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International Journal of Mobile and Blended Learning最新文献

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Nisotak: An Example of Flexible Design for Indigenous Language Learning Apps and Reconciliation 尼索塔克:一个灵活设计土著语言学习应用程序和和解的例子
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.4018/ijmbl.318262
Marguerite Koole, Randy Morin, K. Lewis, Kristine Dreaver-Charles, R. Deters, Julita Vassileva, Frank B. W. Lewis
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引用次数: 0
A Systematic Review on Augmented Reality Applications in Informal Learning Environments 增强现实技术在非正式学习环境中的应用综述
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.4018/ijmbl.315020
Dimitrios Markouzis, Aikaterini Baziakou, Georgios Fesakis, A. Dimitracopoulou
In recent years more and more people use their mobile phones daily for work or entertainment. The increasing use of mobile devices has led researchers to seek new ways of learning with their support, beyond the confines of formal education. The increasing computing power of mobile devices has contributed to the emergence of new, rapidly evolving technologies, with augmented reality (AR) applications being at the forefront of these developments. This article provides a literature review of AR applications for mobile devices related to informal education. It analyses their structural elements to examine if they exploit powerful features such as collaboration and content modification, as well as storytelling potentials. The findings show that most of these applications use those learning affordances only to a very limited extent, as they are mainly designed for individual usage, do not allow user-originated contribution to the digital material, and do not incorporate elements of any storytelling model.
近年来,越来越多的人每天使用手机工作或娱乐。移动设备的使用越来越多,这促使研究人员在他们的支持下寻求新的学习方式,超越了正规教育的限制。移动设备的计算能力不断增强,促进了新的、快速发展的技术的出现,增强现实(AR)应用处于这些发展的最前沿。本文综述了AR在非正式教育相关移动设备上的应用。它分析了它们的结构元素,以检查它们是否利用了强大的功能,如协作和内容修改,以及讲故事的潜力。研究结果表明,这些应用程序中的大多数只在非常有限的程度上使用这些学习能力,因为它们主要是为个人使用而设计的,不允许用户对数字材料的原创贡献,也不包含任何讲故事模型的元素。
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引用次数: 1
Mobile Learning to Support Self-Regulated Learning: A Theoretical Review 移动学习支持自主学习:一个理论综述
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.4018/ijmbl.315628
M. Baars, Olga Viberg
This paper discusses the possibilities of using and designing mobile technology for learning purposes coupled with learning analytics to support self-regulated learning (SRL). Being able to self-regulate one's own learning is important for academic success but is also challenging. Research has shown that without instructional support, students are often not able to effectively regulate their own learning. This is problematic for effective self-study and stands in the way of academic success. Providing instructional support for both metacognitive processes such as planning, monitoring, and reflection and cognitive processes such as learning strategies can help students to learn in a self-regulated way more optimally. Mobile learning provides opportunities to provide ‘just in time' support for both cognitive and metacognitive processes. To provide insights into how mobile learning can support SRL, this theoretical review discusses selected studies that have used mobile learning to support SRL in different domains.
本文讨论了使用和设计用于学习目的的移动技术以及学习分析以支持自我调节学习(SRL)的可能性。能够自我调节自己的学习对学术成功很重要,但也很有挑战性。研究表明,如果没有教学支持,学生往往无法有效地调节自己的学习。这对有效的自学是有问题的,也阻碍了学业上的成功。为规划、监控、反思等元认知过程和学习策略等认知过程提供教学支持,可以帮助学生以更优的方式自主学习。移动学习提供了为认知和元认知过程提供“及时”支持的机会。为了深入了解移动学习如何支持SRL,本理论综述讨论了在不同领域使用移动学习支持SRL的研究。
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引用次数: 2
Constructing Seamless Learning Through Game-Based Learning Experiences 通过基于游戏的学习体验构建无缝学习
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.4018/ijmbl.315625
I. Stefan, A. Gheorghe, A. Stefan, Andriani Piki, Hariklia Tsalapata, O. Heidmann
The goal of this paper is to explore how game-based experiences can be leveraged through mobile technology to activate learner engagement and achieve a seamless connection between formal and informal learning. The paper presents a mobile game authoring tool that enables educators to create gamified lesson paths, drawing on the concept of atomic learning. Preliminary evaluation revealed three main findings. First, mobile games constitute a key driver in seamlessly blending informal, unguided learning that is driven by natural human curiosity with learning experiences which are driven by defined, formal learning objectives. Second, ensuring learning elements are suitable for direct use, and reuse, within game-based tools, requiring learning content with high granularity. Third, the success of gamified learning depends on visual and audio impact, along with an appropriate blend of challenges, rewards, learning content, and assessment units that form the narrative backbone.
本文的目标是探索如何通过移动技术利用基于游戏的体验来激活学习者的参与,并实现正式和非正式学习之间的无缝连接。本文提出了一个移动游戏创作工具,使教育工作者能够创建游戏化的课程路径,借鉴原子学习的概念。初步评估显示了三个主要发现。首先,手机游戏是无缝融合非正式、无指导学习的关键驱动力,这种学习是由自然的人类好奇心驱动的,而学习经验是由明确的、正式的学习目标驱动的。其次,确保学习元素适合在基于游戏的工具中直接使用和重用,这需要具有高粒度的学习内容。第三,游戏化学习的成功取决于视觉和音频效果,以及挑战、奖励、学习内容和构成叙事主干的评估单元的适当组合。
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引用次数: 0
Investigating Students' Conceptual Understanding of Socio-Environmental Problems 调查学生对社会环境问题的概念理解
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.4018/ijmbl.315626
Kadri Mettis, Terje Väljataga
The aim of this study was to investigate how mobile outdoor learning supports the development of students' conceptual understanding about local socio-environmental problems and students' attitudes towards the learning activity. To explore these aspects, a study following a design-based research model was designed and conducted with 68 eighth-ninth grade students. The learning design of the activity incorporated a number of mobile learning tools: environmental data collecting devices, tablets and students' smartphones with outdoor learning apps to facilitate the learning activity, which was mainly conducted outdoors. Research data was collected with semi structured pre- and post-questionnaires. The results showed that the students' conceptual understanding about the study topic developed significantly, and they were positively minded about their experience in working on a socio-environmental issue. Based on the results, it can be concluded that mobile outdoor learning activities focusing on timely socio-environmental problems have the potential to increase students' conceptual understanding.
本研究的目的是探讨移动户外学习如何支持学生对当地社会环境问题的概念性理解的发展以及学生对学习活动的态度。为了探讨这些方面,本研究采用设计为基础的研究模式,对68名八、九年级学生进行了研究。活动的学习设计采用了多种移动学习工具:环境数据采集设备、平板电脑、学生的智能手机以及户外学习app,方便了主要在户外进行的学习活动。研究数据通过半结构化的前后问卷收集。结果显示,学生对研究主题的概念性理解有了显著的发展,他们对自己在社会环境问题上的工作经验持积极态度。研究结果表明,关注社会环境问题的移动户外学习活动有可能提高学生的概念理解能力。
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引用次数: 0
Levelling Up Language Learning: A Study on the Impact of Gamification 提升语言学习水平:游戏化的影响研究
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.4018/ijmbl.315624
Cecilia Maria Vallorani, I. Gibert, Christopher Tuffnell
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12–14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were obtained from an international middle school where four groups of students, two in Grade 7 and two in Grade 8, engaged with gamified formative assessment. Findings show that gamification can provide a useful support mechanism in assessment success, and also on an emotional level as it lowers the affective filter, allowing the students to reduce potential anxiety and face the assessment with greater confidence. However, gamification had a small negative impact on otherwise high-performing students in the study, suggesting that gamification may not be appropriate in all contexts.
本研究考察了游戏化作为一种创新的外语学习评估方法在12 - 14岁学生中的应用。采用了一种混合的方法。从形成性非游戏化和游戏化评估中收集了定量数据。定性数据收集自一份学生问卷。结果来自一所国际中学,四组学生,两组七年级,两组八年级,参与了游戏化的形成性评估。研究结果表明,游戏化可以为评估的成功提供有用的支持机制,也可以在情感层面上提供有用的支持机制,因为它降低了情感过滤器,使学生减少潜在的焦虑,并以更大的信心面对评估。然而,在研究中,游戏化对其他表现优异的学生产生了很小的负面影响,这表明游戏化可能并不适用于所有情况。
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引用次数: 0
Investigating the Classroom Environment With Physical Computing 用物理计算研究课堂环境
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-10-01 DOI: 10.4018/ijmbl.315627
David Parsons, K. MacCallum
To integrate digital technologies into the curriculum, teachers must support learners to use digital tools in authentic contexts. Physical computing, which involves the use of small portable electronic devices, provides an opportunity to achieve these goals. This article reports on the initial stages of a design-based research (DBR) project that will enable students to monitor and investigate their own learning spaces, with a focus on the impacts on their own well-being, and to propose solutions to any issues that they identify. The study focuses on a series of workshops, run with staff from an educational organisation, designed to explore environmental monitoring in the classroom and identify opportunities to apply the theory of situated cognition to authentic learning in context. The article reports on the first two phases of the DBR approach, defining the project focus and understanding the problem, to propose and refine a set of five design principles. The insights gained will be used in the subsequent phases of the DBR process.
为了将数字技术融入课程,教师必须支持学习者在真实环境中使用数字工具。使用小型便携式电子设备的物理计算为实现这些目标提供了机会。本文报告了一个基于设计的研究(DBR)项目的初始阶段,该项目将使学生能够监控和调查他们自己的学习空间,重点关注对他们自己的幸福感的影响,并针对他们发现的任何问题提出解决方案。这项研究的重点是一系列研讨会,由一家教育机构的工作人员主持,旨在探索课堂上的环境监测,并确定将情境认知理论应用于情境中的真实学习的机会。本文报告了DBR方法的前两个阶段,定义了项目重点并理解了问题,提出并完善了一套五个设计原则。所获得的见解将用于DBR流程的后续阶段。
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引用次数: 0
Developing Critical Digital Literacies Through Digital Storytelling: Student Attempts at Re-Telling the District Six Story 通过数字故事发展关键的数字素养:学生重新讲述第六区故事的尝试
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.312184
A. Noble, D. Gachago
The South African Higher Education sector has undergone major transformation since the end of Apartheid more than 25 years ago. Critical digital literacies and critical (digital) citizenship, aligns with the most important aspects of the transformation agenda, ‘the production of socially conscious graduates that will become the thinkers and leaders of tomorrow' (Soudien et al 2008). The ability to link the past and the present, the personal and the political is an important element of critical digital literacies. This paper reflects on projects introduced in a first year Extended Curriculum Programme course for Architectural Technology and Interior Design students at a University of Technology, in which students created a digital story after visiting historical sites in the Western Cape. Framed by Critical Race Theory concepts of master narratives and counter-storytelling, using multimodal analysis of the digital stories, this paper will highlight examples of students' attempts to disrupt common narratives through their creative yet personal engagement with the past and the present.
自25年前种族隔离制度结束以来,南非高等教育部门经历了重大变革。关键的数字素养和关键的(数字)公民身份与转型议程的最重要方面保持一致,“培养具有社会意识的毕业生,成为未来的思想家和领导者”(Soudien et al 2008)。连接过去与现在、个人与政治的能力是批判性数字素养的重要组成部分。本文反映了一所科技大学建筑技术和室内设计专业第一年扩展课程课程中引入的项目,在该课程中,学生们在参观了西开普省的历史遗迹后创作了一个数字故事。在批判种族理论的主叙事和反叙事概念的框架下,通过对数字故事的多模态分析,本文将重点介绍学生试图通过他们创造性的个人参与过去和现在来破坏共同叙事的例子。
{"title":"Developing Critical Digital Literacies Through Digital Storytelling: Student Attempts at Re-Telling the District Six Story","authors":"A. Noble, D. Gachago","doi":"10.4018/ijmbl.312184","DOIUrl":"https://doi.org/10.4018/ijmbl.312184","url":null,"abstract":"The South African Higher Education sector has undergone major transformation since the end of Apartheid more than 25 years ago. Critical digital literacies and critical (digital) citizenship, aligns with the most important aspects of the transformation agenda, ‘the production of socially conscious graduates that will become the thinkers and leaders of tomorrow' (Soudien et al 2008). The ability to link the past and the present, the personal and the political is an important element of critical digital literacies. This paper reflects on projects introduced in a first year Extended Curriculum Programme course for Architectural Technology and Interior Design students at a University of Technology, in which students created a digital story after visiting historical sites in the Western Cape. Framed by Critical Race Theory concepts of master narratives and counter-storytelling, using multimodal analysis of the digital stories, this paper will highlight examples of students' attempts to disrupt common narratives through their creative yet personal engagement with the past and the present.","PeriodicalId":44375,"journal":{"name":"International Journal of Mobile and Blended Learning","volume":"34 10 1","pages":"1-19"},"PeriodicalIF":1.4,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78108983","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: 0
ERT as Mobile Learning by Necessity: A Sociomaterial Perspective of Lecturers' Design Journeys - Lecturers' Approaches to ERT in Resource-Constrained Settings as Shifting Digital Practices ERT作为移动学习的必要性:讲师设计旅程的社会物质视角-讲师在资源受限环境下的ERT方法作为转变的数字实践
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.313975
N. Pallitt, Neil Kramm
The term as below Emergency Remote Teaching (ERT) has been adopted worldwide. In practice, approaches to ERT have been contextual with diverse lecturer and student experiences owing to complex assemblages of sociomaterial practices. Approaches to ERT as mobile learning by necessity are understudied. The ‘pivot' to ERT was particularly challenging for those in resource-constrained environments. Lecturers not only had to redesign face-to-face courses for ERT but were designing for mobile learning based on their own resource constraints and that of their students. For many, this highlighted broader concerns for equity and social justice. The authors share case studies of two lecturers at Rhodes University, arguing that a sociomaterial perspective can assist researchers and practitioners to better understand contextual approaches to ERT. The article demonstrates concerns when designing mobile learning experiences and how lecturers' design journeys are entangled with the material, social and political.
紧急远程教学(ERT)一词已在世界范围内被广泛采用。在实践中,由于社会材料实践的复杂组合,ERT的方法与不同的讲师和学生经验相关联。将ERT作为必要的移动学习的方法尚未得到充分的研究。对于那些资源受限的国家来说,“转向”ERT尤其具有挑战性。讲师不仅要为ERT重新设计面对面的课程,还要根据自己和学生的资源限制来设计移动学习。对许多人来说,这凸显了对公平和社会正义的更广泛关注。作者分享了罗德大学两位讲师的案例研究,认为社会材料视角可以帮助研究人员和从业者更好地理解ERT的情境方法。本文展示了设计移动学习体验时的关注点,以及讲师的设计旅程如何与材料、社会和政治纠缠在一起。
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引用次数: 0
A Practice-Based Approach to Developing First-Year Higher Education Students' Digital Literacy 基于实践的高等教育一年级学生数字素养培养方法
IF 1.4 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-07-01 DOI: 10.4018/ijmbl.314582
Tabisa Mayisela
This paper contributes to the conceptualisation of digital literacy as a social practice. While previous studies have focused on student digital skills and digital practices in well-resourced environments, there is a research gap concerning digital literacy as a social practice in resource constrained environments, such as South African universities. A qualitative approach is used to explore the acquisition of discipline-specific digital literacy practices by a purposive sample of three first-year students from two extended degree programme courses. The findings reveal that the discipline-specific learning and assessment activities instantiated students' digital literacy practices in the technical, cognitive, and social-emotional dimensions. Furthermore, the participants acquired digital literacies in the technical and cognitive dimension. The research findings provide insight to how other higher education educators in developing contexts could integrate digital literacies into course curricula as a means of building students' capacity on discipline-specific digital literacies.
本文有助于将数字扫盲概念化为一种社会实践。虽然之前的研究侧重于学生在资源充足的环境中的数字技能和数字实践,但在资源有限的环境中,如南非大学,数字素养作为一种社会实践存在研究空白。采用定性方法,对来自两门扩展学位课程的三名一年级学生的有目的的样本,探索特定学科的数字素养实践的获取情况。研究结果表明,特定学科的学习和评估活动在技术、认知和社会情感维度上体现了学生的数字素养实践。此外,参与者在技术和认知维度上获得了数字文学。研究结果为其他处于发展中的高等教育教育工作者如何将数字文学融入课程提供了见解,作为培养学生特定学科数字文学能力的一种手段。
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引用次数: 1
期刊
International Journal of Mobile and Blended Learning
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