practice, and differentiation. The lesson plan template provides guidance for teachers to design engaging lessons that meet curriculum expectations and support diverse student needs.
The document discusses a study that identifies the roles and competencies of academic counselors in distance education. It reviews relevant literature, describes the methodology used in the study, presents results on the top roles and competencies of counselors, and discusses the findings. The study found that the top roles of counselors were as a tutor, assessor, coach, and counselor. It also identified the top competencies needed and lack of training for many counselors currently.
SmartEvidence: Improving ePortfolio quality through interventionMahara Hui
This document proposes the development of a tool called SmartEvidence to improve the use of ePortfolios for assessment in Mahara. It summarizes findings that students struggle to present appropriate evidence in their portfolios and need just-in-time guidance. The proposed solution would integrate interventions and instructions into Mahara to help students link evidence to standards more easily. It would also allow different ways to organize, search, and view evidence to help both students and teachers. Mockups provide examples of how the admin and student interfaces could display standards, evidence, and assessments.
Differentiated Instruction Action Research Proposalsammunks
An action research proposal on how to train teachers on Differentiated Instruction for implementation. It has detailed calendar events, surveys, documents for observations, coding of observations, goals, expected outcomes, and research of other's action research projects. This was completed for EDD 581 at the University of Phoenix.
Student response clickers will provide formative and summative assessments that align with standards and use data to inform teaching. They offer students instant feedback on their knowledge, helping them understand lessons. Teachers can do real-time assessments of comprehension and adjust lessons accordingly. Data from clickers can track student tendencies, be shared at meetings, and guide placement. Clickers also promote engagement and easier classroom management while providing evidence of student growth.
This document discusses principles for designing effective instructional materials using information and communications technology (ICT). It outlines steps in the design process, including planning, analyzing learners, stating objectives, analyzing content, selecting methods, matching pedagogy with ICT, applying the integration, and evaluating results. Key principles discussed include ensuring materials are specifically designed for educational purposes and objectives, serve as tools for both teachers and students, and specify content, techniques, and teaching modes.
The document discusses the purposes and types of assessment for learning. It distinguishes between formative assessment, which is ongoing and used to promote learning, and summative assessment, which evaluates learning at the end of a unit. Both kinds of assessment are important for evaluating student learning and teaching effectiveness. The document also emphasizes using a variety of assessment strategies and making assessment itself a learning experience for students.
How to Plan a OBE Lesson incorporating ICT to support aspects of Learning & Thinking
In the Classroom by Ceanlia Vermeulen attending the
INNOVATE 2008 SCHOOLS’ ICT CONFERENCE
CAPE TOWN 1-3 OCTOBER 2008
This document discusses distance education. It defines distance education as providing education to students who are separated from instructors by time and/or space. Distance education delivers instruction remotely using technologies like correspondence, audio, video, or computers.
The document outlines advantages of distance education like increased access for those unable to attend traditional schools, flexibility for certain learners, and improved interaction between students and instructors. Disadvantages include time needed for novices to learn online systems, lag times for feedback, and potential isolation for some students.
The document discusses evaluating students in distance education using formative methods like postcards or email to provide feedback, and summative evaluations after course completion. Both quantitative methods using scales and qualitative
Curriculum development and course design involve 5 major tasks: 1) assessing learner needs, 2) deciding objectives, 3) selecting learning experiences, 4) determining appropriate methodologies/resources, and 5) evaluating effectiveness. Key aspects of the process include determining measurable objectives, using a variety of instructional methods to achieve objectives, and evaluating learner behavior changes over time through methods like tests and observations. The overall goal is to design a curriculum and courses that meet learner needs through clear objectives and engaging learning experiences.
The presentation for GaCOMO about the graduate studies librarian journey to improve graduate students learning outcomes through collaboration with teaching faculty
This document discusses differentiation strategies that teachers can use to meet the diverse needs of students in their classroom. It defines differentiation as modifying instruction to address each student's readiness, interests, and learning profile. The document outlines ways to differentiate content, process, product, affect, and environment based on principles of how the brain learns best. Specific strategies described include tiered assignments, compacting, interest centers/groups, flexible grouping, learning contracts, choice boards, and various instructional techniques.
Universal Design for Learning (UDL) embeds flexible strategies into curriculum planning so that all students can access learning. UDL strategies are more efficient, benefit all students, and students are more accepting of the process. UDL uses three principles: providing flexible options for presentation, engagement, and assessment. An example UDL school would have technology available to all students and teachers trained in UDL to incorporate flexible options into lessons using tools like smart boards, tablets, and software.
The document outlines the roles of the Educator and Student Learning Manager in Fontan Relational Education. The Educator provides clues to guide the student's learning journey through various subjects. The Student Learning Manager helps the student develop good study habits and self-awareness of their skills. Fontan methodology involves students reflecting on new units, investigating information, interpreting and internalizing their learning, and self-evaluating the process. The goal is for students to gain intellectual, personal, and socio-emotional competencies through autonomous and goal-oriented learning.
Laboratory method is defined as a teaching procedure involving hands-on experiences and experimentation. There are two main types: experimental, which trains pupils in acquiring information and skills through investigation; and observational, where students acquire facts.
The laboratory method involves three steps: an introductory orientation, a supervised work period, and culminating activities where students discuss and organize individual findings. Advantages include hands-on learning that is more effective and memorable than symbols. Disadvantages include potential inefficiency, risk of becoming mechanical, expense of equipment not always justified, and time lost with overuse.
Self directed learning in future learn courses using the Bouchard frameworkInge de Waard
This brief presentation was given during the FutureLearn Academic Network event at the CALRG confereence in The Open University, Milton Keynes, United Kingdom on June 2015.
How the Centre for Innovation in Higher Education (CIHE) drives and enhances multi-disciplinary pedagogic innovation
Presented at the Advance HE Teaching and Learning Conference 2-4 July 2019 by Dr Simon Pratt-Adams (Director of CIHE), Dr Emma Coonan (Research Fellow, CIHE), Dr Paul Dyer (Senior Lecturer in Biomedical Science, Anglia Ruskin University), David Jay (Language Skills Tutor, Anglia Ruskin University), Sarah Etchells (Acting Director of Studies, Anglia Ruskin University) and Paul Driver (Learning Technologist, Anglia Ruskin University).
Edu 671 wk 5 discussion 1 mock action research proposal presentationhchristianie
This mock action research proposal focuses on developing culturally responsive instruction and materials to increase academic achievement for diverse learners. The researcher plans to observe four students from varying cultural backgrounds and developmental levels. Research questions address how to create a developmentally appropriate environment based on students' interests and how to develop a culturally responsive classroom. Data collection will include parent surveys, teacher observations, workshops, student assessments and journals. The intervention will use scaffolding instruction and emergent curriculum to differentiate learning based on each student. Results will be analyzed to determine the effectiveness of strategies and make improvements.
- The document discusses grounded theory as a research method for understanding the teacher-student relationship in an English writing classroom. It outlines the research questions and describes collecting data through classroom observations, student and teacher interviews, and analyzing the data using open, axial and selective coding to develop a theory grounded in the data. The goal is to discover the elements of the teacher-student relationship that most impact student writing improvement and outcomes.
Module 5. apt. 502. instructional design for distance education 1TPaIDA2017
Instructional design for distance education involves systematically developing instruction to ensure quality learning. It analyzes learning needs and goals to develop effective delivery of instruction. The process is informed by learning and instructional theory. When planning for distance instruction, courses previously taught in-person may need reworking to illustrate concepts visually and encourage interactivity between all locations. Cultural, social, economic backgrounds and learners' expectations should also be considered to influence quality experiences. Analysis of students' cognitive abilities and potential for interactivity allows tailoring instruction appropriately. Essential content, information sequencing, and time constraints must be examined for any distance learning environment. Visuals can help distance learners by providing concrete references, simplifying information, and making complex ideas easier to
Toronto Berkshire Academy lesson plan templateMo FAIZALLA
This document contains a daily lesson plan template for a teacher at the Toronto Berkshire Academy. The template includes sections for subject, grade level, unit, topic, learning goals, success criteria, materials, lesson format/activities, introduction, development, consolidation, extension activities, ELL notes, cross-curricular links, assessment strategy, and lesson reflection. The development section lists possible hands-on activities like questioning, modeling, guided practice, and differentiation. The lesson plan template provides guidance for teachers to design engaging lessons that meet curriculum expectations and support diverse student needs.
The document discusses a study that identifies the roles and competencies of academic counselors in distance education. It reviews relevant literature, describes the methodology used in the study, presents results on the top roles and competencies of counselors, and discusses the findings. The study found that the top roles of counselors were as a tutor, assessor, coach, and counselor. It also identified the top competencies needed and lack of training for many counselors currently.
SmartEvidence: Improving ePortfolio quality through interventionMahara Hui
This document proposes the development of a tool called SmartEvidence to improve the use of ePortfolios for assessment in Mahara. It summarizes findings that students struggle to present appropriate evidence in their portfolios and need just-in-time guidance. The proposed solution would integrate interventions and instructions into Mahara to help students link evidence to standards more easily. It would also allow different ways to organize, search, and view evidence to help both students and teachers. Mockups provide examples of how the admin and student interfaces could display standards, evidence, and assessments.
Differentiated Instruction Action Research Proposalsammunks
An action research proposal on how to train teachers on Differentiated Instruction for implementation. It has detailed calendar events, surveys, documents for observations, coding of observations, goals, expected outcomes, and research of other's action research projects. This was completed for EDD 581 at the University of Phoenix.
Student response clickers will provide formative and summative assessments that align with standards and use data to inform teaching. They offer students instant feedback on their knowledge, helping them understand lessons. Teachers can do real-time assessments of comprehension and adjust lessons accordingly. Data from clickers can track student tendencies, be shared at meetings, and guide placement. Clickers also promote engagement and easier classroom management while providing evidence of student growth.
This document discusses principles for designing effective instructional materials using information and communications technology (ICT). It outlines steps in the design process, including planning, analyzing learners, stating objectives, analyzing content, selecting methods, matching pedagogy with ICT, applying the integration, and evaluating results. Key principles discussed include ensuring materials are specifically designed for educational purposes and objectives, serve as tools for both teachers and students, and specify content, techniques, and teaching modes.
The document discusses the purposes and types of assessment for learning. It distinguishes between formative assessment, which is ongoing and used to promote learning, and summative assessment, which evaluates learning at the end of a unit. Both kinds of assessment are important for evaluating student learning and teaching effectiveness. The document also emphasizes using a variety of assessment strategies and making assessment itself a learning experience for students.
How to Plan a OBE Lesson incorporating ICT to support aspects of Learning & Thinking
In the Classroom by Ceanlia Vermeulen attending the
INNOVATE 2008 SCHOOLS’ ICT CONFERENCE
CAPE TOWN 1-3 OCTOBER 2008
This document discusses distance education. It defines distance education as providing education to students who are separated from instructors by time and/or space. Distance education delivers instruction remotely using technologies like correspondence, audio, video, or computers.
The document outlines advantages of distance education like increased access for those unable to attend traditional schools, flexibility for certain learners, and improved interaction between students and instructors. Disadvantages include time needed for novices to learn online systems, lag times for feedback, and potential isolation for some students.
The document discusses evaluating students in distance education using formative methods like postcards or email to provide feedback, and summative evaluations after course completion. Both quantitative methods using scales and qualitative
Curriculum development and course design involve 5 major tasks: 1) assessing learner needs, 2) deciding objectives, 3) selecting learning experiences, 4) determining appropriate methodologies/resources, and 5) evaluating effectiveness. Key aspects of the process include determining measurable objectives, using a variety of instructional methods to achieve objectives, and evaluating learner behavior changes over time through methods like tests and observations. The overall goal is to design a curriculum and courses that meet learner needs through clear objectives and engaging learning experiences.
The presentation for GaCOMO about the graduate studies librarian journey to improve graduate students learning outcomes through collaboration with teaching faculty
This document discusses differentiation strategies that teachers can use to meet the diverse needs of students in their classroom. It defines differentiation as modifying instruction to address each student's readiness, interests, and learning profile. The document outlines ways to differentiate content, process, product, affect, and environment based on principles of how the brain learns best. Specific strategies described include tiered assignments, compacting, interest centers/groups, flexible grouping, learning contracts, choice boards, and various instructional techniques.
Universal Design for Learning (UDL) embeds flexible strategies into curriculum planning so that all students can access learning. UDL strategies are more efficient, benefit all students, and students are more accepting of the process. UDL uses three principles: providing flexible options for presentation, engagement, and assessment. An example UDL school would have technology available to all students and teachers trained in UDL to incorporate flexible options into lessons using tools like smart boards, tablets, and software.
The document outlines the roles of the Educator and Student Learning Manager in Fontan Relational Education. The Educator provides clues to guide the student's learning journey through various subjects. The Student Learning Manager helps the student develop good study habits and self-awareness of their skills. Fontan methodology involves students reflecting on new units, investigating information, interpreting and internalizing their learning, and self-evaluating the process. The goal is for students to gain intellectual, personal, and socio-emotional competencies through autonomous and goal-oriented learning.
Laboratory method is defined as a teaching procedure involving hands-on experiences and experimentation. There are two main types: experimental, which trains pupils in acquiring information and skills through investigation; and observational, where students acquire facts.
The laboratory method involves three steps: an introductory orientation, a supervised work period, and culminating activities where students discuss and organize individual findings. Advantages include hands-on learning that is more effective and memorable than symbols. Disadvantages include potential inefficiency, risk of becoming mechanical, expense of equipment not always justified, and time lost with overuse.
Self directed learning in future learn courses using the Bouchard frameworkInge de Waard
This brief presentation was given during the FutureLearn Academic Network event at the CALRG confereence in The Open University, Milton Keynes, United Kingdom on June 2015.
How the Centre for Innovation in Higher Education (CIHE) drives and enhances multi-disciplinary pedagogic innovation
Presented at the Advance HE Teaching and Learning Conference 2-4 July 2019 by Dr Simon Pratt-Adams (Director of CIHE), Dr Emma Coonan (Research Fellow, CIHE), Dr Paul Dyer (Senior Lecturer in Biomedical Science, Anglia Ruskin University), David Jay (Language Skills Tutor, Anglia Ruskin University), Sarah Etchells (Acting Director of Studies, Anglia Ruskin University) and Paul Driver (Learning Technologist, Anglia Ruskin University).
This document describes a research study that developed mathematical teaching materials based on inquiry learning aided by multimedia to improve high school students' critical thinking skills. The study used a descriptive qualitative method and the 4-D model to develop geometry materials for 10th grade students across North Sumatra, Indonesia. The results found that the materials were valid, simple to use, and effective based on expert reviews and positive student responses during trials. The developed materials are designed to engage students actively in the learning process and encourage higher-order thinking.
1. The document describes a study on developing mathematical teaching materials based on inquiry learning aided by multimedia to improve high school students' critical thinking skills.
2. The study used a descriptive qualitative method and the 4-D model to develop geometry teaching materials including a teacher's manual, student handbook, and worksheets.
3. The results found that the developed materials were valid, practical to use, and effective in engaging students based on observations and student feedback. The materials helped enhance students' logical thinking, problem-solving, and communication skills.
This document discusses action research and teacher professional development. It explains that action research involves teachers critically reflecting on their own practice to improve student outcomes. This can be done individually or collaboratively through projects focused on an area of interest. The document provides examples of action research questions and outlines the process of developing a project including collecting and analyzing data. It notes benefits like improved teaching and confidence but also challenges like time required. Advice for schools includes supporting teachers by modeling projects and having structures in place to share learning.
Article review-Creativity in Digital Art Education Teaching Practicesfatinismail89
This article summarizes a longitudinal study conducted from 2006-2009 that examined how teacher training programs can effectively teach digital art skills. The study involved workshops for 6 teachers and their approximately 500 students across 3 schools. Over the 3 years, the workshops used different themes ("DigiClosets", "Capturing Capricious Communities", "Memories in Motion") to evaluate the teachers' digital skills development and ability to interpret projects flexibly. The study found that teachers' skills and ability to foster students' creativity improved after participating in the multi-year training program with changing themes.
This document discusses a study that aimed to identify essential teaching competencies for university professors in Spain and establish a system to assess teaching quality. It describes the 4 phases of the study: 1) developing an evaluation model of competencies, 2) expert validation of the model, 3) applying the model to evaluate students, and 4) evaluation of the model by experts at the LIFE Laboratory in Geneva. The LIFE Laboratory focuses on teacher training and education research. Experts at LIFE evaluated the competency model, which is organized into 5 dimensions: course programs/guides, teaching methods, coherence of teaching resources, evaluation systems, and teacher attitude.
Here are potential responses to the questions:
Which Instructional Strategy is appropriate for the grade level you teach? Why?
Small group instruction would be appropriate for my grade level (3rd grade) because it allows me to target instruction for students who need reteaching, enrichment, or additional support. Working with students in small groups helps ensure they understand key concepts before moving on.
What are the pros and cons of Learning Contracts?
Pros: Learning contracts allow for student choice and independence. They can be personalized to students' individual needs and interests. Cons: Developing high-quality learning contracts takes significant planning time upfront. It also requires students to be self-motivated learners to stay on task without constant
The document discusses teacher action research and professional development. It provides examples of focus areas and questions for teacher action research projects, including how to use technology to enhance learning in various subject areas. Guidelines are provided for developing an action research plan and report, including collecting and analyzing data. Suggestions are made for schools to support teacher action research through modeling, providing time and resources, and encouraging reflection and sharing of results.
Blended learning environments the effectiveness in developing concepts and th...Alexander Decker
This document discusses blended learning and its effectiveness in developing concepts and thinking skills. It defines blended learning as combining online and traditional learning, taking advantage of different learning theories. There are five key components of blended learning identified: teacher-led interactions, self-paced interactions, collaborative activities, pre-assessments, and supplemental materials. The philosophy of blended learning is to utilize technology to create new learning situations and simulate active, individualized, learner-centered education. It has advantages like flexibility, increased participation, and better communication compared to solely online or traditional approaches.
This document discusses using sensemaking as an alternative to traditional evaluations for developing a distance learning research methods module. Sensemaking focuses on understanding complex situations and student learning processes. The author proposes using a modified lesson study approach where tutors and students collaboratively plan learning packages, students complete the work and are interviewed, and insights are used to plan future work. Two student experiences are described that had different processes but both found the practical focus useful. Some reflections note the potential for sensemaking to provide rich narratives of learning, inform curriculum development in real-time, and give insights into student learning ecologies compared to more reductive evaluations.
The document discusses learner-centered instructional strategies and flexible teaching approaches. It provides a list of various learner-centered strategies such as cooperative learning, presentations, panels/experts, and games/gamification that promote student responsibility, development, problem-solving and critical thinking. The document also discusses the differences between traditional teacher-centered models and learner-centered models, and benefits of student-centered learning such as empowerment and independence. Additionally, it covers flexible learning and teaching approaches that customize learning pace, place and mode to improve student access and experience.
This document describes a study conducted with 253 pre-service primary school teachers on using models as a teaching methodology for science education. The study had students develop models of inventions, machines, and devices to illustrate scientific concepts and create accompanying educational projects. Students created 115 models across various science themes. Results found that the model-based approach helped students better understand how the world works and explore scientific relationships in a hands-on way. It also facilitated teaching science concepts in relation to real-world technology. Overall, the model methodology was found to promote meaningful learning of science.
Jasper Shotts discusses tools and habits for success with flipped learning and engaging new and diverse learners. Some key points:
1) Prepare learning materials earlier and make them highly accessible to support students with different digital readiness.
2) In class, vary teaching methods like small group work, activities, and digital tools to accommodate different learning styles.
3) Engage students before, during, and after class through preparatory online tasks, participatory learning, and getting student feedback.
This document summarizes key findings and recommendations from a partnership meeting in Portugal between schools from France, Estonia, Poland, and Portugal. Good practices in teaching methods like cross-curricular teaching and helping underachieving students were shared. Challenges in school management discussed included implementing reforms, encouraging collaboration, and promoting innovation within budget and teacher constraints. The meeting achieved its goals of exchanging ideas and familiarizing partners with each other's education systems to improve science teaching for all students.
This document discusses research-based tools and frameworks to support ambitious mathematics teaching. It describes instructional activities designed for novice teachers to practice key routines of ambitious teaching. Rehearsals are used for teachers to learn how to facilitate mathematical talk and position students competently. A communication and participation framework maps teacher actions and student practices to support teacher reflection and trajectory of change. Common features of these tools include supporting teacher-researcher partnerships, developing a shared pedagogical language, approximating practice, highlighting student thinking, and linking teaching to learning outcomes. The goal is to develop teachers' adaptive expertise.
Applying language learning theories to the use of virtual classroom in teaching literature –a pilot study
John Dewey, Jean Piaget, and Audrey Gray are some of the proponents of Constructivism. Constructivism represents a paradigm shift from education based on behaviourism to education based on cognitive theory. Behaviourist model for instructional design develops a set of instructional sequences having predefined outputs which are used for subject development. Cognitive theory concentrates on the conceptualization of students’ learning processes and exploration of the way information is received, organized, retained and used by the brain (Thompson et al, 1996).
Gagnon and Collay (1999) state that in constructivist paradigm, knowledge is constructed by learners during (1) active learning, (2) making their own representation of action, (3) conveying meaning to others, and (4) explaining things they don‘t understand completely. At the minimum, a learning environment contains: the student and a setting or space wherein the student acts, uses tools and devices, collects and interprets information, interacts with others, etc. (Wilson, 1996)
According to constructivists, knowledge is not received from the outside or from someone else; it is the individual student’s interpretation and processing of what is received through the senses that creates knowledge. Students should be allowed to construct knowledge rather than being given knowledge through instruction (Duffy & Cunningham, 1996).
Digital Literacy with EFL Student Teachers: Exploring Student Teachers’ Initi...Tati D. Wardi Ph.D.
The document discusses a study that explored student teachers' perceptions of integrating digital technologies into an English teaching unit. The study found that student teachers selected Facebook, blogs, Skype, and WhatsApp as digital tools suitable for language teaching. For Facebook, student teachers saw potential for facilitating online classrooms and discussions. Blogs were viewed as a way to connect reading and writing and give students a sense of writing ownership. Skype and other VoIP tools could help students practice speaking skills. WhatsApp could support group activities and demonstrate the learning process. The findings were discussed in relation to prior research on using social media and digital tools for education.
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Puzzle-based Games as a Metaphor for Designing In Situ Learning Activities
1. PUZZLE-BASED GAMES AS A METAPHOR
FOR DESIGNING IN SITU LEARNING ACTIVITIES
Javier Melero, Davinia Hernández-Leo, Josep Blat
Interactive Technologies Group
Universitat Pompeu Fabra
ECGBL 2013, Porto, Portugal, 3 October 2013
Supporting teachers as designers of their own
gamified situated m-learning activities
2. CONTEXT
2/6
How can we support teachers
as designers of their own situated m-learning activities?
Research Question
ECGBL 2013, Porto, Portugal, 3 October 2013
M-learning: learning anytime / anywhere (Rogers, 2008)
Situated learning activities:
• Educational benefits: motivation, stimulation, entertainment, exploration skills and self-
assessment (Davis, 2002; Santos et al., 2011)
• Looking for promoting students’ reflection, and avoiding being focused just on achieving
higher scores
• Must be aligned with the requirements of the specific educational settings: It becomes crucial
to involve teachers in the design of these types of learning activities (Tornero et al., 2010)
To what extent teachers are able to design this kind of situated m-learning activities
3. RESEARCH PLAN
3/6
Adopted approach:
A Metaphor considering puzzle and game factors
Proposed Solution
ECGBL 2013, Porto, Portugal, 3 October 2013
Educational Games: Strengthen and support school achievement, motivation, encourage active
learning, attention and concentration (Ke, 2008; Oblinger, 2004; Sedig, 2008)
Puzzles: Potential educational strategy to feasibly involve participants as game designers
(Crawford, 1982). Engage students in the subject topics, foster students’ problem solving, analytical
and memory skills (Huang et al., 2007; Bottino et al., 2008)
Board Physical space where the activity is performed
Slots Questions designed for the gamified learning activity
Pieces Options associated to each question
Puzzle Group of slots
Level Levels as geographical zone
Points Correct/Incorrect answers, consulting hints
Bonus Extra points when all questions from a level have
been correctly answered
Feedback Textual information associated to ranges of points
Hints Textual information of help to guide students to find
the correct answer
4. 4/6
RESEARCH PLAN
Design-based Research Methodology
Methodology involving continuous cycles of:
ECGBL 2013, Porto, Portugal, 3 October 2013
Design Enactment Analysis Re-design
Paper-based Templates http://youtu.be/BTSsXa_e-6M
Questionnaires
Observations
Log files
Several data gathering
techniques
teachers students
Discussion Groups
5. 5/6
RESEARCH PLAN
ECGBL 2013, Porto, Portugal, 3 October 2013
Evaluations of the Proposed Approach
Evaluations in 4 Real Learning Contexts
RESULTS:
• The approach enables the
creation of gamified in situ
learning activities depending
on the teachers’ needs
• Different design strategies:
number of levels,
punctuation mechanisms,
hints, etc.
• Problems understanding the
“level” element
Discovering L’H Discovering Vic
Discovering Sant
Sadurní
Discovering the
MNAC
Learning about the
heritage of the city of
l’Hospitalet
Learning about the
city of Vic and its art
history
Learning about the
heritage of Sant
Sadurní
Learning about
different pictures of
the museum
7 teachers ,
using the paper-based
templates
1 teacher ,
using the paper-based
templates
7 teachers ,
using the paper-based
templates
1 teacher,
using the paper-based
templates
74 students ,
using “QuesTInSitu:
The Game”
64 students ,
using “QuesTInSitu:
The Game”
43 students ,
using “QuesTInSitu:
The Game”
36 students,
using “QuesTInSitu:
The Game”
RESULTS:
• Students enjoy the proposed
approach
• To offer the students the
possibility of moving to next
levels without completing
correctly all the questions
• Discrepancies when
subtracting points
• Students avoid to access to
the hints
6. 6/6
Conclusions
• A puzzle-based metaphor to facilitate teachers the design their own gamified situated m-
learning activities
• The metaphor has been positively valued by teachers and students
• The metaphor has been proved a feasible approach to define gamified situated learning
activities to different contexts and educational purposes
• The use of paper-based templates have been positively valued for structuring the content of
the activities
Next steps
• Creation of an authoring tool compliant with the proposed approach
• Understanding the effect of the rules information presented to the students (details regarding
the adaptive functioning of the points or accessing to the hints)
CONCLUSIONS
ECGBL 2013, Porto, Portugal, 3 October 2013
MORE INFO. Javier Melero | Universitat Pompeu Fabra | javier.melero@upf.edu | http://www.javiermelero.es
7. 6/6
Conclusions
• A puzzle-based metaphor to facilitate teachers the design their own gamified situated m-
learning activities
• The metaphor has been positively valued by teachers and students
• The metaphor has been proved a feasible approach to define gamified situated learning
activities to different contexts and educational purposes
• The use of paper-based templates have been positively valued for structuring the content of
the activities
Next steps
• Creation of an authoring tool compliant with the proposed approach
• Understanding the effect of the rules information presented to the students (details regarding
the adaptive functioning of the points or accessing to the hints)
CONCLUSIONS
ECGBL 2013, Porto, Portugal, 3 October 2013
MORE INFO. Javier Melero | Universitat Pompeu Fabra | javier.melero@upf.edu | http://www.javiermelero.es
Editor's Notes
GUIDELINES Title slide – Name, Title and what the paper is about One slide with the research question and any hypothesis you are investigating 2 or 3 slides covering your research plan A concluding slide – a summary of what you have said and your next steps.
Advances in mobile technologies release the learners from time and spatial limitations and bring new opportunities for supporting and enhancing learning (Rogers, 2008). In this line, mobile learning allows the creation of situated learning activities. Previous research studies show potential educational benefits in terms of students’ motivation, stimulation, entertainment, exploration skills and self-assessment (Davis, 2002; Santos et al., 2011). It is still needed to work more on promoting students’ reflection, and avoiding being focused just on achieving higher scores (Santos et al., 2011). In order to create meaningful gamified situated m-learning activities, it is important that they are aligned with the requirements of the specific educational settings. It becomes crucial to involve teachers in the design of these types of learning activities (Tornero et al., 2010). Despite of this, it is still not clear to what extent teachers are able to design this kind of situated m-learning activities
With the aim of facilitating and engaging teachers in the design of gamified situated m-learning activities, a metaphor based on puzzles and games elements has been proposed (Melero et al., accepted). Several reasons are behind the use of adopting this approach as a game design strategy. Games can provide intrinsically motivating learning environments (Sedig, 2008), engage learners in meaningful and enjoyable learning, encourage active learning, be effective tools for enhancing learning and understanding of complex subject matter, promote collaboration among learners (Ke, 2008), activate prior learning to advance forward, promote exploration of information, and provide feedback and assessment to progress (Oblinger, 2004). Puzzles seem that are potential strategies to feasibly involve participants as game designers (Huang et al., 2007; Crawford, 1982). Also, puzzles can engage students in the subject topics, while fostering students’ problem solving, analytical and memory skills (Huang et al., 2007; Bottino et al., 2008). Aim: to engage students in reflecting on the correct solution. Similar to jigsaw puzzles, players could try to solve the different questions as many times as needed until reaching a correct solution Ways to find the correct solutions: reflecting on wrong past choices, consulting resources provided by the gamified application, discussing with other students, asking people, searching by the Internet, etc.
Methodology (Barab et al., 2004; Collins et al. 1992; DBRC, 2003) The teachers became co-participants in the design and analysis Involves social interactions with the teachers: Sharing ideas , Looking at multiple aspects of the design and developing, Involves different participants in the design (researchers and teachers Context: The puzzle-based game metaphor as an approach to create gamified in situ learning activities Participants: Teachers (designers) and students (end users) of secondary education Design: filling paper-based templates containing the different key elements Enactment: QuesTInSitu: The Game Analysis: Mixed evaluation method considering: Observations, tests, questionnaires, and log files (with students); Interviews and questionnaires (with teachers)
The approach successfully enables the creation of gamified in situ learning activities depending on the teachers’ needs. The proposed metaphor has been successfully applied as a design tool using paper-based templates to create four gamified in situ learning activities. Even though based on the same design model, the resulting games were different serving the diverse purposes depending on the educational situation and teachers’ creativity. They have different amounts of levels and questions, the feedback was designed in either informal or formal ways, different punctuations mechanisms were formulated (i.e. one following a more traditional test-based approach and the others following a more game-based approach), and different strategies were followed to design the hints (suggestions vs. clues). Regarding the students’ opinions while using QuesTInSitu: The Game, we can conclude that most of the students enjoyed the proposed approach. Students enjoyed the dynamics of the game and indicated that they reflect on the answers to the questions especially when they first try was wrong. However, from the obtained results it seems that it is important to offer students the possibility of moving to next levels without completing correctly all the questions. The different punctuation mechanisms designed in all the experiments were accepted by the students, having just some discrepancies when subtracting points in the cases of failing questions. Regarding the hints, students did not consult them, as it would be expected. Results show that students prefer to find by themselves the solutions using either the resources available in the real situ, asking people or searching the Internet, rather than losing points.
This research work has presented a strategy based on a puzzle-based game metaphor to facilitate teachers the design their own gamified situated m-learning activities. The puzzle-based game metaphor has been proved also a feasible approach to define gamified situated learning activities to different contexts and educational purposes. Besides, the use of paper-based templates have been positively valued for structuring the content of the activities, as well as for freely designing the gamified situated m-learning activities. Creation of an authoring tool with teachers. Results suggest that further research is needed to understand the negative feeling of the students in this respect. Potential venues for future exploration include understanding the effect of the rules information presented to the students (details regarding the adaptive functioning of the points) or the adoption of more game-oriented punctuation mechanisms. This issue was tackled by indicating that the level element - when designing in situ learning activities - may refer typically to specific physical zones or geographical areas.