Over the last two decades, we have witnessed a growing interest in online learning. There is an increased focus on online education research due to the COVID-19 pandemic, as the crisis led to online education platforms becoming a necessity for educationists and students. This article reviews online education, purely, in the context of leadership. Past reviews have focused on concepts surrounding online learning such as technology, pedagogy, and student satisfaction. However, limited attention has been drawn to leadership exclusively in relevance to online education. The scoping review analyses 63 articles published between 2002-2022 to answer two research questions. First, what are the research concepts, theories, models, and frameworks operationalized in the publications within this topic domain? Second, who are the stakeholders and leaders identified in literature? Through synthesizing alternative research perspectives in the field of leadership, education, and information and communication technology (ICT), this review identifies four categories of research literature relevant to the topic domain. Following themes emerged from the analysis of the publications: impact of leadership on online education; student experience in an online leadership programme; impact of online education on leadership development of actors in an online education setting; and perception of leadership in an online education setting. Based on the review, an agenda is proposed for future research to enhance our understanding of the role of leadership in online education and elucidate the relationship between leaders and online learning in educational institutions. A lack of focus on the key leaders in the existing literature is made apparent, and further empirical research is recommended. This review makes a theoretical contribution by consolidating existing research in leadership in online education through the synthesis categories and identifying future research pathways. The findings have practical implications for leadership in online education in educational organizations through identification of stakeholders and the entities in leadership positions.
{"title":"Leadership in Online Education: A Scoping Review","authors":"Ammara Awais","doi":"10.34190/ejel.21.4.3072","DOIUrl":"https://doi.org/10.34190/ejel.21.4.3072","url":null,"abstract":"Over the last two decades, we have witnessed a growing interest in online learning. There is an increased focus on online education research due to the COVID-19 pandemic, as the crisis led to online education platforms becoming a necessity for educationists and students. This article reviews online education, purely, in the context of leadership. Past reviews have focused on concepts surrounding online learning such as technology, pedagogy, and student satisfaction. However, limited attention has been drawn to leadership exclusively in relevance to online education. The scoping review analyses 63 articles published between 2002-2022 to answer two research questions. First, what are the research concepts, theories, models, and frameworks operationalized in the publications within this topic domain? Second, who are the stakeholders and leaders identified in literature? Through synthesizing alternative research perspectives in the field of leadership, education, and information and communication technology (ICT), this review identifies four categories of research literature relevant to the topic domain. Following themes emerged from the analysis of the publications: impact of leadership on online education; student experience in an online leadership programme; impact of online education on leadership development of actors in an online education setting; and perception of leadership in an online education setting. Based on the review, an agenda is proposed for future research to enhance our understanding of the role of leadership in online education and elucidate the relationship between leaders and online learning in educational institutions. A lack of focus on the key leaders in the existing literature is made apparent, and further empirical research is recommended. This review makes a theoretical contribution by consolidating existing research in leadership in online education through the synthesis categories and identifying future research pathways. The findings have practical implications for leadership in online education in educational organizations through identification of stakeholders and the entities in leadership positions.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136307656","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}
The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of skilled trades and knowledge in carpentry. The implementation of the ML environment was carried out in the Wayuu community, characterized by its high rate of poverty and limited access to education. During face-to-face meetings, three indigenous people participated in a learning process in which they were instructed on the use of trade tools and became familiar with the different types of trees and wood. To support this process, the AR was used together with the M-L environment. Subsequently, the participants built a chair applying the knowledge acquired during the learning process. During this stage, recordings of the indigenous people were made while they carried out the construction. Then, the performance of the apprentices was evaluated through a competency-based evaluation system, in which three experts analyzed the recordings. Finally, the three indigenous people were able to acquire skills in real time through their mobile device, following the instructions and observing 3D images and videos that showed the entire manufacturing process of a wooden chair, from sanding the material to final assembly and polishing. In addition, it was found that these indigenous people were able to successfully market the products they made in the carpentry workshop, thus improving their family income. The fundamental idea behind the pedagogical implementation of this model in the Wayuu indigenous community of northern Colombia is to provide them with training in various trades that allow them to obtain decent jobs and support their families. That is why the ML environment is ideal for vulnerable people, not only indigenous people, but also for those who are displaced, the elderly or deaf-mute. The visual approach used in this method dispenses with the need for voice and text making it accessible to everyone.
{"title":"Augmented Reality for the Development of Skilled Trades in Indigenous Communities: A Case Study","authors":"Gonzalo Beltrán, Adriana Patricia Huertas","doi":"10.34190/ejel.21.6.3044","DOIUrl":"https://doi.org/10.34190/ejel.21.6.3044","url":null,"abstract":"The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of skilled trades and knowledge in carpentry. The implementation of the ML environment was carried out in the Wayuu community, characterized by its high rate of poverty and limited access to education. During face-to-face meetings, three indigenous people participated in a learning process in which they were instructed on the use of trade tools and became familiar with the different types of trees and wood. To support this process, the AR was used together with the M-L environment. Subsequently, the participants built a chair applying the knowledge acquired during the learning process. During this stage, recordings of the indigenous people were made while they carried out the construction. Then, the performance of the apprentices was evaluated through a competency-based evaluation system, in which three experts analyzed the recordings. Finally, the three indigenous people were able to acquire skills in real time through their mobile device, following the instructions and observing 3D images and videos that showed the entire manufacturing process of a wooden chair, from sanding the material to final assembly and polishing. In addition, it was found that these indigenous people were able to successfully market the products they made in the carpentry workshop, thus improving their family income. The fundamental idea behind the pedagogical implementation of this model in the Wayuu indigenous community of northern Colombia is to provide them with training in various trades that allow them to obtain decent jobs and support their families. That is why the ML environment is ideal for vulnerable people, not only indigenous people, but also for those who are displaced, the elderly or deaf-mute. The visual approach used in this method dispenses with the need for voice and text making it accessible to everyone.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136307659","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}
Hanna Kubrak, Mareike Ehlers, Kristina Piecha, Thomas Walcher, Georg Braun, Philipp Prade
The COVID-19 pandemic put academic institutions around the world in the difficult position of suddenly having to organize many lectures and examinations over online channels only, due to students’ physical access to their campus buildings being restricted. While the search for possible solutions to this problem was often challenging, this situation also offered the unique opportunity to establish remote examination options, that might hold the potential to be continued even after the pandemic has hopefully ended. This report looks at how the Munich University of Applied Sciences (MUAS), one of the biggest universities of applied sciences in Germany, established its own solution for remote examination over the Internet. This report provides an overview of how MUAS developed its on-site competence- and application-oriented digital examination tool to work remotely during the pandemic, its general framework and experiences that were made during its inception. Included are descriptions of the technical setting of the solution, as well as some challenges that were had when implementing it and how those were resolved. As part of this research it was concluded, that support and administrative work for this kind of remote examination was much more intensive than for on-site digital examinations, but also lessened each subsequent semester. A well-organized support system makes it possible to offer remote digital examinations with good conditions regarding, for example, student equal opportunities and secure examination environments, although even now perfect conditions cannot be guaranteed. While not without its own deficiencies, MUAS new established system was lauded by many Bavarian educational facilities and is in the process of being deployed to other Bavarian universities. This paper serves to highlight a qualitative example of how e-learning approaches can be of use in the context of higher education examinations and hopefully provide ideas for others trying to establish their own similar solutions.
{"title":"EXaHM – Application Oriented, Digital EXamination System at Hochschule München","authors":"Hanna Kubrak, Mareike Ehlers, Kristina Piecha, Thomas Walcher, Georg Braun, Philipp Prade","doi":"10.34190/ejel.21.4.3001","DOIUrl":"https://doi.org/10.34190/ejel.21.4.3001","url":null,"abstract":"The COVID-19 pandemic put academic institutions around the world in the difficult position of suddenly having to organize many lectures and examinations over online channels only, due to students’ physical access to their campus buildings being restricted. While the search for possible solutions to this problem was often challenging, this situation also offered the unique opportunity to establish remote examination options, that might hold the potential to be continued even after the pandemic has hopefully ended. This report looks at how the Munich University of Applied Sciences (MUAS), one of the biggest universities of applied sciences in Germany, established its own solution for remote examination over the Internet. This report provides an overview of how MUAS developed its on-site competence- and application-oriented digital examination tool to work remotely during the pandemic, its general framework and experiences that were made during its inception. Included are descriptions of the technical setting of the solution, as well as some challenges that were had when implementing it and how those were resolved. As part of this research it was concluded, that support and administrative work for this kind of remote examination was much more intensive than for on-site digital examinations, but also lessened each subsequent semester. A well-organized support system makes it possible to offer remote digital examinations with good conditions regarding, for example, student equal opportunities and secure examination environments, although even now perfect conditions cannot be guaranteed. While not without its own deficiencies, MUAS new established system was lauded by many Bavarian educational facilities and is in the process of being deployed to other Bavarian universities. This paper serves to highlight a qualitative example of how e-learning approaches can be of use in the context of higher education examinations and hopefully provide ideas for others trying to establish their own similar solutions.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151650","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}
Adi Wijaya, Noor Akhmad Setiawan, Mohd Ibrahim Shapiai
This study aims to provide a comprehensive overview of the current state and potential future research in learning style detection. With the increasing number and diversity of research in this area, a quantitative approach is necessary to map out current themes and identify potential areas for future research. To achieve this goal, a bibliometric and content analysis will be conducted to map out the existing research and identify emerging topics and directions for future research. The study analyzes 1074 bibliographic sources from Scopus and visualizes the results of the bibliometric analysis through co-occurrence and thematic map analysis using VOSviewer and BibliometriX software. Content analysis is then conducted based on the results of the co-occurrence analysis. The findings reveal a significant increase in publications and citations in the field, with popular research topics including classification, adaptive learning, and MOOCs, and the most frequently used learning style models being Felder-Silverman, VARK, and Kolb. Emerging research topics include the use of EEG signals, online learning, and feature extraction. Future research may focus on classification, intelligent tutoring systems, MOOCs, online learning, adaptive learning, and deep learning. This study provides valuable insights into the current and future research trends in learning style detection, which can support the development of adaptive e-learning systems, intelligent tutoring systems, and MOOCs. By identifying popular research topics and emerging areas of study, this research can guide the design and implementation of effective online learning environments. Additionally, the study advances the field of e-learning knowledge by providing a comprehensive overview of the most frequently used learning style models and potential research areas. It sheds light on the ongoing development of learning style detection research and the potential for future advancements in the field, ultimately contributing to the growth and improvement of e-learning practices.
{"title":"Mapping Research Themes and Future Directions in Learning Style Detection Research: A Bibliometric and Content Analysis","authors":"Adi Wijaya, Noor Akhmad Setiawan, Mohd Ibrahim Shapiai","doi":"10.34190/ejel.21.4.3097","DOIUrl":"https://doi.org/10.34190/ejel.21.4.3097","url":null,"abstract":"This study aims to provide a comprehensive overview of the current state and potential future research in learning style detection. With the increasing number and diversity of research in this area, a quantitative approach is necessary to map out current themes and identify potential areas for future research. To achieve this goal, a bibliometric and content analysis will be conducted to map out the existing research and identify emerging topics and directions for future research. The study analyzes 1074 bibliographic sources from Scopus and visualizes the results of the bibliometric analysis through co-occurrence and thematic map analysis using VOSviewer and BibliometriX software. Content analysis is then conducted based on the results of the co-occurrence analysis. The findings reveal a significant increase in publications and citations in the field, with popular research topics including classification, adaptive learning, and MOOCs, and the most frequently used learning style models being Felder-Silverman, VARK, and Kolb. Emerging research topics include the use of EEG signals, online learning, and feature extraction. Future research may focus on classification, intelligent tutoring systems, MOOCs, online learning, adaptive learning, and deep learning. This study provides valuable insights into the current and future research trends in learning style detection, which can support the development of adaptive e-learning systems, intelligent tutoring systems, and MOOCs. By identifying popular research topics and emerging areas of study, this research can guide the design and implementation of effective online learning environments. Additionally, the study advances the field of e-learning knowledge by providing a comprehensive overview of the most frequently used learning style models and potential research areas. It sheds light on the ongoing development of learning style detection research and the potential for future advancements in the field, ultimately contributing to the growth and improvement of e-learning practices.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151913","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}
The purpose of the research is to analyze the factors that influence the continuance intention to use Mobile-Assisted Language Learning (MALL) applications in the context of language courses in Indonesia. The study aims to understand the key factors that contribute to users' intention to continue using MALL applications, particularly in the context of the COVID-19 pandemic and the shift towards online and remote language learning. The research used the expectation-confirmation model and self-determination theory. Moreover, the research utilized a mixed-methods approach to achieve its objectives. A quantitative approach was employed, involving a survey with 445 respondents who had experience using MALL applications. The survey data was then analyzed using covariance-based structural equation modeling. Additionally, qualitative research was conducted through interviews with 17 respondents to gain a deeper understanding of rejected hypotheses and gather qualitative insights. The most important results of the research include identifying the factors that influence the continuance intention to use MALL applications. The study found that users' perceived usefulness of the application, their satisfaction with its usage, and their self-regulation ability significantly influence their intention to continue using MALL. These findings highlight the importance of these factors in shaping users' decision to persist with MALL applications for language learning. By understanding the factors that influence users' intention to continue using MALL, educational institutions and application providers can improve their offerings and tailor them to meet the needs and expectations of learners. This research advances the e-learning area by shedding light on the factors that influence the continuance intention to use MALL applications. By uncovering the importance of perceived usefulness, satisfaction, and self-regulation ability, the study contributes to the understanding of user behavior and decision-making in the context of e-learning. The findings can inform the design and implementation of MALL applications, leading to more engaging and effective language learning experiences in online and remote settings. This research contributes to the advancement of e-learning practices by providing evidence-based insights into the factors that drive user intention and adoption of technology in language learning.
{"title":"The Antecedents of Mobile-Assisted Language Learning Applications Continuance Intention","authors":"Ferdinand Hanif Faozi, Putu Wuri Handayani","doi":"10.34190/ejel.21.4.2744","DOIUrl":"https://doi.org/10.34190/ejel.21.4.2744","url":null,"abstract":"The purpose of the research is to analyze the factors that influence the continuance intention to use Mobile-Assisted Language Learning (MALL) applications in the context of language courses in Indonesia. The study aims to understand the key factors that contribute to users' intention to continue using MALL applications, particularly in the context of the COVID-19 pandemic and the shift towards online and remote language learning. The research used the expectation-confirmation model and self-determination theory. Moreover, the research utilized a mixed-methods approach to achieve its objectives. A quantitative approach was employed, involving a survey with 445 respondents who had experience using MALL applications. The survey data was then analyzed using covariance-based structural equation modeling. Additionally, qualitative research was conducted through interviews with 17 respondents to gain a deeper understanding of rejected hypotheses and gather qualitative insights. The most important results of the research include identifying the factors that influence the continuance intention to use MALL applications. The study found that users' perceived usefulness of the application, their satisfaction with its usage, and their self-regulation ability significantly influence their intention to continue using MALL. These findings highlight the importance of these factors in shaping users' decision to persist with MALL applications for language learning. By understanding the factors that influence users' intention to continue using MALL, educational institutions and application providers can improve their offerings and tailor them to meet the needs and expectations of learners. This research advances the e-learning area by shedding light on the factors that influence the continuance intention to use MALL applications. By uncovering the importance of perceived usefulness, satisfaction, and self-regulation ability, the study contributes to the understanding of user behavior and decision-making in the context of e-learning. The findings can inform the design and implementation of MALL applications, leading to more engaging and effective language learning experiences in online and remote settings. This research contributes to the advancement of e-learning practices by providing evidence-based insights into the factors that drive user intention and adoption of technology in language learning.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151914","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}
Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital
{"title":"Predisposition of In-Service Teachers to Use Game-Based Pedagogy","authors":"Sonia Palha, Ljerka Jukić Matić","doi":"10.34190/ejel.21.4.3135","DOIUrl":"https://doi.org/10.34190/ejel.21.4.3135","url":null,"abstract":"Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151462","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}
Carlos Marcelo, Paulino Murillo, Paula Marcelo-Martínez, Carmen Yot-Domínguez, Cristina Yanes-Cabrera
Social networking sites have become affinity spaces for teachers. Many teachers use them with different intentions and motivations, including learning. On social media platforms there are active teachers who have developed a certain leadership and recognition from many teachers. In some areas, like marketing or fashion, people with influence are called influencers. This paper investigates who they are, how their network is configured and how they perceive themselves. The questions that directed our research were: Who are the predominant Spanish teacher leaders on Twitter? What is the network structure that characterizes them? What perceptions do these teacher leaders have about their role and its impact on their professional development as teachers and others? This study has two distinct but interrelated phases. We investigated the structure and relationships among 54 Spanish teacher leaders. Using a social network analysis (SNA) approach, through the analysis of the social behavior of these teachers on the social network Twitter, we first identify educational profiles who have a high degree of centrality in the network. These are teachers who are recognized as opinion leaders by a significant proportion of their fellows. In addition to the degree of centrality that tells us how relevant a user is in a specific digital community, we identified teachers who play a key role in the circulation of information in the network studied. In some way, these teachers share common characteristics with activists in other fields. Of the 54 teachers, we selected 20 who were then interviewed. The findings demonstrate that they don't consider themselves micro-celebrities or influencers. We found a lack of identification not only with the term, but also with the image of an influencer which was understood as banal, superficial, commercial, and far from what they do in social networks.These teachers develop their identity as new digital artisans who foster a culture of collaboration and create affinity spaces that allow informal learning. Their motivation is intrinsic, through recognition and prestige among other teachers, which leads them to build a kind of constructivist leadership.
{"title":"Micro-Celebrities or Teacher Leaders? An Analysis of Spanish Educators’ Behaviors on Twitter","authors":"Carlos Marcelo, Paulino Murillo, Paula Marcelo-Martínez, Carmen Yot-Domínguez, Cristina Yanes-Cabrera","doi":"10.34190/ejel.21.4.2833","DOIUrl":"https://doi.org/10.34190/ejel.21.4.2833","url":null,"abstract":"Social networking sites have become affinity spaces for teachers. Many teachers use them with different intentions and motivations, including learning. On social media platforms there are active teachers who have developed a certain leadership and recognition from many teachers. In some areas, like marketing or fashion, people with influence are called influencers. This paper investigates who they are, how their network is configured and how they perceive themselves. The questions that directed our research were: Who are the predominant Spanish teacher leaders on Twitter? What is the network structure that characterizes them? What perceptions do these teacher leaders have about their role and its impact on their professional development as teachers and others? This study has two distinct but interrelated phases. We investigated the structure and relationships among 54 Spanish teacher leaders. Using a social network analysis (SNA) approach, through the analysis of the social behavior of these teachers on the social network Twitter, we first identify educational profiles who have a high degree of centrality in the network. These are teachers who are recognized as opinion leaders by a significant proportion of their fellows. In addition to the degree of centrality that tells us how relevant a user is in a specific digital community, we identified teachers who play a key role in the circulation of information in the network studied. In some way, these teachers share common characteristics with activists in other fields. Of the 54 teachers, we selected 20 who were then interviewed. The findings demonstrate that they don't consider themselves micro-celebrities or influencers. We found a lack of identification not only with the term, but also with the image of an influencer which was understood as banal, superficial, commercial, and far from what they do in social networks.These teachers develop their identity as new digital artisans who foster a culture of collaboration and create affinity spaces that allow informal learning. Their motivation is intrinsic, through recognition and prestige among other teachers, which leads them to build a kind of constructivist leadership.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151908","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}
Osemwegie Joseph Osunde, Liz Bacon, Lachlan Mackinnon
Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a career, this study explores how e-learning games can be designed to be motivationally appealing to young learners. It further explores the role of game representations and its appeal to this age group. This empirical study addresses the research question: “Can we develop e-learning games which appeal and motivate girls of age 11-14 to study computer science concepts?” Two e-learning games were developed: one included game representations such as game colour, graphics, character, age appropriateness, storyline, number of players, violence, identified as appealing to young females and the other game included antithetical or neutral representations. The two developed prototypes were used to explore key e-learning game representations as used to teach computer science concepts. A total of 304 participants, comprising of 152 girls and 152 boys from a combination of same sex and mixed secondary schools in Southeast England, engaged with both experimental games. The experiment also elicited information on how learners interact with these games and the resulting game appeal, motivation and learning. The insight gained from the analysis of data captured during the experiments, provide the evidence to demonstrate that inclusive e-learning games which motivate and appeal to girls of age 11-14 can be developed. This can have a positive influence on their willingness to use such games to learn computer science concepts. This implies that the study found positive outcomes related to e-learning game appeal, motivation and the learning of girls of this age group. A follow-up longitudinal study could investigate the impact of significant e-learning game representations that appeal to the target group. This could provide additional evidence on the changes in the appeal of the investigated significant game representations over time, due to the influence of other factors such as socio-economic and socio-cultural differences. This understanding can further enhance inclusive e-learning strategies to improve diversity in computer science education and consequently the career pipeline.
{"title":"Motivationally Appealing Computer Science e-Learning Games: An Inclusive Design Approach","authors":"Osemwegie Joseph Osunde, Liz Bacon, Lachlan Mackinnon","doi":"10.34190/ejel.21.4.3083","DOIUrl":"https://doi.org/10.34190/ejel.21.4.3083","url":null,"abstract":"Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a career, this study explores how e-learning games can be designed to be motivationally appealing to young learners. It further explores the role of game representations and its appeal to this age group. This empirical study addresses the research question: “Can we develop e-learning games which appeal and motivate girls of age 11-14 to study computer science concepts?” Two e-learning games were developed: one included game representations such as game colour, graphics, character, age appropriateness, storyline, number of players, violence, identified as appealing to young females and the other game included antithetical or neutral representations. The two developed prototypes were used to explore key e-learning game representations as used to teach computer science concepts. A total of 304 participants, comprising of 152 girls and 152 boys from a combination of same sex and mixed secondary schools in Southeast England, engaged with both experimental games. The experiment also elicited information on how learners interact with these games and the resulting game appeal, motivation and learning. The insight gained from the analysis of data captured during the experiments, provide the evidence to demonstrate that inclusive e-learning games which motivate and appeal to girls of age 11-14 can be developed. This can have a positive influence on their willingness to use such games to learn computer science concepts. This implies that the study found positive outcomes related to e-learning game appeal, motivation and the learning of girls of this age group. A follow-up longitudinal study could investigate the impact of significant e-learning game representations that appeal to the target group. This could provide additional evidence on the changes in the appeal of the investigated significant game representations over time, due to the influence of other factors such as socio-economic and socio-cultural differences. This understanding can further enhance inclusive e-learning strategies to improve diversity in computer science education and consequently the career pipeline.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135151911","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}
The ability to use English has become essential for functioning in the 21st century; not only the basic skills (reading, writing, listening, and speaking) but broader skills in communication and collaboration will be necessary for future success in global environments. Digital transformation in learning via mobile devices helps create authenticity in English language education. They can interest and engage learners, both in and out of the classrooms, while promoting uninterrupted learning, especially during the COVID-19 pandemic. Moreover, advances in mobile applications and virtual learning environments have become important components of developing English language skills, allowing for asynchronous learning in convenient, flexible, and interactive environments on any of a learner’s devices. This paper reports the results of using a mobile-assisted language learning interactive environment (MALLIE), a chatbot-based application, to support the development of English language communication skills. Quantitative data were acquired from 546 higher education learners in Thailand. The information was used for the exploratory factor analysis which shall serve as a baseline for innovation development. The study briefly examined the students’ experiences with any type of mobile learning before focusing on the students’ and a group of experts’ ratings of the intervention in this study. Preliminary studies were conducted with 10 students and experts to identify factors they believed were most relevant for measuring the effectiveness of the MALLIE for English language learning in a virtual learning environment. Exploratory factor analysis of 70 variables extracted four factors with loadings that exceeded .30: MALL, VLE (virtual learning environment), 4Cs for the four basic components of language learning, and ELCS for English language communication skills; the factor loadings ranged between 0.55 and 0.81. Additionally, in-depth interviews were conducted to collect qualitative data, and the results of preliminary studies were used to design and develop the MALLIE application and test its learning effectiveness. Next, an opinion survey was administered related to a group of 105 students and experts regarding their acceptance of the MALLIE and their intentions to use it or something similar in the future; the main topics of the survey related to the perceived usefulness of the MALLIE, its ease of use, respondents’ attitudes towards its use, peer influences on respondents’ use, and respondents’ use behaviour and intention to use. The aim of the study’s surveys and analyses was to assess the effectiveness and efficiency of learning the English language via mobile language learning applications available for use on any device.
{"title":"Mobile-Assisted Language Learning to Support English Language Communication among Higher Education Learners in Thailand","authors":"Jintavee Khlaisang, Pornpimol Sukavatee","doi":"10.34190/ejel.21.3.2974","DOIUrl":"https://doi.org/10.34190/ejel.21.3.2974","url":null,"abstract":"The ability to use English has become essential for functioning in the 21st century; not only the basic skills (reading, writing, listening, and speaking) but broader skills in communication and collaboration will be necessary for future success in global environments. Digital transformation in learning via mobile devices helps create authenticity in English language education. They can interest and engage learners, both in and out of the classrooms, while promoting uninterrupted learning, especially during the COVID-19 pandemic. Moreover, advances in mobile applications and virtual learning environments have become important components of developing English language skills, allowing for asynchronous learning in convenient, flexible, and interactive environments on any of a learner’s devices. This paper reports the results of using a mobile-assisted language learning interactive environment (MALLIE), a chatbot-based application, to support the development of English language communication skills. Quantitative data were acquired from 546 higher education learners in Thailand. The information was used for the exploratory factor analysis which shall serve as a baseline for innovation development. The study briefly examined the students’ experiences with any type of mobile learning before focusing on the students’ and a group of experts’ ratings of the intervention in this study. Preliminary studies were conducted with 10 students and experts to identify factors they believed were most relevant for measuring the effectiveness of the MALLIE for English language learning in a virtual learning environment. Exploratory factor analysis of 70 variables extracted four factors with loadings that exceeded .30: MALL, VLE (virtual learning environment), 4Cs for the four basic components of language learning, and ELCS for English language communication skills; the factor loadings ranged between 0.55 and 0.81. Additionally, in-depth interviews were conducted to collect qualitative data, and the results of preliminary studies were used to design and develop the MALLIE application and test its learning effectiveness. Next, an opinion survey was administered related to a group of 105 students and experts regarding their acceptance of the MALLIE and their intentions to use it or something similar in the future; the main topics of the survey related to the perceived usefulness of the MALLIE, its ease of use, respondents’ attitudes towards its use, peer influences on respondents’ use, and respondents’ use behaviour and intention to use. The aim of the study’s surveys and analyses was to assess the effectiveness and efficiency of learning the English language via mobile language learning applications available for use on any device.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135939227","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}
Paula Charbonneau-Gowdy, Marija Cubric, Katya Pechenkina, Ronald Dyer, Andrew Pyper, Heinrich Söbke, Pia Spangenberger
PBL's motivation, outcomes, and its significance for students’ experience and fo r graduate marketing programs. They describe the collaboration between faculty members and graduate students from business and education fields to develop a web-based simulation, immersing students in a factory environment and addressing a challenging learning topic. The simulation proved to be more useful and productive than the original design team anticipated and has since been scaled for use by other university and industry students. The paper presents a compelling argument for hybrid online PBL learning design, a popular topic in e-Learning.
{"title":"EJEL Editorial 2023: Trends and Research Gaps in e-Learning","authors":"Paula Charbonneau-Gowdy, Marija Cubric, Katya Pechenkina, Ronald Dyer, Andrew Pyper, Heinrich Söbke, Pia Spangenberger","doi":"10.34190/ejel.21.3.3193","DOIUrl":"https://doi.org/10.34190/ejel.21.3.3193","url":null,"abstract":"PBL's motivation, outcomes, and its significance for students’ experience and fo r graduate marketing programs. They describe the collaboration between faculty members and graduate students from business and education fields to develop a web-based simulation, immersing students in a factory environment and addressing a challenging learning topic. The simulation proved to be more useful and productive than the original design team anticipated and has since been scaled for use by other university and industry students. The paper presents a compelling argument for hybrid online PBL learning design, a popular topic in e-Learning.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135939230","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}