A systematic review of digital innovations in technology-enhanced learning designs in higher education

IF 3.3 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Australasian Journal of Educational Technology Pub Date : 2023-10-15 DOI:10.14742/ajet.7615
Derek L. Choi-Lundberg, Kerryn Butler-Henderson, Kristyn Harman, Joseph Crawford
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引用次数: 1

Abstract

In the years prior to the COVID-19 pandemic, there was considerable innovation in designing and implementing teaching and learning with technology in fully online, face-to-face and blended modes. To provide an overview of technology-enhanced learning in higher education, we conducted a systematic literature review following PRISMA guidelines of digital innovations in learning designs between 2014 and 2019, prior to emergency remote teaching responses to the COVID-19 pandemic. From 130 publications, we identified eight overlapping categories of digital technologies being deployed across higher education fields: simulation and augmented or virtual reality; Web 2.0; learning management systems; mobile learning; gamification and serious games; various technologies in classrooms; massive open online courses; and other software, websites, applications and cloud computing. We use these publications, supplemented with findings from selected meta-analyses and systematic reviews of specific technologies, as examples to guide educators designing technology-enhanced learning activities in changing circumstances that may require blended or fully online delivery. As the 130 publications had mixed perceived quality, levels of evidence and details of learning designs and evaluation presented, we suggest educators share their innovations following reporting guidelines relevant to their research methodologies, enabling others to consider transferability to other contexts and to build on their work. Implications for practice or policy: Leaders and administrators should support staff development of technological pedagogical content knowledge and teaching as design for student learning. Educators and instructional designers, in designing learning experiences, should consider adult learning theories, inclusive practices and digital equity and leverage multiple technologies to facilitate students learning their curricula. In educational research or scholarship of teaching and learning, researchers should provide sufficient detail to enable readers to assess transferability to their own contexts.
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高等教育中技术增强学习设计中的数字创新的系统回顾
在2019冠状病毒病大流行之前的几年里,在设计和实施完全在线、面对面和混合模式的技术教学方面进行了相当大的创新。为了概述高等教育中技术增强学习的情况,在应对COVID-19大流行的紧急远程教学响应之前,我们根据2014年至2019年PRISMA学习设计数字创新指南进行了系统的文献综述。从130份出版物中,我们确定了在高等教育领域部署的8个重叠类别的数字技术:模拟和增强或虚拟现实;Web 2.0;学习管理系统;移动学习;游戏化和严肃游戏;教室里的各种技术;大规模在线开放课程;以及其他软件、网站、应用程序和云计算。我们使用这些出版物,辅以精选的荟萃分析和对特定技术的系统评论的发现,作为指导教育工作者在可能需要混合或完全在线交付的不断变化的环境中设计技术增强学习活动的例子。由于这130份出版物的感知质量、证据水平和学习设计和评估的细节参差不齐,我们建议教育工作者按照与其研究方法相关的报告指南分享他们的创新,使其他人能够考虑到其他环境的可转移性,并在他们的工作基础上继续发展。对实践或政策的启示:领导者和管理者应支持员工开发技术教学内容、知识和教学,作为学生学习的设计。教育工作者和教学设计师在设计学习体验时,应考虑成人学习理论、包容性实践和数字公平,并利用多种技术促进学生学习课程。在教育研究或教与学的学术研究中,研究人员应该提供足够的细节,使读者能够评估可转移性到他们自己的语境中。
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来源期刊
Australasian Journal of Educational Technology
Australasian Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
7.60
自引率
7.30%
发文量
54
审稿时长
36 weeks
期刊最新文献
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