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Examining educational technology and research impact: the two roles of e-learning and related terms in the 2014 REF impact case studies 考察教育技术和研究影响:2014年REF影响案例研究中电子学习和相关术语的两个角色
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-03-10 DOI: 10.25304/rlt.v28.2306
Katy Jordan
Research in Learning Technology 2020. © 2020 K. Jordan. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2020。©2020 k。乔丹。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 2
A Framework for Mixed Reality Free-Choice, Self-Determined Learning 混合现实的自由选择、自主学习框架
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-03-09 DOI: 10.25304/rlt.v28.2347
C. Aguayo, C. Eames, T. Cochrane
Research in Learning Technology 2020. © 2020 C. Aguayo et al. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2020。©2020 C. Aguayo等。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 26
Becoming an open educator: towards an open threshold framework 成为一个开放的教育者:走向一个开放的门槛框架
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-03-09 DOI: 10.25304/rlt.v28.2338
G. Tur, Leo Havemann, J. D. Marsh, Jeffrey Keefer, F. Nascimbeni
In this article, we propose a cross-pollination of two prominent lines of educational thought: open education (OE) and threshold concepts (TCs). Open education has gained an increased profile through the growing popularity of open educational resources (OER) and massive online open courses (MOOCs). Educators who create or make use of such resources, or employ related open educational practices (OEP), are often suggested to have a transformative impact in educational settings. In recent years, educational research has increasingly discussed learning as a process of attaining or crossing certain conceptual thresholds, which involve such a significant shift that the learner eventually achieves a different and deeper understanding of core disciplinary knowledge, even a new identity. Of the eight characteristics of TCs identified in the core literature of this theory, we consider that three in particular offer the maximum potential for understanding the evolution of teachers towards the open educator identity: transformative, troublesome and liminal. This work presents a theoretical framework that includes the transformative impact on identity in the process of becoming an open educator, the troublesomeness inherent in this evolution and the liminal space through which the evolving teachers progress. It is argued that a focus on the development of open educator identity aligns with current reflective approaches to working on teachers’ professional identity, and at the same time supports a focus on teachers’ commitment to a democratic approach to education, which is necessary in neoliberal times.
在本文中,我们提出了两个突出的教育思想路线:开放教育(OE)和阈值概念(tc)的交叉授粉。随着开放教育资源(OER)和大规模在线开放课程(MOOCs)的日益普及,开放教育获得了越来越多的关注。创造或利用这些资源,或采用相关开放教育实践(OEP)的教育工作者经常被建议对教育环境产生变革性影响。近年来,教育研究越来越多地将学习视为达到或跨越某些概念阈值的过程,这涉及到一个重大转变,即学习者最终对核心学科知识有了不同的、更深的理解,甚至是一种新的身份。在这一理论的核心文献中确定的八个特征中,我们认为有三个特征为理解教师向开放教育者身份的演变提供了最大的潜力:变革性、麻烦性和局限性。这项工作提出了一个理论框架,包括在成为开放教育者的过程中对身份的变革性影响,这种演变中固有的麻烦,以及不断演变的教师进步的有限空间。有人认为,关注开放教育者身份的发展与当前研究教师职业身份的反思方法是一致的,同时支持关注教师对民主教育方法的承诺,这在新自由主义时代是必要的。
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引用次数: 6
A cross-sectional study of video game play habits and graduate skills attainment 电子游戏玩习惯与毕业生技能获得的横断面研究
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-28 DOI: 10.25304/rlt.v28.2326
M. Barr
Using a survey of higher education students (N = 2145), correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented. Correlations between graduate attribute attainment and a range of demographic and educational factors, including age, gender, level of study and year of study, are also calculated. While it is shown that there is no significant relationship between existing game play habits and graduate attribute attainment, several broad observations are made. Students who do not play video games tended to score best, while those students who play games in a variety of modes (online and local cooperative play, team-based and other cooperative play) also scored better on measures of graduate attribute attainment. Assumptions about the development of graduate attributes over time are also challenged by the data presented here, which suggest there is little correlation between attribute attainment and years spent at university. The work suggests that, while video games may be used to develop graduate skills on campus, there is no strong correlation between existing game play habits and the attainment of certain transferable skills.
通过对受过高等教育的学生(N = 2145)的调查,我们呈现了游戏习惯与获得某些毕业技能或属性(沟通技巧、适应性和机智)之间的相关性。还计算了毕业生属性成就与一系列人口统计学和教育因素(包括年龄、性别、学习水平和学习年份)之间的相关性。虽然现有的游戏习惯与毕业生属性获得之间没有显著的关系,但我们还是进行了一些广泛的观察。不玩电子游戏的学生往往得分最高,而那些以各种模式玩游戏的学生(在线和本地合作游戏,团队合作游戏和其他合作游戏)在毕业生属性成就方面的得分也更高。关于毕业生素质随时间发展的假设也受到了这里提供的数据的挑战,这些数据表明,素质的获得与在大学度过的时间之间几乎没有相关性。这项研究表明,虽然电子游戏可能被用来在校园里培养毕业生的技能,但现有的游戏习惯与某些可转移技能的获得之间并没有很强的相关性。
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引用次数: 5
Exploring mixed reality based on self-efficacy and motivation of users 探索基于用户自我效能感和动机的混合现实
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-21 DOI: 10.25304/rlt.v28.2331
Kathy Essmiller, Tutaleni I. Asino, Ayodeji Ibukun, Frances M. Alvarado-Albertorio, Sarinporn Chaivisit, Thanh Do, Younglong Kim
This study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the southern part of the USA. Each study participant completed a questionnaire that consisted of 22 questions using a seven-point Likert scale. The results show that there are no significant differences between motivation and self-efficacy as it relates to three selected activities: Roboraid, Tutorial and Freeplay. The opportunity for meaningful learning through the use of the mixed reality is enticing; there is value in exploring facilitation of these learning opportunities through redistribution of cognitive load. This article is part of the special collection Mobile Mixed Reality Enhanced Learning edited by Thom Cochrane, James Birt, Helen Farley, Vickel Narayan and Fiona Smart. More articles from this collection can be found here.
本研究解决了如何利用虚拟现实促进教学和实践的问题,以减轻与使用简单程序性任务相关的认知负荷的有害影响。该研究收集了来自美国南部一所大学的63名18岁及以上大学生的数据。每个研究参与者都完成了一份由22个问题组成的问卷,使用7分李克特量表。结果表明,动机和自我效能感在三个选择的活动中没有显著差异:roboaid, Tutorial和Freeplay。通过使用混合现实进行有意义的学习的机会是诱人的;通过重新分配认知负荷来探索这些学习机会的促进是有价值的。本文是由Thom Cochrane, James Birt, Helen Farley, Vickel Narayan和Fiona Smart编辑的移动混合现实增强学习特别集合的一部分。更多文章可以在这里找到。
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引用次数: 5
Lecture capture and peer working: exploring study practices through staff–student partnerships 讲座捕捉和同伴工作:通过师生伙伴关系探索学习实践
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-19 DOI: 10.25304/rlt.v28.2314
Geraint Evans, Karl Luke
As lecture capture technology and practice become ever more widespread in UK universities there is a growing body of literature that assesses the impact of these changes. However, there is still much to be understood about lecture capture and the full impact on student learning, especially in different institutional and subject contexts. This article describes two projects from a UK Russell Group University that worked in partnership with students to gain insights into the student experience regarding lecture capture. The article highlights insights gained in terms of how and why students use lecture recordings. This article focuses on one area in particular which has been less reported and warrants further investigation – students’ use of lecture recordings in collaborative settings. The article considers some practical implications of such insights and argues that a nuanced understanding regarding the way students use lecture recordings for learning is required. The article also highlights how educationists can harness student partnerships to further our understanding of the complex interplays between technology and student learning.
随着讲座捕捉技术和实践在英国大学变得越来越普遍,越来越多的文献评估了这些变化的影响。然而,关于讲座捕捉及其对学生学习的全面影响,特别是在不同的机构和学科背景下,仍有许多有待了解的地方。本文描述了英国罗素集团大学(Russell Group University)的两个项目,它们与学生合作,深入了解学生在讲座捕捉方面的经验。这篇文章强调了学生如何以及为什么使用课堂录音的见解。这篇文章特别关注了一个报道较少、值得进一步调查的领域——学生在协作环境中使用讲座录音。本文考虑了这些见解的一些实际含义,并认为需要对学生使用讲座录音进行学习的方式进行细致入微的理解。这篇文章还强调了教育工作者如何利用学生的伙伴关系来加深我们对技术与学生学习之间复杂相互作用的理解。
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引用次数: 6
Integration of mobile augmented reality (MAR) applications into biology laboratory: Anatomic structure of the heart 将移动增强现实(MAR)应用集成到生物实验室:心脏的解剖结构
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-14 DOI: 10.25304/rlt.v28.2355
Cuneyd Celik, Gökhan Güven, Nevin Kozcu Cakir
Research in Learning Technology 2020. © 2020 C. Celik et al. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2020。©2020 C. Celik等。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 27
MESH360: a framework for designing MMR-enhanced clinical simulations MESH360:设计核磁共振增强临床模拟的框架
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-13 DOI: 10.25304/rlt.v28.2357
T. Cochrane, S. Aiello, S. Cook, C. Aguayo, N. Wilkinson
This article evaluates the results of two prototype iterations of a design-based research project that explores the application of mobile mixed reality (MMR) to enhance critical care clinical health education simulation in Paramedicine. The project utilises MMR to introduce critical elements of patient and practitioner risk and stress into clinical simulation learning scenarios to create more authentic learning environments. Subjective participant feedback is triangulated against par¬ticipant biometric data to validate the level of participant stress introduced to clin¬ical simulation through the addition of MMR. Results show a positive impact on the learning experience for both novice and professional paramedic practitioners. The article highlights the development of implementation and data triangulation methodologies that can be utilised to enhance wider clinical simulation contexts than the original context of Paramedicine education. We argue that our collabo¬rative transdisciplinary design team model provides a transferable framework for designing MMR-enhanced clinical simulation environments.
本文评估了一个基于设计的研究项目的两次原型迭代的结果,该项目探索了移动混合现实(MMR)在辅助医学中应用于增强重症监护临床健康教育模拟的应用。该项目利用MMR将患者和医生风险和压力的关键因素引入临床模拟学习场景,以创造更真实的学习环境。主观参与者反馈与参与者生物特征数据进行三角测量,以验证通过添加MMR引入临床模拟的参与者压力水平。结果显示,对新手和专业医护人员的学习体验都有积极的影响。这篇文章强调了实施和数据三角测量方法的发展,这些方法可以用来增强更广泛的临床模拟背景,而不是原始的辅助医学教育背景。我们认为,我们的跨学科合作设计团队模型为设计核磁共振增强的临床模拟环境提供了一个可转移的框架。
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引用次数: 9
The effect of adding same-language subtitles to recorded lectures for non-native, English speakers in e-learning environments 在网络学习环境中,为非英语母语人士的讲座录音添加同语言字幕的效果
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-11 DOI: 10.25304/rlt.v28.2340
G. Matthew
Research in Learning Technology 2020. © 2020 Gordon Matthew. Research in Learning Technology is the journal of the Association for Learning Technology (ALT), a UK-based professional and scholarly society and membership organisation. ALT is registered charity number 1063519. http://www.alt.ac.uk/. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
学习技术研究2020。©2020戈登·马修。《学习技术研究》是学习技术协会(ALT)的期刊,该协会是一家总部位于英国的专业学术团体和会员组织。ALT是注册慈善机构,注册号1063519。http://www.alt.ac.uk/。这是一篇在知识共享署名4.0国际许可(http://creativecommons.org/licenses/by/4.0/)条款下发布的开放获取文章,允许第三方以任何媒介或格式复制和重新发布材料,并为任何目的(甚至商业目的)重新混合,转换和构建材料,前提是正确引用原始作品并说明其许可。
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引用次数: 14
Choice of device to view video lectures: an analysis of two independent cohorts of first-year university students 观看视频讲座的设备选择:对两个独立的大学一年级学生的分析
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-02-05 DOI: 10.25304/rlt.v28.2324
Jesca Namuddu, Paul N. Watts
Video lectures and mobile learning devices have become prominent, but little is known about device choices for watching video lectures. The setting for this study, a university that provided perpetual access to personal computers and free tablet devices to all first-year students, provided a unique opportunity to study device choice in a setting where both tablets and personal computers were perpetually available. Weekly video lectures on a first-year module were made from October to April in two independent cohorts of students. YouTube analytics were used to record data on device usage for video lecture views. Tablets were initially used for almost 70% of views. However, tablet usage declined throughout the academic year, and tablets were overtaken by personal computers as the preferred device in the second half of the academic year. Findings suggest that an initial preference for using tablets to view video lectures lasts only a few months.
视频讲座和移动学习设备已经变得非常突出,但是对于观看视频讲座的设备选择却知之甚少。这项研究的背景是,一所大学为所有一年级学生提供永久使用个人电脑和免费平板电脑的机会,这为研究平板电脑和个人电脑永远可用的环境中设备选择提供了一个独特的机会。从10月到4月,每周都有两组独立的学生参加一年级模块的视频讲座。YouTube分析用于记录视频讲座观看的设备使用数据。平板电脑最初的浏览量几乎占到总浏览量的70%。然而,平板电脑的使用在整个学年都在下降,在学年的下半年,平板电脑被个人电脑取代,成为首选的设备。研究结果表明,最初使用平板电脑观看视频讲座的偏好只持续了几个月。
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引用次数: 3
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Research in Learning Technology
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