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Co-creation in the Design of Technology Enhanced Learning: Teachers? Beliefs versus Practices 技术促进学习设计中的共同创造:教师?信念与实践
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-005
D. Persico, F. Manganello, M. Passarelli
The 4Cs framework, concerning self-regulated professional learning in knowledge intensive domains, is the lens through which participatory practices in learning design are investigated in this paper. The framework identifies four types of participatory behaviours: Consuming, Creating, Connecting and Contributing. A survey involving 117 Italian practicing teachers reveals that they regard all the 4Cs as important, but self-reported behaviours do not align with such beliefs. This misalignment is most significant for Connecting and Contributing behaviours (herein called altruistic behaviours). As for Consuming and Creating (individualistic behaviours), the former is rather scant while the latter is the most practiced, despite a wealth of research addressing the need to make Learning Designs reusable. Besides, the majority of the interviewees do not know the most well-known learning design tools produced by academic research. These data reveal limited impact of learning design research and indicate the way ahead for promoting teachers’ participatory practices.
4c框架涉及知识密集型领域的自我规范专业学习,是本文研究学习设计参与式实践的视角。该框架确定了四种类型的参与行为:消费、创造、联系和贡献。一项针对117名意大利在职教师的调查显示,他们认为所有4c都很重要,但自我报告的行为与这种信念不一致。这种错位在连接和贡献行为(这里称为利他行为)中最为显著。至于消费和创造(个人主义行为),前者是相当少的,而后者是最实践的,尽管有大量的研究表明需要使学习设计可重用。此外,大多数受访者并不知道学术研究产生的最知名的学习设计工具。这些数据揭示了学习设计研究的有限影响,并为促进教师参与性实践指明了前进的道路。
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引用次数: 0
Early Math in a Preschool Context: Spontaneous Extension of the Digital into the Physical 学前环境下的早期数学:数字向物理的自发延伸
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-007
Agneta Gulz, Susanne Kjällander, S. Frankenberg, Magnus Haake
The paper presents a systematic examination of data from two early math interventions, involving 188 children aged 3,5-6,5 and their teachers. The aim is to cast light on how a digital early math game can be spontaneously extended into the physical environment by children and by teachers. Questions were: i) how the math content was extended to the physical room, ii) which elements of the game and the interventions inspired and provided affordances for the extensions iii) implications for children’s learning of early math. The analyses revealed a great variety of ways in which children and teachers – acting on their own or together – brought the game out to the physical room. Among the underlying factors for this were everyone’s experiences with the game, familiar narratives, and simple game design in terms of rules and visual features. Finally, positive influences on early math learning from the extensions were identified.
本文对两项早期数学干预的数据进行了系统检查,涉及188名3岁、5-6岁、5岁的儿童和他们的老师。其目的是阐明儿童和教师如何自发地将数字早期数学游戏扩展到物理环境中。问题是:i)数学内容如何扩展到物理教室,ii)游戏的哪些元素和干预措施激发并提供了扩展的支持,iii)对儿童早期数学学习的影响。分析揭示了孩子们和老师们——单独行动或一起行动——将游戏带到物理教室的多种方式。这其中的潜在因素包括每个人的游戏体验、熟悉的故事以及简单的游戏规则和视觉功能设计。最后,我们发现了这些扩展对早期数学学习的积极影响。
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引用次数: 0
Human-Computer Synergies in Prosthetic Interactions 人机在假肢交互中的协同作用
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-002
John Millar Carroll, Sooyeon Lee, Madison Reddie, J. Beck, M. Rosson
Remote sighted assistance provides prosthetic support to people with visual impairments (PVI) through internet-mediated conversational interactions. In these interactions, PVI broadcast live video to remotely-located, sighted people who engage in speech interactions with PVI to create prosthetic support. These interactions can be quite nuanced, creative, and effective. In this paper, we present a design investigation of remote sighted assistance (RSA) in which computer vision capabilities are integrated into the prosthetic interaction, supporting the human participants in various ways. Our study involved creating design scenarios to identify and concretize future possibilities in order to articulate and analyze design rationale for these scenarios, that is to say, strengths and challenges of RSA integrated with CV. We discuss implications for the design of the next generation of remote sighted assistance.
远视辅助通过互联网介导的对话互动为视障人士提供假肢支持。在这些互动中,PVI向远程定位的视力正常的人播放实时视频,这些人与PVI进行语言互动,以创造假肢支持。这些互动可以是非常微妙的、创造性的和有效的。在本文中,我们提出了一种远程视觉辅助(RSA)的设计研究,其中计算机视觉功能集成到假肢交互中,以各种方式支持人类参与者。我们的研究涉及创建设计场景,以确定和具体化未来的可能性,以便阐明和分析这些场景的设计原理,也就是说,RSA与CV集成的优势和挑战。我们讨论了对下一代远视辅助设计的影响。
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引用次数: 8
Understanding the role of digital communication and mediation strategies in community-led territorial innovation: a systematic review 理解数字通信和调解策略在社区主导的区域创新中的作用:系统回顾
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-001
Paula Alexandra Silva, O. Tymoshchuk, D. Renó, A. M. Almeida, Luís Pedro, F. Ramos
This article brings together empirical academic research on community-led territorial innovation initiatives. By engaging in a systematic literature review, the research analyses the role of digital technology in supporting community-led initiatives. Besides identifying the technologies used, this research develops an understanding both on its purpose of use and on its relation to communication and mediation strategies. A clear gap is found not only in terms of research reporting on community-led initiatives, but also on research studying the specific use of digital technology by those communities, highlighting a need for future research in the area. From an initial set of 1312, six articles are identified which meet the inclusion criteria for this review and only five of them report on technology use. Results show that a diversity of digital technologies, from blogs to online repositories, is used by the initiatives analysed, leveraging on the global coverage of the Internet. Besides a key role in supporting community collaboration and cooperation, digital technology also emerges as an important vehicle for community debate and as an enabler of community empowerment and advocacy.
本文汇集了社区主导的地域创新举措的实证学术研究。通过系统的文献回顾,本研究分析了数字技术在支持社区主导举措方面的作用。除了识别所使用的技术外,本研究还对其使用目的及其与沟通和调解策略的关系进行了理解。不仅在社区主导的倡议的研究报告方面存在明显差距,而且在研究这些社区具体使用数字技术的研究方面也存在明显差距,这突出表明需要在该领域开展进一步的研究。从最初的1312篇文章中,确定了6篇符合本综述纳入标准的文章,其中只有5篇报道了技术使用。结果表明,所分析的举措利用了互联网的全球覆盖范围,使用了从博客到在线存储库等多种数字技术。除了在支持社区协作和合作方面发挥关键作用外,数字技术还成为社区辩论的重要工具,并成为社区赋权和宣传的推动者。
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引用次数: 6
Demystifying Robots in the Co-Design of a Tutee Robot with Primary School Children 在与小学生共同设计的教学机器人中揭开机器人的神秘面纱
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-006
W. Barendregt, Sara Ekström, Svea Kiesewetter, Lena Pareto, Sofia Serholt
his paper contributes to the existing body of knowledge on the co-design of novel technologies with children. As part of a three year research project aiming to design and develop a robot tutee for use in mathematics education, we present the initial phases of our design approach with children, in which we draw on principles of Participatory Design and Co-design. As part of the early stages of this process, we included a demystifying phase (I), and a gradual introduction to the robot’s capabilities (II), in order to foster reasonable expectations in children and gather feasible design input. Drawing on the Time-Space-Structure framework, two primary schools were involved in the co-design process, where children in grades 2 and 4 participated in a set of workshops. We discuss the benefits and tensions of our approach, and reflect on its implications for mutual learning, hoping to inspire further exploration in this field.
他的论文对与儿童共同设计新技术的现有知识体系做出了贡献。作为一项为期三年的研究项目的一部分,旨在设计和开发用于数学教育的机器人课程,我们展示了我们与儿童设计方法的初始阶段,其中我们借鉴了参与式设计和协同设计的原则。作为这个过程的早期阶段的一部分,我们包括了一个揭开神秘面纱的阶段(I),以及对机器人能力的逐步介绍(II),以培养孩子们的合理期望并收集可行的设计输入。根据时间-空间-结构框架,两所小学参与了共同设计过程,二年级和四年级的孩子们参加了一系列讲习班。我们讨论了我们的方法的好处和紧张,并反思了它对相互学习的影响,希望能激发这一领域的进一步探索。
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引用次数: 6
Contextualising Learning Analytics with Classroom Observations: A Case study 情境化学习分析与课堂观察:个案研究
Pub Date : 2020-05-10 DOI: 10.55612/s-5002-044-004
M. Eradze, M. Rodríguez-Triana, Nikola Milikić, M. Laanpere, Kairit Tammets
Educational processes take place in physical and digital places. To analyse educational processes, Learning Analytics (LA) enable data collection from the digital learning context. At the same time, to gain more insights, the LA data can be complemented with the data coming from physical spaces enabling Multimodal Learning Analytics (MMLA). To interpret this data, theoretical grounding or contextual information is needed. Learning designs (LDs) can be used for contextualisation, however, in authentic scenarios the availability of machine-readable LD is scarce. We argue that Classroom Observations (COs), traditionally used to understand educational processes taking place in physical space, can provide the missing context and complement the data from the co-located classrooms. This paper reports on a co-design case study from an authentic scenario that used CO to make sense of the digital traces. In this paper we posit that the development of MMLA approaches can benefit from co-design methodologies; through the involvement of the end-users (project managers) in the loop, we illustrate how these data sources can be systematically integrated and analysed to better understand the use of digital resources. Results indicate that CO can drive sense-making of LA data where predefined LD is not available. Furthermore, CO can support layered contextualisation depending on research design, rigour and systematic documentation/data collection efforts.Also, co-designing the MMLA solution with the end-users proved to be a useful approach.
教育过程在物理和数字环境中进行。为了分析教育过程,学习分析(LA)可以从数字学习环境中收集数据。与此同时,为了获得更多的见解,可以将LA数据与来自物理空间的数据进行补充,从而实现多模式学习分析(MMLA)。为了解释这些数据,需要理论基础或上下文信息。学习设计(LD)可用于情境化,然而,在真实场景中,机器可读LD的可用性是稀缺的。我们认为,传统上用于理解发生在物理空间中的教育过程的课堂观察(COs)可以提供缺失的背景,并补充来自同一地点教室的数据。本文报告了一个来自真实场景的协同设计案例研究,该场景使用CO来理解数字痕迹。在本文中,我们假设MMLA方法的发展可以受益于协同设计方法;通过最终用户(项目经理)在循环中的参与,我们说明了如何系统地集成和分析这些数据源,以更好地理解数字资源的使用。结果表明,在预定义的LD不可用的情况下,CO可以驱动LA数据的意义生成。此外,CO可以支持分层情境化,这取决于研究设计、严谨性和系统的文档/数据收集工作。此外,与最终用户共同设计MMLA解决方案被证明是一种有用的方法。
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引用次数: 0
Joining Informal Learning in Online Knowledge Communities and Formal Learning in Higher Education: Instructional Design and Evaluation of a Blended-Learning Seminar with Learning Analytics Support 加入在线知识社区中的非正式学习和高等教育中的正式学习:有学习分析支持的混合学习研讨会的教学设计和评估
Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-006
Nicolae Nistor, M. Dascalu, Stefan Trausan-Matu
The use of online knowledge communities (OKCs) as informal learning environments in connection with formal learning encounters two main issues: the learning guidance issue, and the newcomer integration issue. While the former can be solved by instructional design, the latter is still open and may be solved by Social Learning Analytics (SLA). This paper proposes B-LABS (Blogs and Learning Analytics Based Seminar), a higher education seminar with a formal component as a face-to-face seminar, and an informal component comprising learning in OKCs. B-LABS was carried out with N= 65 undergraduate students. SLA tools were employed to select responsive OKCs that were likely to integrate newcomers. The students successfully followed the B-LABS script; learning outcomes included students’ insight in mathematics didactics, and knowledge of OKC specific educational approaches. Student acceptance of the learning environment was predicted by performance expectancy and perceived social influence. Future development includes refining functions predicting the likeliness of OKC newcomer integration.
前者可以通过教学设计来解决,后者仍然是开放的,可以通过社会学习分析(SLA)来解决。本文提出了B-LABS(博客和基于学习分析的研讨会),这是一个高等教育研讨会,其正式组成部分是面对面的研讨会,非正式组成部分包括OKCs的学习。B-LABS以N= 65名本科生为研究对象。使用SLA工具来选择可能整合新来者的响应性okc。学生们成功地遵循了B-LABS的脚本;学习成果包括学生对数学教学的洞察力,以及对俄克拉荷马州立大学具体教育方法的了解。学生对学习环境的接受程度可通过预期表现和感知到的社会影响来预测。未来的发展包括改进预测OKC新人整合可能性的功能。
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引用次数: 1
Immersive and participatory serious games for heritage education, applied to the cultural heritage of South Tyrol 遗产教育的沉浸式和参与式严肃游戏,应用于南蒂罗尔的文化遗产
Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-003
A. Luigini, Monica Parricchi, A. Basso, D. Basso
Heritage education is an activity that is increasingly present in the educational curricula of schools and museums. Cognitive mechanisms and Representation devices must be thoroughly analysed and designed in order to promote the creation of didactic paths to foster effective learning experiences. Immersive visualization technologies are well suited for gamification applications and the technological and economic accessibility of VR HMD (head-mounted display) viewers makes these technologies particularly attractive for the development of potentially more widespread methodologies. This article will describe an educational path, and the relative experimentation, on the cultural heritage focused on the production of the typical bread of the Val Pusteria area - and the rural life around it. The project was aimed at primary school children and was based on a serious game in Virtual Immersive Reality.
遗产教育是越来越多地出现在学校和博物馆教育课程中的一项活动。认知机制和表征手段必须进行彻底的分析和设计,以促进教学路径的创造,从而培养有效的学习体验。沉浸式可视化技术非常适合游戏化应用,VR HMD(头戴式显示器)观众的技术和经济可及性使这些技术对开发潜在的更广泛的方法特别有吸引力。这篇文章将描述一个教育路径,以及相关的实验,集中在Val Pusteria地区典型面包的生产上的文化遗产,以及它周围的农村生活。该项目以小学生为目标,基于虚拟沉浸式现实中的一个严肃游戏。
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引用次数: 7
Teacher readiness to adopt game-based mobile learning with augmented reality 教师准备采用基于游戏的移动学习与增强现实
Pub Date : 2019-12-20 DOI: 10.55612/s-5002-043-004
M. Marques, L. Pombo
Mobile augmented reality (AR) games have potential in Education, as they can enhance learning experiences, by offering to learners contextualized information. This study aim is to reveal teachers’ readiness to adopt these strategies, after training. Hence, this is a case study of two editions of a workshop under the EduPARK project, designed to support teachers’ adoption of strategies involving game-based mobile learning with AR. The workshops required collaborative exploration of the EduPARK app and educational resource planning. Data collected from individual questionnaires and focus group interviews were analysed through content analysis, descriptive statistics, and computing of the Educational Value Scale and of the System Usability Scale. The 45 teacher-trainees consider they are ready to integrate mobile AR games in their practices, but they are foreseeing difficulties that need to be addressed. This work presents a typology of teacher training that, according to the participants, is successful in promoting their readiness to adopt innovative practices.
移动增强现实(AR)游戏在教育领域具有潜力,因为它们可以通过向学习者提供情境化信息来增强学习体验。本研究的目的是揭示教师在接受培训后是否愿意采用这些策略。因此,这是EduPARK项目下的两个版本研讨会的案例研究,旨在支持教师采用基于游戏的AR移动学习策略。研讨会需要对EduPARK应用程序和教育资源规划进行协作探索。通过内容分析、描述性统计、教育价值量表和系统可用性量表的计算,对从个人问卷和焦点小组访谈中收集的数据进行分析。这45名教师学员认为他们已经准备好将移动增强现实游戏融入他们的实践中,但他们也预见到需要解决的困难。这项工作提出了一种教师培训的类型,根据参与者的说法,这种类型成功地促进了他们采用创新实践的准备。
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引用次数: 3
Involving Students in the Co-Creation of a Complex, Evolving Learning Environment 让学生参与共同创造一个复杂的、不断变化的学习环境
Pub Date : 2019-09-20 DOI: 10.55612/s-5002-042-004
Naemi Luckner, Peter Purgathofer, G. Fitzpatrick
Technology-enhanced learning (TEL) is a promising solution for higher education settings by creating a collaborative, engaging learning experience despite high student numbers and a lack of individual feedback and support. When creating such TEL environments to fit a particular local context, co-creation methods provide a way for all stakeholders to meaningfully address and design for their own needs. In our specific university context, we are working on supporting different forms of learning within large, face-to-face university lectures. Our goal is to create a learning environment for students to learn and evolve in a self-directed and collaborative manner, using a mixture of traditional lectures and online learning activities. Throughout the creation of this innovative TEL environment, we made a point of inviting students to participate in the design and development process. We introduced multiple modes of co-creation for students to reflect on the current system, create prototypes and redesigns, and even practically implement new ideas and solutions. In this paper we reflect on these different modes of co-creation and discuss their impact on various design spaces within this project - the learning design, the learning content and the learning platform. Our findings point to the necessity of using multiple modes of co-creation simultaneously to get a better picture of the complex educational context and interconnections between design spaces.
尽管学生人数众多,缺乏个人反馈和支持,但技术增强学习(TEL)通过创造协作、引人入胜的学习体验,为高等教育环境提供了一种很有前途的解决方案。当创建这样的TEL环境以适应特定的当地环境时,共同创造方法为所有利益相关者提供了一种有意义的解决和设计自己需求的方法。在我们特定的大学背景下,我们正在努力支持不同形式的大型面对面大学讲座学习。我们的目标是创造一个学习环境,让学生以自主和合作的方式学习和发展,使用传统讲座和在线学习活动的混合。在创建这个创新的TEL环境的过程中,我们特别邀请学生参与设计和开发过程。我们引入了多种共同创造模式,让学生反思当前的系统,创造原型和重新设计,甚至实际实施新的想法和解决方案。在本文中,我们反思了这些不同的共同创造模式,并讨论了它们对项目中各个设计空间的影响——学习设计、学习内容和学习平台。我们的研究结果指出,有必要同时使用多种共同创造模式,以更好地了解复杂的教育环境和设计空间之间的相互联系。
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引用次数: 4
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