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COVID-19 and digitized education: Analysis of online learning in Nigerian higher education 新冠肺炎与数字化教育:尼日利亚高等教育在线学习分析
Q1 Social Sciences Pub Date : 2021-06-15 DOI: 10.1177/20427530211022808
P. Egielewa, P. Idogho, F. Iyalomhe, G. Cirella
This study aims at investigating student perception of Nigerian institutions of higher learning using the new digital culture induced by the COVID-19 pandemic, namely, online learning (i.e. e-learning), that has become commonplace globally and specifically in Nigeria. The study used quantitative survey methods and a sample size of 1134 Nigerian students of the three types of higher institutions in Nigeria: universities, polytechnics, and colleges of higher education based on student state residential location. The respondents completed a questionnaire via Google Forms in June and July 2020. The study found that students are not satisfied with virtual learning embarked upon by many higher institutions throughout the country during the COVID-19 lockdown and would not want the online learning to continue after the pandemic due to poor internet infrastructure and lack of electricity. The study concluded that students of higher education in Nigeria have a low acceptance of online learning technology, preferring instead the traditional classroom setting, and thus putting them in the “Laggards adopter categorization” of the diffusion innovation theory, i.e., the group that is highly conservative and extremely slow to accept new technological innovations. The study recommends that universities should engage students more interactively not only through texts but also video (e.g. camera demonstrations), increase their online learning during the pandemic so as not to lag academically, and spend more time on online learning to get the best possible level of instruction until traditional learning resumes. Also, it is recommended that administrators of Nigerian higher institutions should return to a traditional learning format as soon as the pandemic is over as well as an overhaul and restructuring of the internet and power grid nationwide.
本研究旨在调查学生对尼日利亚高等教育机构使用新冠肺炎大流行引发的新数字文化的看法,即在线学习(即电子学习),这在全球范围内尤其是在尼日利亚变得普遍。这项研究采用了定量调查方法,样本量为尼日利亚三类高等院校的1134名尼日利亚学生:大学、理工学院和高等教育学院,基于学生所在州的居住地点。受访者于2020年6月和7月通过谷歌表格完成了一份问卷调查。研究发现,学生们对新冠肺炎封锁期间全国许多高等院校开展的虚拟学习不满意,由于互联网基础设施薄弱和电力短缺,他们不希望在疫情后继续在线学习。该研究得出的结论是,尼日利亚高等教育学生对在线学习技术的接受度较低,更喜欢传统的课堂环境,因此将他们归入扩散创新理论的“落后者-采用者分类”,即高度保守、接受新技术创新极慢的群体。该研究建议,大学不仅应通过文本,还应通过视频(如摄像机演示)更互动地吸引学生,在疫情期间增加在线学习,以免学业落后,并在传统学习恢复之前,花更多时间进行在线学习,以获得尽可能好的教学水平。此外,建议尼日利亚高等院校的管理人员在疫情结束后尽快恢复传统的学习模式,并在全国范围内对互联网和电网进行全面改革和重组。
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引用次数: 37
Student challenges in online architectural design courses in Iran during the COVID-19 pandemic 在2019冠状病毒病大流行期间,伊朗学生在在线建筑设计课程中面临挑战
Q1 Social Sciences Pub Date : 2021-06-11 DOI: 10.1177/20427530211022923
A. Asadpour
This article addresses student challenges posed by the need for distance learning in architectural design courses during the COVID-19 pandemic in Shiraz, Iran, in order to ascertain the student perception of a virtual learning experience. It also outlines the methods of managing an affordable education agenda to design online courses in Iran as a part of global efforts. For this purpose, an online survey was conducted in October 2020 based on the exploratory factor analysis. The research sample included architecture and interior architecture undergraduates and postgraduates. Data analysis was performed in SPSS 24. The survey identified six factors as (1) design process and communication skills; (2) self-directed learning; (3) digital sketching, drafting, modeling, and presentation; (4) acquaintances and experiences; (5) technical devices and facilities; and (6) tutorials and assessments. The findings showed some obstacles to the conventional education system in architecture and emphasized the need to redefine the education system based on the new sustainable design pedagogy framework. Therefore, the article proposes a model in which tutors act as consultants and facilitators, whereas students act as self-directed learners. In addition, the e-studio is considered an activity-oriented space to provide an opportunity for interaction, connection, and creativity. The proposed model requires novel learning strategies and tactics.
本文探讨了在伊朗设拉子(Shiraz) COVID-19大流行期间,学生对建筑设计课程远程学习的需求所带来的挑战,以确定学生对虚拟学习体验的看法。它还概述了管理可负担得起的教育议程的方法,以便在伊朗设计在线课程,作为全球努力的一部分。为此,在探索性因子分析的基础上,于2020年10月进行了一项在线调查。研究对象包括建筑与室内建筑专业的本科生和研究生。数据分析采用SPSS 24软件。调查确定了六个因素:(1)设计过程和沟通技巧;(2)自主学习;(3)数字素描、制图、建模和演示;(四)熟人和经历;(五)技术设备、设施;(6)辅导和评估。研究结果表明,传统的建筑教育体系存在一些障碍,并强调需要根据新的可持续设计教学法框架重新定义教育体系。因此,本文提出了一个导师作为顾问和促进者,而学生作为自主学习者的模式。此外,电子工作室被认为是一个以活动为导向的空间,为互动、联系和创造力提供了机会。提出的模型需要新颖的学习策略和策略。
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引用次数: 22
E-learning in the time of COVID-19: Lived experiences of three university teachers from two countries 新冠肺炎时代的网络学习——来自两国的三位高校教师的亲身经历
Q1 Social Sciences Pub Date : 2021-06-11 DOI: 10.1177/20427530211022924
M. Islam, S. Nur, Md. Shahrear Talukder
This study set out to provide a descriptive yet critical exploration of teachers’ experiences while using e-learning in the context of the 2019 novel coronavirus (COVID-19) pandemic. Using a qualitative phenomenology research paradigm, the study explored first-hand experiences of three university teachers (hence researchers as well) from two countries, that is, Bangladesh and Saudi Arabia. The contexts in which the researchers used e-learning showcased complex, challenging, and dynamic sites, that is, within institutions and individual classrooms. More specifically, the study identified acceptances, struggles, and negotiations at both the macro-level of policy/decision making and the micro-level of online classroom practices. Reflecting on the findings, this article concludes by offering a set of recommendations that might be applicable and useful for similar contexts beyond Bangladesh and Saudi Arabia. The researchers argue for developing a context-based, inclusive, and appropriate e-learning policy guideline that could be utilized during the emergency time now and in the near future.
本研究旨在对教师在2019年新型冠状病毒(新冠肺炎)大流行背景下使用电子学习的经验进行描述性但批判性的探索。本研究采用定性现象学研究范式,探索了来自孟加拉国和沙特阿拉伯两个国家的三名大学教师(因此也是研究人员)的第一手经验。研究人员使用电子学习的环境展示了复杂、具有挑战性和动态的网站,即在机构和个人教室内。更具体地说,该研究确定了政策/决策的宏观层面和在线课堂实践的微观层面的接受、斗争和谈判。根据调查结果,本文最后提出了一系列建议,这些建议可能适用于孟加拉国和沙特阿拉伯以外的类似情况。研究人员主张制定一个基于背景、包容和适当的电子学习政策指南,可以在现在和不久的将来的紧急情况下使用。
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引用次数: 14
Modding Europa Universalis IV: An informal gaming practice transposed into a formal learning setting 《欧陆风云4》:将非正式的游戏实践转化为正式的学习环境
Q1 Social Sciences Pub Date : 2021-06-11 DOI: 10.1177/20427530211022964
R. Loban
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified EUIV, and of the 125 participants who responded with comments about modding, a significant number (86/125 responses or 68.8%) explained how they had learnt about history, geography or other subjects through the modding process. Closer analysis of survey and case study responses and mods reveals the variety of ways participants learnt and critiqued history through the modding process. The article discusses the data and the pedagogical affordance of modding in a few steps. First, the article briefly explores the evidence that indicates modding is popular within the EUIV gaming community. In this instance, it examines whether given the popularity of gaming practice, modding might also be seen as a new casual form of engagement with games. Second, the article reviews the modding process in EUIV and examines how both playing and creating mods may be beneficial for learning history. Modding is examined in terms of its pedagogical importance and the unique educational opportunities it may offer that are not otherwise accessible through other forms of game-based learning. Finally, the article explores how and what the case study participants learnt when they were tasked with creating and implementing playable mods to demonstrate their understanding of history. Overall, the article considers the growing importance of mods, how learners can create and represent history using mods and how mods can provide a platform for learners to develop their own critique and analysis of official history.
本文探讨了改装作为学习历史的正式工具的用途。这篇文章考察了来自对第四届欧洲大学生大会(EUIV)的正式分析、对331名EUIV论坛参与者的调查以及对18名大学参与者的案例研究的数据。重要的定量调查数据表明,45%(149/331)的参与者修改了EUIV,在125名对改装发表评论的参与者中,相当多的人(86/125人或68.8%)解释了他们是如何通过改装过程学习历史、地理或其他科目的。对调查和案例研究的回应和mods进行更深入的分析,揭示了参与者在改造过程中学习和批评历史的各种方式。本文分几个步骤讨论了modding的数据和教学启示。首先,本文简要探讨了表明改装在EUIV游戏社区中流行的证据。在这种情况下,它考察了鉴于游戏实践的流行,改装是否也可以被视为一种新的休闲游戏形式。其次,本文回顾了EUIV中的MOD过程,并考察了玩和创建MOD对学习历史的益处。Modding的教学重要性和它可能提供的独特教育机会是通过其他形式的游戏学习无法获得的。最后,文章探讨了案例研究参与者在被要求创建和实现可玩MOD以展示他们对历史的理解时,是如何以及学到了什么。总的来说,本文考虑了mods日益增长的重要性,学习者如何使用mods创建和表示历史,以及mods如何为学习者提供一个平台,让他们发展自己对正史的批判和分析。
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引用次数: 1
Student perceptions in online higher education toward faculty mentoring 在线高等教育中学生对教师指导的看法
Q1 Social Sciences Pub Date : 2021-06-11 DOI: 10.1177/20427530211022927
Dena AuCoin, Lisa A. Wright
Student persistence is important for students, faculty, and universities and online faculty mentoring supports student persistence to graduation. The online learning environment is increasingly a choice for more undergraduate students, and it continues to grow in popularity as an attractive option for adults. It is crucial to find ways to increase persistence and graduation especially given the increased use of virtual learning during the COVID-19 pandemic. Attrition rates in online learning can be high for a variety of reasons, including persistence and engagement. Faculty mentors in the online environment can strengthen connections and relationships with undergraduate students, and it is important to ask for and evaluate these student perceptions. This mixed methods study surveyed and interviewed undergraduate students in an online university to understand both their experiences with faculty mentoring in the online environment and the potential of a faculty mentor program in a large online university. The purpose of this study was to explore the perceptions and experiences of four undergraduate student mentees with their faculty mentor at a large online university using mixed methods research design. In addition, survey data from one department are analyzed to guide future mentoring programs in online learning environments. Findings from the study indicate belief that mentoring and encouragement from faculty would enhance students’ scholarly experience. Students indicated they would like to participate in a faculty mentoring program, and it was clear that students welcome and appreciate the opportunity to further cement a professional relationship between themselves and faculty. This article makes a unique contribution to higher education research, providing a potential model for others seeking guidance in mentoring in online higher education. The data analysis and research indicate that a larger scale mentoring program might be more valuable for students.
学生的坚持对学生、教师和大学都很重要,在线教师辅导支持学生坚持到毕业。在线学习环境越来越成为更多本科生的选择,并且作为一种对成年人有吸引力的选择,它也越来越受欢迎。找到提高持续性和毕业率的方法至关重要,特别是考虑到新冠肺炎大流行期间虚拟学习的使用增加。在线学习中的损耗率可能很高,原因多种多样,包括持续性和参与度。在线环境中的教师导师可以加强与本科生的联系和关系,询问和评估这些学生的看法很重要。这项混合方法的研究调查并采访了一所在线大学的本科生,以了解他们在在线环境中进行教师辅导的经历,以及大型在线大学教师辅导计划的潜力。本研究的目的是使用混合方法研究设计,探索一所大型在线大学四名本科生及其导师的看法和经历。此外,还分析了一个部门的调查数据,以指导未来在线学习环境中的辅导计划。研究结果表明,教师的指导和鼓励会增强学生的学术体验。学生们表示,他们希望参加教师指导计划,很明显,学生们欢迎并感谢有机会进一步巩固自己与教师之间的职业关系。本文对高等教育研究做出了独特的贡献,为其他寻求在线高等教育指导的人提供了一个潜在的模式。数据分析和研究表明,更大规模的辅导计划可能对学生更有价值。
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引用次数: 4
Being Peer Gynt: How students collaboratively make meaning of a digital game about a literature classic 成为佩尔·金特:学生如何通过合作来理解一款关于文学经典的数字游戏
Q1 Social Sciences Pub Date : 2021-06-11 DOI: 10.1177/20427530211022928
Magnus H Sandberg, Kenneth Silseth
Henrik Ibsen’s play Peer Gynt digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction during gameplay, we examine how students collaboratively make meaning of the computer game. This study employs a sociocultural and dialogic approach to meaning making. In the analysis, we draw on Gee’s theory on multiple player identities and see the dyads playing together as two real-world selves negotiating on creating one virtual self through a co-authorship of situated meaning in what Gee calls the projective stance. To better understand their cooperation in this undertaking, we also apply Goffman’s term activity frames. The analysis shows how the dyads approach the game in different ways by establishing frames in which they interpret, impersonate or recreate Peer, in order to make meaning of their gameplay.
亨里克·易卜生的戏剧《皮尔·金特》深入探讨了做自己意味着什么。即将推出的电脑游戏版本邀请玩家扮演同伴的角色,从而提出了关于身份和认同的新问题。通过记录玩游戏早期版本的学生,并分析他们在游戏过程中的互动,我们研究了学生如何合作地理解电脑游戏的意义。本研究采用社会文化和对话的方法进行意义建构。在分析中,我们借鉴了Gee关于多重玩家身份的理论,并将一起游戏的二人组视为两个现实世界的自我,通过Gee所谓的投射立场的共同创作来创造一个虚拟自我。为了更好地理解他们在这项工作中的合作,我们还应用了戈夫曼的术语活动框架。分析显示了二人组如何以不同的方式接近游戏,通过建立他们解释、模仿或重现同伴的框架,从而使他们的游戏玩法具有意义。
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引用次数: 1
Ed-Tech Within Limits: Anticipating educational technology in times of environmental crisis 教育技术的极限:环境危机时代的教育技术展望
Q1 Social Sciences Pub Date : 2021-06-10 DOI: 10.1177/20427530211022951
N. Selwyn
Despite climate heating and rising ecological instability, environmental issues feature rarely in discussions of educational technology. Most commentators presume the continued unfettered use of digital education resources bolstered by occasional claims that emerging technologies might support the ‘greening’ of school and university provision. In contrast to such business-as-usual complacency, this article anticipates ongoing environmental degradation of the planet as radically upending the continued expansion of digital technologies in education. On the one hand, depletion of natural resources and energy curtailments might put paid to established ‘abundant’ forms of digital technology use. On the other hand, more frequent climate-related disasters might necessitate emergency forms of education for displaced and unsettled populations. As such, the article argues for a new paradigm of educational technology that is both wholly sustainable and targeted towards displaced and disadvantaged populations. The article considers a number of ways that such an ‘Ed-Tech Within Limits’ might be pursued – outlining fundamental shifts in thinking necessary to reorient educational technology along environmentally concerned lines.
尽管气候变暖和生态不稳定加剧,但环境问题在教育技术的讨论中很少出现。大多数评论家认为,数字教育资源的持续不受限制的使用,偶尔会有人声称新兴技术可能会支持学校和大学的“绿色化”。与这种“一切照旧”的自满情绪相反,本文预计,地球环境的持续恶化将从根本上颠覆数字技术在教育领域的持续扩张。一方面,自然资源的枯竭和能源的削减可能会使现有的“丰富”的数字技术使用形式付之一金。另一方面,与气候有关的灾害更加频繁,可能需要为流离失所和不稳定人口提供紧急形式的教育。因此,本文主张建立一种全新的教育技术模式,这种模式既要完全可持续,又要针对流离失所者和弱势群体。这篇文章考虑了一些可能追求“教育技术在限度内”的方法,概述了沿着环境关注的路线重新定位教育技术所必需的思想上的根本转变。
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引用次数: 16
Online collaboration and identity work in a brony fandom: Constructing a dialogic space in a fan translation project 兄弟粉丝圈中的在线合作与身份工作:在粉丝翻译项目中构建对话空间
Q1 Social Sciences Pub Date : 2021-05-01 DOI: 10.1177/2042753020988920
Liudmila Shafirova, K. Kumpulainen
Online collaboration has become a regular practice for many Internet users, reflecting the emergence of new participatory cultures in the virtual world. However, little is yet known about the processes and conditions for online collaboration in informally formed writing spaces and how these create opportunities for participants’ identity work. This ethnographic case study explores how four young adults, fans of the show My Little Pony: Friendship is Magic (bronies), negotiated a dialogic space for their online collaboration on a fan translation project and how this created opportunities for their identity work. After a year of participant observation, we collected interviews, ethnographic diaries and participants’ chats, which were analysed with qualitative content and discourse analysis methods. The findings showed how the Etherpad online writing platform used by the participants facilitated the construction of dialogic space through the visualization of a shared artefact and adjustable features. It was in this dialogic space where the participants negotiated their expert identities which furthered their discussions about writing, translating and technological innovations. The study advances present-day knowledge about online collaboration in affinity groups, engendering the construction of a dialogic space for collaborative writing and participants’ identity work.
在线协作已成为许多互联网用户的常规做法,反映了虚拟世界中新的参与文化的出现。然而,对于在非正式形成的写作空间中进行在线合作的过程和条件,以及这些过程和条件如何为参与者的身份工作创造机会,目前还知之甚少。这项人种学案例研究探讨了四位年轻人,《我的小马:友谊是魔法》(bronies)节目的粉丝,如何为他们在粉丝翻译项目上的在线合作协商一个对话空间,以及这如何为他们的身份工作创造机会。经过一年的参与者观察,我们收集了访谈、民族志日记和参与者的聊天,并采用定性内容和话语分析方法进行了分析。研究结果表明,参与者使用的Etherpad在线写作平台如何通过共享人工制品和可调节功能的可视化来促进对话空间的构建。正是在这个对话空间里,参与者协商了他们的专家身份,这进一步推动了他们关于写作、翻译和技术创新的讨论。这项研究推进了当今关于亲和群体在线合作的知识,为合作写作和参与者的身份工作构建了一个对话空间。
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引用次数: 1
“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms “获取技术是主要挑战”:教师对K-12教室DGBL障碍的看法
Q1 Social Sciences Pub Date : 2021-05-01 DOI: 10.1177/2042753021995315
Cristyne Hébert, J. Jenson, Tatyana Terzopoulos
In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom had never before constructed an integrated learning experience utilizing a digital game with one of their classes. By centering teacher voices, which often do not appear in research on digital game-based learning (DGBL), we hope to provide insight into some of the real challenges of incorporating digital games into classrooms.
在这篇文章中,我们报告了一项针对32名教师的研究,以及他们如何实施一款旨在支持加拿大安大略省7年级和8年级人文和自然地理课程的数字游戏。本文的目的是分析和有力地代表参与研究的教师的经验,他们中的大多数人以前从未利用数字游戏与他们的一个班级构建过综合学习体验。教师的声音通常不会出现在基于数字游戏的学习(DGBL)的研究中,通过聚焦教师的声音,我们希望能够洞察到将数字游戏融入课堂的一些真正挑战。
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引用次数: 15
“Language not just as words”: Supporting new literacies through a design project in disadvantaged schools in Chile “语言不仅仅是文字”:通过在智利弱势学校的设计项目支持新的识字能力
Q1 Social Sciences Pub Date : 2021-03-01 DOI: 10.1177/2042753020982162
Patricia Thibaut, L. Carvalho
Young people are increasingly connected in a digital and globalized world, but technology-mediated interactions alone do not necessarily lead to a culture of meaningful participation and meaning making processes. Students from disadvantaged contexts are especially vulnerable to this. Drawing on the Activity-Centred Analysis and Design framework this paper discusses a case study situated in disadvantaged schools in Chile. Phase 1 of the study revealed that high school students’ literacy practices in the everyday classroom mostly reflected low conceptual and procedural understanding of new literacies, confirming that these young learners enacted passive forms of technological use in and out-of-school spaces. Phase 2 of the study involved the development and implementation of a digital project at a Chilean school. Results offer insights on how alterations in tools, learning tasks, and social arrangements, led to reconfigured literacy practices. Findings also show that the relationship between access, use and outcomes is not straightforward, and students’ cultural capital varies, even in disadvantaged schools. Implications of the study stress the pivotal role of schools and the potential of well-orchestrated educational designs, for introducing and encouraging meaningful literacy practices, and for leveling up the access to the digital world.
在一个数字化和全球化的世界里,年轻人的联系越来越紧密,但仅靠技术介导的互动并不一定会带来一种有意义的参与和意义创造过程的文化。来自弱势群体的学生尤其容易受到这种影响。本文借鉴以活动为中心的分析和设计框架,讨论了一个位于智利弱势学校的案例研究。研究的第一阶段表明,高中生在日常课堂上的识字实践大多反映出对新文学的概念和程序理解程度较低,这证实了这些年轻学习者在校内外实施了被动形式的技术使用。该研究的第二阶段涉及智利一所学校的数字项目的开发和实施。研究结果揭示了工具、学习任务和社会安排的改变如何导致识字实践的重新配置。研究结果还表明,获得、使用和结果之间的关系并不简单,学生的文化资本也各不相同,即使在弱势学校也是如此。这项研究的意义强调了学校的关键作用和精心策划的教育设计的潜力,在引入和鼓励有意义的扫盲实践以及提高数字世界的普及率方面。
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引用次数: 1
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E-Learning
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