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Performance, behaviour and perceptions of an open educational resource-derived interactive educational resource by online and campus university students 网络大学生和校园大学生对开放式教育资源衍生互动教育资源的表现、行为和认知
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-24 DOI: 10.25304/rlt.v28.2386
E. Ward, Brian L. Lindshield
Research in Learning Technology 2020. © 2020 E.J. Ward and B.L. Lindshield. 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 E.J. Ward and B.L. Lindshield。《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: 5
Tech and me: an autoethnographic account of digital literacy as an identity performance 《科技与我:数字素养作为一种身份表现的自我民族志》
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-21 DOI: 10.25304/rlt.v28.2389
Daniel G. Clark
This paper is an autoethnographic account of developing digital literacy, as seen through references to identity, both in direct and indirect relationship to digital technology. Conceiving of digital literacy as a process that includes identity change, and identity as constituted by actions performed, posts from my blog focusing on educational technology written between 2011 and 2019, are analysed and coded. An initial analysis uses a framework, which sees digital literacy as an interaction between skills, practices and identity. The findings highlight not only the importance of identity but also the need for a more detailed understanding of identity than the one provided by this model. Findings related to identity are then analysed further. In the process, four specific and contradictory themes are revealed – technology advocate, technology sceptic, technology adept and technology novice. In addition, the importance of other identity markers in relation to technology is explored. In the context of individuals and organisations prioritising the enhancement of digital literacy, this paper suggests that the role of identity in such enhancement is critical and is not sufficiently captured in current research and discussion.
这篇论文是一篇关于发展数字素养的自我民族志,通过对身份的参考,可以看到与数字技术的直接和间接关系。我认为数字素养是一个包括身份变化的过程,而身份是由所做的行动构成的,因此我对2011年至2019年期间撰写的专注于教育技术的博客文章进行了分析和编码。初步分析使用了一个框架,将数字素养视为技能、实践和身份之间的相互作用。这些发现不仅强调了身份的重要性,而且还强调了对身份的更详细理解的必要性,而不是这个模型所提供的。然后进一步分析与身份相关的发现。在此过程中,揭示了四个具体而矛盾的主题——技术倡导者、技术怀疑论者、技术熟练者和技术新手。此外,本文还探讨了与技术相关的其他身份标记的重要性。在个人和组织优先考虑提高数字素养的背景下,本文认为身份在这种提高中的作用至关重要,但在当前的研究和讨论中没有得到充分的体现。
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引用次数: 2
Changing the Spanish arts curriculum for secondary school: the case for digital geometry and screencasting 中学西班牙艺术课程的改变:数字几何和视频播放的案例
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-20 DOI: 10.25304/rlt.v28.2342
Altamira Saez-Lacave, Ana Rodriguez-Lopez, Silvia Serrano-Muñoz, Raquel Perez-Fariñas
Research in Learning Technology 2020. © 2020 A. Saez-Lacave 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。Saez-Lacave等人。《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: 1
The case for engaging online tutors for supporting learners in higher education in refugee contexts 为难民背景下的高等教育学习者提供在线辅导的案例
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-19 DOI: 10.25304/rlt.v28.2428
Paul O'Keeffe
Research in Learning Technology 2020. © 2020 P. O’Keeffe. 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 P. O 'Keeffe。《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: 5
Student engagement and disengagement in TEL – The role of gaming, gender and non-native students 学生在电视教学中的参与与脱离——游戏、性别与非母语学生的角色
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-19 DOI: 10.25304/rlt.v28.2293
Nina Bergdahl, Jalal Nouri
Student engagement is critical for learning. However, little is known about engagement and disengagement and particular social groups. Recent research has alerted that engagement in technology-enhanced learning (TEL) settings may manifest differently than engagement in analogue learning settings. This study explores how different social groups of upper secondary school students (n= 410) engage and disengage when learning with digital technologies. We used an instrument to approach dimensions of engagement and disengagement in TEL. Using thematic analysis, we identified cognitive, emotional, behavioural and social aspects of engagement and disengagement in eight-student interviews which together with theory, informed a questionnaire. Using statistical methods, we explored the relationship between engagement, disengagement and the social categories: gamers, gender and non-native speakers. We found significant differences between the groups. For example: that high-frequency gaming students were not as easily distracted as students reporting low-frequency gaming, that female students engaged in TEL in different ways than male students, and that non-native speakers displayed significantly fewer tendencies to engage in unauthorised uses of digital technologies than native speakers. Identifying indicators reflecting engagement and disengagement in TEL in social groups can inform successful practices that stimulate student engagement and can be used to avoid, or redeem, group-specific challenges that trigger disengagement.
学生的参与对学习至关重要。然而,人们对参与和脱离以及特定的社会群体知之甚少。最近的研究提醒我们,在技术增强学习(TEL)环境中的参与可能与在模拟学习环境中的参与表现不同。本研究探讨了不同社会群体的高中生(n= 410)在使用数字技术学习时的参与和脱离情况。我们使用了一种工具来接近电话教学中参与和脱离的维度。通过主题分析,我们在八名学生的访谈中确定了参与和脱离的认知、情感、行为和社会方面,这些方面与理论一起为问卷调查提供了信息。使用统计方法,我们探索了粘性、脱离粘性与社交类别(游戏邦注:包括玩家、性别和非母语使用者)之间的关系。我们发现两组之间存在显著差异。例如,高频率玩游戏的学生不像低频率玩游戏的学生那么容易分心,女学生玩TEL的方式与男学生不同,非母语人士比母语人士更少使用未经授权的数字技术。识别反映社会群体中TEL参与和脱离的指标,可以为激发学生参与的成功实践提供信息,并可用于避免或弥补引发脱离的群体特定挑战。
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引用次数: 2
Use of augmented reality (AR) to aid bioscience education and enrich student experience 利用扩增实境(AR)辅助生物科学教育及丰富学生体验
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-10 DOI: 10.35542/osf.io/hz2ta
Laura E. Reeves, Edward Bolton, Matthew Bulpitt, A. Scott, Ian Tomey, Michael Gates, R. Baldock
In recent years, development of new technologies designed to enhance user experience have accelerated, often being used in modern media including in films and games. Specifically, immersive experiences such as Virtual Reality (VR) and Augmented Reality (AR) have redefined how digital media can be delivered, encouraging us to interact with and explore our environment. Reciprocally, as the power of these technologies has advanced, the associated costs to implement them has decreased making them more cost-effective and feasible to deliver in a variety of settings. Despite the cost reduction, several issues remain with accessibility due to the knowledgebase required to generate, optimise and deliver 3D-digital content in both AR and VR. Here we sought to integrate an AR-based experience into a level 4 Biochemistry module to support the delivery of university lectures on protein structure and function. Traditionally, this topic would comprise 2D still images of complex 3D structures. By combining a breadth of subject-specific and technological expertise from across the university, we developed an AR-enhanced learning experience hosted on Zapworks AR platform. AR enabled full illustration of the complexity of these 3D structures while promoting collaboration through a shared user experience. Assessing the impact of the AR-experience via a formative test and survey revealed that despite only a modest increase in test performance, students overwhelmingly reported positively on the engaging nature and interactivity of AR. Critically, expanding our repertoire of content delivery formats will support the forward-thinking blended learning environments adopted across the higher education sector.
近年来,旨在提高用户体验的新技术的发展已经加速,经常被用于现代媒体,包括电影和游戏。具体来说,虚拟现实(VR)和增强现实(AR)等沉浸式体验重新定义了数字媒体的传递方式,鼓励我们与环境互动和探索。反过来,随着这些技术的进步,实施这些技术的相关成本降低,使它们在各种环境中更具成本效益和可行性。尽管降低了成本,但由于在AR和VR中生成、优化和交付3d数字内容所需的知识库,在可访问性方面仍然存在一些问题。在这里,我们试图将基于ar的体验整合到4级生物化学模块中,以支持大学关于蛋白质结构和功能的讲座。传统上,这个主题将包括复杂的3D结构的2D静止图像。通过结合整个大学广泛的特定学科和技术专业知识,我们在Zapworks AR平台上开发了AR增强学习体验。AR能够充分展示这些3D结构的复杂性,同时通过共享用户体验促进协作。通过形成性测试和调查评估AR体验的影响显示,尽管测试成绩只有适度提高,但绝大多数学生对AR的吸引力和互动性持积极态度。至关重要的是,扩大我们的内容交付格式将支持高等教育部门采用的前瞻性混合学习环境。
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引用次数: 11
Pre-service primary teachers’ views and use of technology in mathematics lessons 职前小学教师对数学课堂技术的看法与运用
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-07 DOI: 10.25304/rlt.v28.2302
M. Şahal, A. Ş. Özdemi̇r
Research in Learning Technology 2020. © 2020 M. Sahal and A. S. Ozdemir. 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 M. Sahal and A. S. Ozdemir《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。
{"title":"Pre-service primary teachers’ views and use of technology in mathematics lessons","authors":"M. Şahal, A. Ş. Özdemi̇r","doi":"10.25304/rlt.v28.2302","DOIUrl":"https://doi.org/10.25304/rlt.v28.2302","url":null,"abstract":"Research in Learning Technology 2020. © 2020 M. Sahal and A. S. Ozdemir. 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.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"3 1","pages":""},"PeriodicalIF":2.2,"publicationDate":"2020-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79896471","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: 7
Cheap, accessible, and virtual experiences as tools for immersive study: a proof of concept study 作为沉浸式学习工具的廉价、易获取和虚拟体验:概念研究的证明
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-08-03 DOI: 10.25304/rlt.v28.2416
S. L. Rogers
Virtual and augmented reality technology is becoming more commonly available within a plethora of environments in which we exist, including educational environments. With advances in technology, and more exposure to its capabilities, there is a greater expectations and reliance on it. However, much of the hardware (and some of the software) which makes this technology usable is expensive and inaccessible to many. This article introduces a method for capturing and providing cost-effective virtual reality experiences, used here as a tool to give students improved accessory data and context regarding geological lab samples. The method introduced utilises the Google Cardboard camera app and Google Cardboard viewers. The virtual reality environment created is a mini-immersive experience that could be provided to students, or collected by students for their own use. The article reports results from a study of 20 participants who answered a questionnaire outlining their experiences of implementing the method. They responded positively, highlighting the applicability of the method to the task, the ease of use of tool and the accessibility of technology. Image quality of the method was raised as an area for improvement.
虚拟和增强现实技术在我们生存的众多环境中变得越来越普遍,包括教育环境。随着技术的进步,越来越多地接触到它的能力,人们对它的期望和依赖也越来越高。然而,使这项技术可用的大部分硬件(和一些软件)都是昂贵的,而且许多人无法获得。本文介绍了一种捕获和提供具有成本效益的虚拟现实体验的方法,在这里用作一种工具,为学生提供有关地质实验室样本的改进的辅助数据和上下文。介绍的方法利用谷歌纸板相机应用程序和谷歌纸板观看器。所创建的虚拟现实环境是一种微型沉浸式体验,可以提供给学生,也可以由学生收集以供自己使用。文章报告了20名参与者的研究结果,他们回答了一份问卷,概述了他们实施该方法的经验。他们的反应是积极的,强调了方法对任务的适用性,工具的易用性和技术的可及性。提出了该方法图像质量有待改进的地方。
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引用次数: 15
Students’ video viewing habits during a flipped classroom course in engineering mathematics 工程数学翻转课堂课程中学生的视频观看习惯
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-07-31 DOI: 10.25304/rlt.v28.2404
K. L. Nielsen
Research in Learning Technology 2020. © 2020 K.L. Nielsen. 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.L. Nielsen。《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: 11
Using social media to support teaching and learning in higher education: an analysis of personal narratives 利用社交媒体支持高等教育教学:个人叙事分析
IF 2.2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2020-07-23 DOI: 10.25304/rlt.v28.2410
Nurten Kara, B. Çubukçuoğlu, A. Elçi
The increasing trend of using new media technologies and particularly social media (SM) among students provides an advantage for lecturers. Apparently their importance accelerated with the application of social distancing during a pandemic crisis such as the one World has been experiencing since the end of 2019. In this article, the stories of two academics are used expressing experiences, motives and perceptions on benefits and challenges of using SM to support teaching and learning in the classroom. The stories which form the data of the research describe how and why the participants started to use SM, their intended purpose and the ways of use. Besides, reasons, difficulties and positive as well as the negative sides are explored. The findings show that the virtual learning environments provided by SM facilitated the development of students' enthusiasm and interaction with peers assertively, thus increasing the students' participation. Because of emerging technologies, SM platforms surge and plummet quickly;therefore, it is important for institutions to either develop their platform or to subscribe to existing ones for effective knowledge sharing at an institutional level with clear ethical rules.
学生越来越多地使用新媒体技术,特别是社交媒体(SM),这为教师提供了优势。显然,在2019年底以来的“一个世界”等大流行病危机期间,随着社交距离的应用,它们的重要性得到了加强。在这篇文章中,两位学者的故事被用来表达他们的经历、动机以及对使用SM来支持课堂教学的好处和挑战的看法。形成研究数据的故事描述了参与者如何以及为什么开始使用SM,他们的预期目的和使用方式。并对原因、困难、积极和消极的方面进行了探讨。研究结果表明,SM提供的虚拟学习环境促进了学生积极性的发展和与同伴的主动互动,从而提高了学生的参与度。由于新兴技术的出现,SM平台的起落迅速;因此,对于机构来说,要么开发自己的平台,要么订阅现有的平台,以便在机构层面上以明确的道德规则进行有效的知识共享,这一点非常重要。
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引用次数: 16
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