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A Model for Designing Authentic Learning 一个设计真实学习的模型
Pub Date : 2019-11-11 DOI: 10.24135/pjtel.v2i1.29
T. Cochrane, D. Sinfield
Student internships and work experience schemes provide students with highly authentic learning experiences (Bosco & Fern, 2014). Therefore many university programmes include a job-experience element that students must demonstrate completion of, usually through a report signed by the employer that the student has managed to find work with over their summer break. Auckland University of Technology provides a summer student scholarship scheme that provides contestable scholarship funding for students to work on university specified projects over the summer break. Each scholarship requires 370 hours of project-related work, followed by a summary report. In this presentation we explore a model that extends the summer student scholarship concept as part of a longer term collaboration between university students, academic supervisors, and industry representatives. This extended model brokers real world projects that benefit the wider community through developing solutions to health care problems in collaboration with a local district health board (ADHB or Auckland District Health Board). In this model communication design students apply to form design teams, selected and supervised by university academics, to address design briefs from the district health board’s Design Lab. Key aspects of this collaboration include: developing a sense of trust between the university and the district health Design Lab, establishing a supervision team and protocols, and establishing an ecology of supporting resources - including providing students with the work space and infrastructure access to achieve the project goals. The summer student scholarships are designed to be the first step in a long term collaboration that will potentially lead into major undergraduate student projects and post-graduate research. The summer scholarship projects use a Design Based Research (DBR) methodology (McKenney & Reeves, 2018) to address the first design stages of specific health care problems: analysis and exploration, and initial prototype design. The following stages of a DBR methodology (design implementation, evaluation, and redesign) are addressed through subsequent major student projects or post graduate research following agreement with the district health Design Lab after the presentation of the summer student scholarship project outcomes. The scope of the projects aim to explore the potential of wearable and mobile technologies to enhance health care practice and the patient experience (Rich & Miah, 2017). The research questions underpinning the extended student scholarship model are:   In what scenarios can wearable and mobile technologies most effectively enhance health care practice and the patient experience? What are the design principles that can guide the development of authentic mobile learning collaborative student projects? References   Bosco, A. M., & Fern, S. (2014). Embedding of authentic assessment in work-integrated learning curriculum. Asia-Pacific
学生实习和工作经验计划为学生提供了高度真实的学习经验(Bosco & Fern, 2014)。因此,许多大学课程都包括工作经验这一要素,学生必须证明完成了这一要素,通常是通过学生在暑假期间设法找到工作的雇主签署的报告。奥克兰理工大学提供暑期学生奖学金计划,为学生在暑假期间从事大学指定项目提供竞争性奖学金。每个奖学金需要370小时的项目相关工作,然后是总结报告。在本次演讲中,我们将探索一种模式,将暑期学生奖学金概念扩展为大学生、学术导师和行业代表之间长期合作的一部分。这种扩展模式通过与当地地区卫生委员会(ADHB或奥克兰地区卫生委员会)合作制定保健问题的解决方案,为现实世界的项目提供中介,使更广泛的社区受益。在这种模式下,沟通设计专业的学生申请组成设计团队,由大学学者挑选和监督,解决来自地区卫生局设计实验室的设计简报。此次合作的关键方面包括:在大学和地区卫生设计实验室之间建立信任感,建立监督团队和协议,建立支持资源生态-包括为学生提供工作空间和基础设施,以实现项目目标。夏季学生奖学金是长期合作的第一步,可能会导致主要的本科生项目和研究生研究。夏季奖学金项目使用基于设计的研究(DBR)方法(McKenney & Reeves, 2018)来解决特定医疗保健问题的第一个设计阶段:分析和探索,以及初始原型设计。DBR方法的以下阶段(设计实施、评估和重新设计)在夏季学生奖学金项目成果展示后,通过随后的主要学生项目或与地区卫生设计实验室达成协议的研究生研究来解决。项目的范围旨在探索可穿戴和移动技术的潜力,以增强医疗保健实践和患者体验(Rich & Miah, 2017)。支持扩展学生奖学金模式的研究问题是:在什么情况下,可穿戴和移动技术可以最有效地增强医疗保健实践和患者体验?哪些设计原则可以指导真正的移动学习合作学生项目的发展?Bosco, a.m., & Fern, S.(2014)。在工作整合学习课程中嵌入真实评估。合作教育学报,15(4),281-290。麦肯尼,S.和里夫斯,T. C.(2018)。进行教育设计研究:劳特利奇。Rich, E.,和Miah, A.(2017)。移动、可穿戴和可摄取的卫生技术:迈向关键的研究议程。健康社会学评论,26(1),84-97。
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引用次数: 2
Introducing Immersive Reality into the Journalism Curriculum 将沉浸式现实引入新闻课程
Pub Date : 2019-11-11 DOI: 10.24135/pjtel.v2i1.27
H. Sissons, T. Cochrane
Following the introduction of the Google Cardboard virtual reality (VR) head mounted display (HMD) in 2014, mainstream journalism began exploring the potential of VR to transform news storytelling as an immersive experience (Lalwani, 2015; Somaiya, 2015). However, unlike the transformative impact of social media on journalism and journalism education (Mulrennan, 2017), VR has taken several years for this to filter into the curriculum of journalism higher education. AUT’s journalism programme includes a final semester, capstone, assessment in which students produce a piece of long-form immersive journalism that provides the opportunity to embed VR storytelling as an authentic immersive experience. To address this we created a collaborative curriculum design team in 2019 to design a workshop (Sissons & Cochrane, 2019) to introduce journalism students to the potential of VR to explore and create an immersive journalism experience. We used a design based research methodology (McKenney & Reeves, 2019) to structure the curriculum design process into four phases: initial analysis and exploration, development of a prototype curriculum intervention, evaluation and redesign of the intervention, and dissemination of identified design principles and findings. Meeting weekly the design team brainstormed a workshop that mapped the affordances of mobile XR to a real world project, and created a simple demonstration XR environment (https://seekbeak.com/v/kvPq47DpjAw). We founded the workshop design upon the principles of heutagogy (Blaschke & Hase, 2019), as the principles of heutagogy map closely to the core journalism graduate profile outcomes (Cochrane, Sissons, & Mulrennan, 2017). In this workshop students worked in teams to film and compile an interactive experience based on the University’s Journalism Media Centre, creating an interactive tour using SeekBeak (https://seekbeak.com). Using AUTEC ethics processes we obtained informed consent from the participating students for a feedback survey that will inform the second phase redesign of the curriculum design for 2020. Anonymous post-workshop student feedback survey responses, with a 78% return rate (https://www.surveymonkey.com/results/SM-5SMVCVSJ7/) were very positive. We believe this collaborative curriculum design approach provides a simple model that can be utilised in other higher education discipline contexts. References   Blaschke, L. M., & Hase, S. (2019). Heutagogy and digital media networks: Setting students on the path to lifelong learning. Pacific Journal of Technology Enhanced Learning, 1(1), 1-14. doi:https://doi.org/10.24135/pjtel.v1i1.1 Cochrane, T., Sissons, H., & Mulrennan, D. (2017). Mainstreaming Mobile Learning in Journalism Education. In H. Crompton & J. Traxler (Eds.), Mobile Learning in Higher Education: Challenges in Context (pp. 19-30). New York: Routledge. Lalwani, M. (2015). ABC News introduces VR initiative with 360-degree tour of Syria. Retrieved from http://www.engadget.
随着2014年谷歌Cardboard虚拟现实(VR)头戴式显示器(HMD)的推出,主流新闻业开始探索VR的潜力,将新闻叙事转变为沉浸式体验(Lalwani, 2015;Somaiya, 2015)。然而,与社交媒体对新闻和新闻教育的变革性影响不同(Mulrennan, 2017), VR花了几年的时间才进入新闻高等教育的课程。AUT的新闻项目包括最后一个学期的评估,学生们将制作一篇长篇沉浸式新闻,提供将VR故事作为真实沉浸式体验的机会。为了解决这个问题,我们在2019年创建了一个合作课程设计团队,设计了一个研讨会(Sissons & Cochrane, 2019),向新闻系学生介绍VR的潜力,以探索和创造身临其境的新闻体验。我们使用基于设计的研究方法(McKenney & Reeves, 2019)将课程设计过程分为四个阶段:初步分析和探索,开发原型课程干预,评估和重新设计干预,以及传播确定的设计原则和发现。设计团队每周召开一次会议,进行头脑风暴,将移动XR的功能映射到现实世界的项目中,并创建了一个简单的演示XR环境(https://seekbeak.com/v/kvPq47DpjAw)。我们根据heutagogy的原则(Blaschke & Hase, 2019)建立了研讨会设计,因为heutagogy的原则与核心新闻毕业生简介结果密切相关(Cochrane, Sissons, & Mulrennan, 2017)。在这个工作坊中,学生们以小组为单位,以大学新闻媒体中心为基础,拍摄和编辑互动体验,使用SeekBeak (https://seekbeak.com)创建互动之旅。使用AUTEC伦理流程,我们获得了参与调查的学生的知情同意,以进行反馈调查,这将为2020年课程设计的第二阶段重新设计提供信息。工作坊后的匿名学生反馈调查反应,有78%的回复率(https://www.surveymonkey.com/results/SM-5SMVCVSJ7/)非常积极。我们相信这种合作课程设计方法提供了一种简单的模式,可以在其他高等教育学科环境中使用。参考文献Blaschke, L. M.和Hase, S.(2019)。教育与数字媒体网络:让学生走上终身学习之路。中文信息学报,26(1),1-14。doi:https://doi.org/10.24135/pjtel.v1i1.1 Cochrane, T., Sissons, H., & Mulrennan, D.(2017)。移动学习在新闻教育中的主流化在H.克朗普顿和J.特拉克斯勒(编辑),高等教育中的移动学习:背景下的挑战(第19-30页)。纽约:劳特利奇出版社。Lalwani, M.(2015)。美国广播公司新闻推出VR计划,360度游览叙利亚。检索自http://www.engadget.com/2015/09/17/abc-news-introduces-vr-initiative-with-360-degree-tour-of-syria/ McKenney, S., & Reeves, T.(2019)。开展教育设计研究(第2版)。伦敦:劳特利奇。Mulrennan, D.(2017)。移动社交媒体与新闻:Heutagogy使新闻教育成为可能。新闻与大众传播教育,网络教育(0),1-12。doi:10.1177/1077695817720762 Sissons, H., & Cochrane, T.(2019)。新闻编辑室制作:XRJournalism Workshop。检索自https://tinyurl.com/XRJournalism Somaiya, R.(2015年10月20日)。《纽约时报》与谷歌合作虚拟现实项目。检索自http://www.nytimes.com/2015/10/21/business/media/the-times-partners-with-google-on-virtual-reality-project.html?smid=tw-nytimestech&smtyp=cur&_r=1
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引用次数: 4
Creating H5P content for active learning 为主动学习创建H5P内容
Pub Date : 2019-11-11 DOI: 10.24135/pjtel.v2i1.32
Rachel Singleton, Amanda Charlton
Active learning is a popular and proven method used in contemporary educational design and practice. H5P (https://h5p.org/) facilitates easy creation of richer HTML5. Integration of H5P content within course material provides opportunities for students as learners to think critically about what they are being taught and supports the flexibility students are requesting by extending the learning environment. A variety of activities can be developed; case study scenarios, interactive technical demonstrations, 3D images with identification of regions of interest (hotspots; roll-over information; animation), as well as quiz questions in a wide variety of differing formats; fill in the blanks, image and text-based drag and drop, mark the word, interactive video and branching scenario tasks. H5P content can be easily shared across multiple learning management systems (Canvas, Moodle, and Blackboard). Learners receive comprehensive, automatic feedback and their engagement with H5P activities can be tracked by teachers.
主动学习是一种在当代教育设计和实践中广泛使用的方法。H5P (https://h5p.org/)便于创建更丰富的HTML5。课程材料中H5P内容的整合为学生作为学习者提供了批判性思考所教内容的机会,并通过扩展学习环境来支持学生所要求的灵活性。可以开展各种各样的活动;案例研究场景,交互式技术演示,3D图像识别感兴趣的区域(热点);展期信息;动画),以及各种不同格式的测验问题;填空,基于图像和文本的拖放,标记单词,交互式视频和分支场景任务。H5P内容可以轻松地跨多个学习管理系统(Canvas、Moodle和Blackboard)共享。学习者可以得到全面、自动的反馈,教师可以跟踪他们参与H5P活动的情况。
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引用次数: 15
An Introduction to Immersive Reality 沉浸式现实简介
Pub Date : 2019-11-05 DOI: 10.24135/pjtel.v2i1.28
T. Cochrane, H. Sissons
Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum.   Schedule (100 mins) Introductions (5 min)

 Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples

 Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min)


 VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras 

 Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References   Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism
沉浸式现实(XR)涵盖了通过增强现实到虚拟现实来增强学习的范围。尽管围绕AR和VR的变革潜力有很多炒作,但这些技术在高等教育学习环境中的采用受到限制(Cochrane, 2016)。由于缺乏如何将XR整合到高等教育中的模型,AR在Gartner 2018年新兴技术的炒作周期中陷入了幻灭的低谷,而VR则处于“启蒙的斜坡”(Daniel, 2018)。作为回应,本次研讨会将为参与者提供使用基于web的VR平台SeekBeak (https://seekbeak.com)创建自己简单的沉浸式现实场景的实践经验。该研讨会是与新闻学学生一起举办的研讨会的通用版本,向他们介绍了沉浸式新闻实践的概念以及沉浸式讲故事的含义(Sissons & Cochrane, 2019a, 2019b)。研讨会将向与会者介绍沉浸式新闻的最新技术,并展示BYOD方法在高等教育中用户生成的虚拟现实,作为将真实学习整合到课程中的一种模式。日程安排(100分钟)介绍(5分钟)

参与者调查(5分钟)360视频和VR介绍(10分钟)XR新闻示例

初始媒体中心VR演示https://seekbeak.com/v/kvPq47DpjAw(5分钟)


VR项目开发(60分钟)谷歌纸板头显,使用参与者自己的智能手机介绍工具包参与者创建SeekBeak帐户使用360摄像机

参与者选择一个主题作为移动VR制作团队工作分享和审查参与者项目(参与者分享SeekBeak链接)(10分钟)通过简短的SurveyMonkey调查进行反思,并通过Twitter和#SOTELNZ标签分享项目url和反思(5分钟)结束参考Cochrane, T.(2016)。教育中的移动VR:从边缘到主流。国际移动与混合学习(IJMBL), 8(4), 45-61。doi: 10.4018 / IJMBL.2016100104(2018年8月21日)。Gartner 2018年炒作周期:混合现实将超越VR和AR.检索自https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 11月22日)。沉浸式新闻:玩虚拟现实。在澳大利亚理工大学教学与学习会议上发表的论文:真实的评估——是时候变得真实了?他是奥克兰理工大学的教授。Sissons, H., & Cochrane, T. (2019b)。新闻编辑室制作:XRJournalism Workshop。检索自https://tinyurl.com/XRJournalism
{"title":"An Introduction to Immersive Reality","authors":"T. Cochrane, H. Sissons","doi":"10.24135/pjtel.v2i1.28","DOIUrl":"https://doi.org/10.24135/pjtel.v2i1.28","url":null,"abstract":"Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum. \u0000  \u0000Schedule (100 mins) \u0000 \u0000Introductions (5 min)\u2028\u2028 \u0000Participant survey (5 min) \u0000 \u0000 \u0000Introduction to 360 video and VR (10 min) \u0000 \u0000 \u0000XR Journalism examples\u2028\u2028 \u0000 \u0000 \u0000Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min)\u2028\u2028\u2028 \u0000 \u0000 \u0000VR project development (60 min) \u0000 \u0000Google Cardboard Headsets, using participants’ own smartphones \u0000Introduction to the Toolkit \u0000Participants create SeekBeak accounts \u0000Hands on with the 360 cameras \u2028\u2028 \u0000Participants choose a topic to work on as a mobile VR production team \u0000 \u0000 \u0000 \u0000Sharing and review of participant projects(participants share SeekBeak links) (10 min) \u0000Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) \u0000END \u0000 \u0000References \u0000  \u0000Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 \u0000Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ \u0000Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. \u0000Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism","PeriodicalId":384031,"journal":{"name":"Pacific Journal of Technology Enhanced Learning","volume":"1023 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116460033","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
CMALT and cMOOC - a community of educators and their learning technologies CMALT和cMOOC -教育工作者和他们的学习技术的社区
Pub Date : 2019-11-04 DOI: 10.24135/pjtel.v2i1.24
Lisa Ransom
CMALT is a peer-reviewed accreditation based upon the UKPSF (UK Professional Standards Framework) to enable staff (whether academic or administrative) who embed learning technologies in either their teaching or support roles, to showcase their experiences and gain recognition. This programme has been developed by ALT and is co-delivered online, by ASCILITE.   Building upon the experiences of supporting a geographically distributed project involving six institutions nationally across New Zealand during 2014-2015, we (AUT) have developed a support structure for building communities around CMALT accreditation using a cMOOC model. The cMOOC framework enables us to bridge and broker authentic participation within an international community of academics and learning technologists interested in exploring CMALT accreditation, and we have had participation from the UK, Japan, Canada, Australia, and NZ. The CMALT cMOOC was developed in 2017 by the Centre for Learning and Teaching, at Auckland University of Technology, and endorsed by ALT and ASCILITE in 2019.   This presentation will highlight the ecology of resources that are used to support the community and hear from current participants of the programme
CMALT是一个基于UKPSF(英国专业标准框架)的同行评审认证,使那些将学习技术融入教学或支持角色的员工(无论是学术人员还是行政人员)能够展示他们的经验并获得认可。该课程由ALT开发,并由ASCILITE在线共同交付。基于2014-2015年期间支持新西兰全国六个机构的地理分布项目的经验,我们(AUT)开发了一个支持结构,使用cMOOC模式围绕CMALT认证建立社区。cMOOC框架使我们能够在对探索CMALT认证感兴趣的学者和学习技术专家的国际社区中建立桥梁和中介真实参与,我们有来自英国,日本,加拿大,澳大利亚和新西兰的参与。CMALT cMOOC由奥克兰理工大学的学习与教学中心于2017年开发,并于2019年获得ALT和ASCILITE的认可。本演讲将重点介绍用于支持社区的资源生态,并听取目前该计划参与者的意见
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引用次数: 0
Digital Escape Game 数字逃离游戏
Pub Date : 2019-10-28 DOI: 10.24135/pjtel.v2i1.19
Megan Clune
The Escape Room phenomena began in Japan in 2007. The premise of an Escape Room is that ‘players’ are locked inside a room and, in order to escape, they must solve a range of puzzles, riddles, and open mechanisms and locks inside a given timeframe. While the educational affordances of an escape room have been and continue to be explored (see for example Brown, Darby & Coronel, 2019) the grandeur and physical complexities required to set up an escape room mean than it is not a sustainable option for the average classroom teacher or smaller tertiary courses. The Escape Game, however, is played on a smaller scale with portable (often mostly printable) resources with players aiming to either break into something (a toolbox for example) by solving riddles, puzzles and opening locks within a given timeframe. The logistical ease of set up and iterability mean that the escape game format is becoming increasingly popular across all sectors of education—from young primary school learners to tertiary tauira (see for example Yachin, & Barak, 2019).  A successful example of the escape game movement in education is Breakout EDU (see for example Detwiler, Jacobson, & O’Brien, 2018). In addition to being a platform that provides resources to create your own and use other educator-made physical breakout games, Breakout EDU also provide members with a digital escape game creator and online repository. It was the Breakout EDU digital game format that was used as the mediating artefact in this case study.  A digital escape game, Mathematical Medley, was created for educators undertaking a postgraduate mathematics education course. The game was embedded into the course’s learning management system and activated at a certain time point for tauira to complete in groups or individually (as they chose). The purpose  of the study was to explore how a digital escape game might promote the learning of mathematical content (subject knowledge); and how a digital escape game might enable the use and development of key competencies and mathematical processes. An overview of the escape game, purpose, findings and implications of using the mediating artefact will be shared during the presentation of this case study.
密室逃生现象始于2007年的日本。《Escape Room》的前提是,“玩家”被锁在一个房间里,为了逃脱,他们必须在给定的时间框架内解决一系列谜题、谜语、打开机制和锁。虽然逃生室的教育功能已经并将继续被探索(例如Brown, Darby & Coronel, 2019),但设置逃生室所需的宏伟和物理复杂性意味着,对于普通课堂教师或较小的高等教育课程来说,这不是一个可持续的选择。然而,Escape Game的规模较小,玩家使用便携式(通常是可打印的)资源,目标是在给定的时间内通过解决谜语、谜题和打开锁来闯入某些东西(例如工具箱)。设置的后勤便利和可迭代性意味着逃脱游戏格式在所有教育部门越来越受欢迎-从年轻的小学学习者到大专学生(例如,参见Yachin, & Barak, 2019)。教育领域逃避游戏运动的一个成功例子是Breakout EDU(参见Detwiler, Jacobson, & O 'Brien, 2018)。除了作为一个平台,提供资源来创建自己的和使用其他教育者制作的物理逃脱游戏,breakout EDU还为会员提供数字逃脱游戏创建者和在线存储库。在本案例研究中,Breakout EDU数字游戏格式被用作中介人工制品。一款名为《数学杂烩》的数字逃脱游戏是为从事研究生数学教育课程的教育工作者设计的。这款游戏被嵌入到课程的学习管理系统中,并在特定的时间点被激活,学生们可以组队或单独完成(根据他们的选择)。本研究的目的是探讨数字逃脱游戏如何促进数学内容(学科知识)的学习;以及数字逃脱游戏如何能够使用和发展关键能力和数学过程。在本案例研究的介绍过程中,我们将分享逃跑游戏的概述、目的、发现和使用中介人工制品的含义。
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引用次数: 0
Teacher and student experiences in learning 教师和学生在学习中的经验
Pub Date : 2019-10-24 DOI: 10.24135/pjtel.v2i1.21
Clare Thomas
As new digital technologies increasing become standard in tertiary education context, tertiary institutes are tailoring courses to a much more diverse population ranging over wide geographical areas (Heggart & Yoo, 2018; Owayid & Uden, 2014). The use of online technologies, together with compatible digital devices, enables users to access course content and resources from any location at anytime (Ding, Xiong, & Liu, 2015). To account for changes in educational provision, changes to teaching and learning will occur too as institutes increasingly offer online or blended programmes. At Foundation Level 3 face-to-face lectures and tutorials were the main modes of delivery. However, with the adoption of Google Classroom, different opportunities for teaching and learning presented themselves, especially since all teaching and learning resources are accessible online.    The study arises as the organisations use of Google Classroom (GC) as its learning management system (LMS) and the wider Google Suite for Educations (G-Suite) Applications (Apps) had recently been introduced to a range of Foundation Level courses across the regions. The transition from traditional classroom delivery with printed materials to a blended environment, combining face-to-face with online materials, created an ideal opportunity to investigate participants’ learning experiences. In addition, the Foundation Level 3 course offered a student cohort with diverse G-Suite experience, learning needs, digital literacy skills, experience and confidence.  This provided the opportunity to investigate benefits and challenges for teachers and students when introduced to a new teaching and learning environment.   The key aim of the research was to; Examine how Foundation Level 3 students’ and teachers’ experience learning with the newly introduced Google Classroom. The methodology adopted an interpretivist paradigm and incorporated the use of a mixed method design of student surveys and focus group interviews together with individual staff interviews. The findings indicated that the integration of G-Suite Apps to a blended learning environment led to an increase in communication and collaboration for all participants. Students identified increased autonomy when accessing and retrieving digital materials which led to a more self-directed learning approach. Teachers felt their practice had changed as course assessments were designed to maximise the functionality of the different G-Suite Apps. Managing and tracking students online was also an easy and efficient use of time. The research indicated the importance of digital literacy skills for all participants which were closely linked to academic performance. The study helped to reflect on current practices to gain a deeper understanding, so we, as educators, are able to better shape pedagogical practice and enhance students’ learning experiences. A brief overview of the benefits, challenges and recommendations gained from the study will be
随着新的数字技术日益成为高等教育的标准,高等教育机构正在为广泛地理区域内更多样化的人口量身定制课程(Heggart & Yoo, 2018;Owayid & Uden, 2014)。在线技术的使用,以及兼容的数字设备,使用户能够随时随地访问课程内容和资源(Ding, Xiong, & Liu, 2015)。随着教育机构越来越多地提供在线或混合课程,为了应对教育提供的变化,教学和学习也将发生变化。在基础3级,面对面的讲座和辅导是主要的教学模式。然而,随着谷歌课堂的采用,不同的教学和学习机会出现了,特别是因为所有的教学和学习资源都可以在网上访问。这项研究是在各组织使用谷歌课堂(GC)作为其学习管理系统(LMS)和更广泛的谷歌教育套件(G-Suite)应用程序(Apps)最近被引入到各地区的一系列基础课程中时产生的。从传统的印刷材料课堂教学到混合环境的转变,结合面对面和在线材料,创造了一个理想的机会来调查参与者的学习经历。此外,基础3级课程提供了具有不同G-Suite经验、学习需求、数字素养技能、经验和信心的学生群体。这提供了一个机会来调查教师和学生在进入一个新的教学环境时所面临的好处和挑战。这项研究的主要目的是;检查基础3级学生和教师如何使用新推出的谷歌课堂体验学习。该方法采用了解释主义范式,并结合了学生调查和焦点小组访谈以及个别工作人员访谈的混合方法设计。研究结果表明,将G-Suite应用程序集成到混合学习环境中,可以增加所有参与者的沟通和协作。学生们发现在访问和检索数字材料时增加了自主权,这导致了更自主的学习方法。教师们觉得他们的做法已经改变,因为课程评估的目的是最大限度地发挥不同G-Suite应用程序的功能。在线管理和跟踪学生也是一种简单有效的时间利用方式。该研究表明,数字素养技能对所有参与者都很重要,这与学习成绩密切相关。该研究有助于反思当前的实践,以获得更深层次的理解,因此我们作为教育工作者,能够更好地塑造教学实践,提高学生的学习体验。简要概述从研究中获得的好处、挑战和建议。丁杰,熊超,刘辉(2015)。构建基于云计算的数字化学习环境。教育技术学报,46(6),1367-1377。https://doi.org/10.1111/bjet.12208 Heggart, K. R., & Yoo, J.(2018)。充分利用谷歌课堂:高等教育工作者的教学框架。教师教育学报,43(3)。http://doi.org/10.14221/ajte.2018v43n3.9 Owayid, a.m., & Uden, L.(2014)。谷歌应用程序服务在高等教育中的使用。计算机与信息科学,96-104。https://doi.org/10.1007/978-3-319-10671-7_9
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引用次数: 4
“One Text Once a Week”: Beginning the Story With Mobile Learning “一周一篇课文”:用移动学习开始故事
Pub Date : 2019-10-23 DOI: 10.24135/pjtel.v2i1.20
J. Perry
“One Text Once a Week”: Beginning the Story With Mobile Learning Teaching and Learning has been changing over the past years to include mobile spaces where study is about small bites of learning completed ‘on-the-go’ while the student is either mobile themselves or in a mobile environment.  This has coincided with new teaching and learning models like the ‘Flipped Classroom’ (Bergmann & Sams, 2012) where content is delivered before class and later student engagement focuses on the application of that content in practical activities.  This presentation details a project where, faced with lack of engagement with the pre-class work, the initial content was moved on to a text platform to better reach-out to the students.  This was done using ‘WhatsApp’ and ‘Messages’ apps to deliver weekly content to two different classes.  The research question was Can I Flip My Classroom Using Mobile Learning through ‘WhatsApp’ and ‘Messages’ and thus improve my practice”?  Both pieces of software were appropriate for the task but the size of the class had an impact on choices.  The methodology was constructivist grounded methodology and self-study to fully explore this environment and to focus on teachers-as-agents-of-change.  Three questions that emerged from this were first, how to move beyond simple delivery of content to engagement in construction of knowledge, second what that knowledge then looks like and what pedagogy would best support these interactions.    Bergmann, J., & Sams, A. (2012). Flip Your Classroom: Reach Every Student in Every Class Every Day. Eugene, OR: International Society for Technology in Education.
在过去的几年里,教学和学习已经发生了变化,包括移动空间,在移动空间中,学生要么自己移动,要么在移动环境中,学习是关于“在移动中”完成的一小部分学习。这与“翻转课堂”(Bergmann & Sams, 2012)等新的教学模式不期而遇。在“翻转课堂”中,内容在课前讲授,随后学生的参与重点是将这些内容应用于实际活动。本报告详细介绍了一个项目,在这个项目中,由于缺乏对课前工作的参与,最初的内容被转移到一个文本平台上,以便更好地与学生接触。这是通过“WhatsApp”和“Messages”应用程序向两个不同的班级发送每周内容来完成的。研究的问题是“我能否通过‘WhatsApp’和‘Messages’的移动学习来改变我的课堂,从而提高我的实践水平?”这两款软件都适合这项任务,但班级的规模对选择有影响。方法是基于建构主义的方法和自学,以充分探索这种环境,并关注教师作为变革的推动者。由此产生了三个问题,第一,如何从简单的内容传递转变为参与知识的构建,第二,知识是什么样子的,什么样的教学方法最能支持这些互动。Bergmann, J.,和Sams, A.(2012)。翻转你的教室:每天接触每个班级的每个学生。Eugene, OR:国际教育技术学会。
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引用次数: 0
Digital Badging in CANVAS CANVAS中的数字标记
Pub Date : 2019-10-21 DOI: 10.24135/pjtel.v2i1.18
Megan Clune
‘Badging’ is the awarding of a digital badge that represents an accomplishment, interest or affiliation (Gibson, Ostashewski, Flintoff, Grant, & Knight, 2013). Such badges are awarded and stored online, and may contain metadata to clarify the context and criteria of the awarded badge. Badging is generally argued to be a considerable motivator in learning (Gibson et al., 2015; Mah, 2016), not only in the formal educational environment but particularly in the gamification movement (Nah, Zeng, Telaprolu, Ayyappa, & Eschenbrenner, 2014; Glover, 2013). Current issues with digital badging systems suggest limitations in adapting to the needs of both tauira and teachers. The driving forces behind this study were two-fold. Firstly, as digital badging is used increasingly in schools world-wide as a motivator for learning in both primary and secondary school contexts, how might the use of digital badges be modelled in teacher education courses; and secondly, are digital badges of similar value to tauira in the tertiary space? The third driver was to explore ways to engage both undergraduate and postgraduate tauira in meaningful synthesis of their course readings, course content and teaching experience. This study developed and trialled the incorporation of an existing ‘badging’ platform, Badgr, into tasks delivered through CANVAS in the context of teacher education. The primary aims of the study were: to determine how motivated tertiary tauira were by digital badges; to establish a digital badging process that was both engaging for tauira and manageable for the lecturer; and to design online tasks that scaffolded tauira through their synthesis of course readings, content and experience. The badged tasks were administered via the Discussion and Quizzes features within CANVAS, with all tauira submissions being moderated by the lecturer before any badges were awarded. An overview of the structure, key elements, findings and implications of the trialled approach will be presented.
“徽章”是授予代表成就、兴趣或隶属关系的数字徽章(Gibson, Ostashewski, Flintoff, Grant, & Knight, 2013)。这些徽章是在线授予和存储的,可能包含元数据,以澄清授予徽章的背景和标准。标记通常被认为是学习的重要动力(Gibson et al., 2015;Mah, 2016),不仅在正规教育环境中,而且在游戏化运动中尤其如此(Nah, Zeng, Telaprolu, Ayyappa, & Eschenbrenner, 2014;格洛弗,2013)。目前的问题与数字徽章系统表明,在适应需要的陶伊拉和教师的局限性。这项研究背后的推动力有两个方面。首先,随着世界各地的学校越来越多地使用数字徽章作为小学和中学学习的动力,如何在教师教育课程中模仿使用数字徽章;其次,数字徽章在第三空间是否具有与tauira相似的价值?第三个驱动因素是探索如何让本科生和研究生都能有意义地综合他们的课程阅读、课程内容和教学经验。本研究开发并尝试将现有的“徽章”平台Badgr整合到教师教育背景下通过CANVAS交付的任务中。该研究的主要目的是:确定数字徽章对大专毕业生的激励程度;建立一个数字徽章流程,既能吸引tauira,又能让讲师管理;并设计在线任务,通过他们对课程阅读、内容和经验的综合来支撑tauira。有徽章的任务通过CANVAS的讨论和测验功能进行管理,所有提交的taauira都由讲师在颁发徽章之前进行审核。将概述该试验方法的结构、关键要素、发现和影响。
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引用次数: 0
Heutagogy and digital media networks 犹他学和数字媒体网络
Pub Date : 2019-06-17 DOI: 10.24135/PJTEL.V1I1.1
L. Blaschke, S. Hase
The combined trends of learner-centred teaching and ubiquitous technology use in the classroom have given instructors a unique opportunity to support students in developing lifelong learning skills. Heutagogy (or self-determined learning) provides a promising framework for capitalizing on these developing trends, drawing on established learner-centred education theories that strongly emphasize learner autonomy. The key principles of heutagogy – learner agency, self-efficacy and capability, reflection and metacognition, and non-linear learning – provide a foundation for designing and developing learning ecologies, the potential of which can be further maximized through the use of digital media. This article describes the theory of heutagogy and the learner-centred pedagogies on which the theory is founded, as well as providing an explanation of the pedagogy-andragogy-heutagogy (PAH) continuum and its use in developing student skills. It also explores the role of social media in supporting the development of those skills.
以学习者为中心的教学和课堂上无处不在的技术使用的结合趋势为教师提供了一个独特的机会来支持学生发展终身学习技能。自主学习(或自主学习)为利用这些发展趋势提供了一个有希望的框架,它借鉴了以学习者为中心的教育理论,这些理论强烈强调学习者的自主性。学习学的关键原则——学习者能动性、自我效能和能力、反思和元认知以及非线性学习——为设计和发展学习生态提供了基础,其潜力可以通过数字媒体的使用进一步最大化。本文描述了变异学理论和以学习者为中心的教学法,并对教学法-性学-变异学(PAH)连续体及其在培养学生技能中的应用进行了解释。它还探讨了社交媒体在支持这些技能发展方面的作用。
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引用次数: 31
期刊
Pacific Journal of Technology Enhanced Learning
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