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How can messaging apps, WhatsApp and SMS be used to support learning? A scoping review 如何使用消息应用程序、WhatsApp和短信来支持学习?范围审查
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-04-25 DOI: 10.1080/1475939X.2023.2201590
Katy Jordan
ABSTRACT In response to disruption to education during the COVID-19 pandemic, mobile phone-based messaging has emerged in some instances as an accessible, low-connectivity way of promoting interactivity. However, no recent reviews have been undertaken in relation to how social media and messaging apps can be used to effectively support education in low- and middle-income countries. In this scoping review, 43 documents were identified for inclusion, and three main thematic areas emerged: supporting student learning (including interacting with peers and other students, peer tutoring and collaborative learning; and interacting with teachers, through content delivery, teaching and assessment); teacher professional development (including structured support and prompts, and informal communities of practice); and supporting refugee education. The discussion and findings are both of practical use, to inform responses to the current pandemic and designing initiatives in the future, and will also be useful for advancing research in this expanding field.
摘要为了应对新冠肺炎大流行期间的教育中断,在某些情况下,基于手机的消息传递已成为一种可访问、低连接的促进互动的方式。然而,最近还没有对如何利用社交媒体和消息应用程序有效支持中低收入国家的教育进行审查。在这次范围界定审查中,确定了43份文件供纳入,并出现了三个主要主题领域:支持学生学习(包括与同龄人和其他学生互动、同伴辅导和协作学习;以及通过内容交付、教学和评估与教师互动);教师专业发展(包括结构化的支持和提示,以及非正式的实践社区);以及支持难民教育。这些讨论和发现都具有实际用途,可以为应对当前疫情和设计未来的举措提供信息,也将有助于推进这一不断扩大的领域的研究。
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引用次数: 1
Digital interactive case-based instruction: a useful tool to enhance preservice teacher education 数字交互式案例教学:加强职前教师教育的有用工具
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-04-12 DOI: 10.1080/1475939X.2023.2199016
Meihua Qian, D. M. Boyer, Qianyi Gao, Penelope Vargas, E. Mercer, Andrew Xianyong Wang
ABSTRACT Technology has been playing an increasingly important role in teaching and learning because of its capacity to increase students’ motivation and provide them with opportunities to explore and acquire new knowledge and skills. However, little is known regarding the effectiveness of using the digital interactive case-based instruction (CBI) approach to support teaching and learning. Hence, this study investigated the effectiveness of digital interactive CBI in supporting learning of behaviourism among 234 preservice teachers. The results indicated that digital interactive CBI was a useful tool for enhancing learning. Preservice teachers not only found the activity engaging, but also believed that it was helpful in deepening their understanding towards operant conditioning and improving their abilities to analyse and solve real-world problems. The detailed findings will provide helpful insights to teacher educators who are considering implementing CBI in teacher education programmes.
技术在教学中发挥着越来越重要的作用,因为它能够提高学生的积极性,为他们提供探索和获得新知识和技能的机会。然而,关于使用数字交互式基于案例的教学(CBI)方法来支持教与学的有效性,人们知之甚少。因此,本研究以234名职前教师为对象,调查了数位互动CBI对行为主义学习的支持效果。结果表明,数字交互式CBI是促进学习的有效工具。职前教师不仅对活动感兴趣,而且认为活动有助于加深对操作性条件反射的理解,提高分析和解决现实问题的能力。详细的研究结果将为考虑在教师教育项目中实施CBI的教师教育工作者提供有益的见解。
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引用次数: 0
An extended technology acceptance model on immersive virtual reality use with primary school students 小学生沉浸式虚拟现实使用的扩展技术接受模型
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-04-05 DOI: 10.1080/1475939X.2023.2196281
Rafael Villena-Taranilla, Ramón Cózar-Gutiérrez, José Antonio González‐Calero, P. Diago
ABSTRACT Virtual Reality (VR) is an emerging technology with an increasing number of studies assessing its benefits in educational settings. However, there is a shortage of empirical studies aimed at evaluating the acceptance of this technology in primary education. The authors propose an extended version of the Technological Acceptance Model to examine students’ intention to use immersive VR. To this end, 111 fourth-graders completed a history teaching unit using immersive VR. Structural equation modelling was employed to assess causal relationships between six variables: prior knowledge, perceived attention, perceived utility, perceived ease of use, perceived enjoyment and attitude towards the use of immersive VR. The results indicate that students’ prior knowledge was not significant in explaining their intention to use immersive VR. However, perceived attention had a significant effect on this variable mediated through perceived utility. These results have important implications regarding the design and use of VR tools for educational purposes.
虚拟现实(VR)是一项新兴技术,越来越多的研究评估了其在教育环境中的益处。然而,缺乏旨在评估初等教育对这一技术接受程度的实证研究。作者提出了技术接受模型的扩展版本,以检查学生使用沉浸式VR的意图。为此,111名四年级学生使用沉浸式VR完成了一个历史教学单元。采用结构方程建模来评估六个变量之间的因果关系:先验知识、感知注意力、感知效用、感知易用性、感知享受和对使用沉浸式VR的态度。结果表明,学生的先验知识在解释他们使用沉浸式虚拟现实的意图方面并不显著。然而,感知注意通过感知效用对这一变量有显著影响。这些结果对于设计和使用VR工具用于教育目的具有重要意义。
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引用次数: 1
iLearn? Investigating dialogical interaction with tablets in mathematics lessons iLearn?探究数学课中与平板电脑的对话互动
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-27 DOI: 10.1080/1475939X.2023.2193194
J. Hardman, W. Lilley
ABSTRACT There is a significant body of research that indicates that the use of tablets to learn mathematics in elementary school motivates students to learn. Low mathematical attainment in international benchmarking tests of mathematics in South Africa led the authors to investigate the potential that the mobility of the tablet provided for children to learn how to reason using what Mercer called ‘exploratory’ talk, a form of dialogical interaction indicative of reasoning. In this article the authors investigate two grade 6 classrooms in two schools where students are learning mathematics using tablets. In this multiple case study, the authors videotaped children during mathematics lessons where they used tablets to solve mathematical problems, and the data were transcribed. Findings indicate that the tablets across both contexts facilitate what Mercer calls exploratory talk, which is indicative of reasoning and, therefore, learning.
摘要有大量研究表明,在小学使用平板电脑学习数学会激励学生学习。在南非进行的国际数学基准测试中,数学成绩较低,这促使作者调查了平板电脑的移动性为儿童提供的潜力,让他们学习如何使用默瑟所说的“探索性”谈话进行推理,这是一种指示推理的对话互动形式。在这篇文章中,作者调查了两所学校的两个六年级教室,学生们正在使用平板电脑学习数学。在这项多案例研究中,作者对孩子们在数学课上使用平板电脑解决数学问题的过程进行了录像,并对数据进行了转录。研究结果表明,这两种情况下的平板电脑都有助于默瑟所说的探索性谈话,这表明了推理,因此也表明了学习。
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引用次数: 0
Feasibility of a mobile phone training on autism spectrum disorders for teachers in Tanzania 为坦桑尼亚教师提供关于泛自闭症障碍的手机培训的可行性
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-24 DOI: 10.1080/1475939X.2023.2192517
Daniele C. Martino, Nilofer C. Naqvi
ABSTRACT Despite the rising global prevalence of autism spectrum disorders (ASD), significant disparities in ASD knowledge persist worldwide. Professional development trainings are effective in increasing teacher knowledge of ASD; however, in-person trainings pose accessibility concerns for teachers in low- and middle-income countries. In sub-Saharan Africa, few teacher development opportunities exist and logistical barriers limit attendance, highlighting the need for a more accessible training modality. The present study used a pre-post-test methodology among general and special education teachers in urban Tanzania to evaluate the feasibility of a mobile phone-delivered training on ASD. Results indicated a robust 84% participation rate and high quiz scores across training modules. The benefits of using mobile phone technology in a low-resource setting are presented. As the first asynchronous ASD training developed and implemented among teachers in Tanzania, this study can guide future research that explores how best to increase ASD knowledge among community members using technology.
尽管自闭症谱系障碍(ASD)的全球患病率不断上升,但全球范围内对ASD的认识仍存在显著差异。专业发展培训能有效提高教师的泛自闭症障碍知识;然而,面对面培训给低收入和中等收入国家的教师带来了无障碍问题。在撒哈拉以南非洲,教师发展机会很少,后勤障碍限制了出勤率,因此需要一种更容易获得的培训方式。本研究在坦桑尼亚城市普通教育和特殊教育教师中采用了一种前-后测试方法,以评估手机提供的自闭症障碍培训的可行性。结果表明,在所有培训模块中,参与者的参与率高达84%,测验成绩也很高。在低资源环境下使用移动电话技术的好处。作为坦桑尼亚第一个在教师中开发和实施的异步ASD培训,本研究可以指导未来的研究,探索如何最好地利用技术增加社区成员的ASD知识。
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引用次数: 0
Computational thinking in K–12 computer education: appropriate pedagogy K-12计算机教育中的计算思维:适当的教学法
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-01 DOI: 10.1080/1475939X.2023.2184857
Haya A. Alajlan, Reem Alebaikan, Ahmad Almassaad
ABSTRACT This study identified appropriate pedagogy for computational thinking in K–12 computer education. The Delphi technique was employed to collect different views, ideas and opinions derived a consensus from a panel of 12 international experts through a series of questionnaires. The experts have various experiences in computer science, computer education and computational thinking. After three rounds of survey, the expert panel identified a total of 13 appropriate teaching/learning strategies to develop computational thinking skills in K–12 computer education distributed among the nine skills of computational thinking: eight strategies derived from the 12 teaching and learning strategies in the first draft of the Delphi survey questionnaire and five strategies suggested and agreed by the panel. This study demonstrated the importance of finding an appropriate pedagogy for computational thinking with a focus on K–12 computer education.
摘要本研究为K-12计算机教育中的计算思维确定了合适的教学法。采用德尔菲技术收集不同的观点,通过一系列问卷调查,从12名国际专家组成的小组中得出共识。专家们在计算机科学、计算机教育和计算思维方面有着丰富的经验。经过三轮调查,专家小组共确定了13种适当的教学/学习策略,以发展K-12计算机教育中的计算思维技能,分布在9种计算思维技能中:8种策略源自德尔福调查问卷初稿中的12种教学策略,5种策略由专家小组建议并同意。这项研究证明了为计算思维寻找合适的教学法的重要性,重点是K-12计算机教育。
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引用次数: 0
Reviewers in 2022 2022年的审稿人
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-26 DOI: 10.1080/1475939x.2023.2170952
Published in Technology, Pedagogy and Education (Vol. 32, No. 1, 2023)
发表于《技术、教育学与教育》(Vol. 32, No. 1, 2023)
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引用次数: 0
The impact of digital documentation platforms on early childhood educators’ work in Australia and New Zealand 数字文档平台对澳大利亚和新西兰幼儿教育工作者工作的影响
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-20 DOI: 10.1080/1475939X.2023.2177720
J. Nuttall, Tonya Rooney, A. Gunn, E. J. White
ABSTRACT Thousands of early childhood education centres around the world use digital documentation platforms to report children’s learning. Yet there is little research into how these platforms are changing work practices in early childhood education. This pilot study tested the usefulness of cultural-historical activity theory to analyse work shadowing observations and follow-up interviews with seven teachers across four centres in Australia and New Zealand. The use of Leontiev’s ‘hierarchy of activity’ of operations, actions and motive objects was found to foreground two actions – tagging and monitoring – that connected basic technical operations with motives for the use of digital documentation platforms. The article reflects on the potential of this theory for future research in digital documentation in early childhood education, and suggests areas for further research, including the emergence of datafication in early childhood education as a new mode of governance of educators’ work.
摘要世界各地数以千计的幼儿教育中心使用数字文档平台来报告儿童的学习情况。然而,很少有研究表明这些平台如何改变幼儿教育的工作实践。这项试点研究测试了文化历史活动理论在分析工作跟踪观察和对澳大利亚和新西兰四个中心的七名教师的后续采访方面的有用性。Leontiev的操作、动作和动机对象的“活动层次”的使用被发现是两个动作的前景——标记和监控——这两个动作将基本技术操作与使用数字文档平台的动机联系起来。文章反思了这一理论在未来幼儿教育数字文献研究中的潜力,并提出了进一步研究的领域,包括数据化作为一种新的教育工作者工作管理模式在幼儿教育中的出现。
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引用次数: 0
Visions of blended learning: identifying the challenges and opportunities in shaping institutional approaches to blended learning in higher education 混合学习的愿景:确定在高等教育中形成混合学习的机构方法的挑战和机遇
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-17 DOI: 10.1080/1475939X.2023.2176916
John Hill, Karen Smith
ABSTRACT Although higher education has engaged in blended learning since the early 1990s and its benefits are well catalogued, research often focuses on individual programmes and less on how institutions envision and engage with it to enhance learning and teaching. This article provides a pre-Covid 19 pandemic snapshot of cross-institutional UK policy and practice, through an interpretative, qualitative study of strategy documents and expert interviews. Findings show that while not prominent in pre-pandemic published institutional strategies, commitments to blended learning are expressed in terms of flexibility, inclusivity and accessibility, recognising the need for structures and support. Experts identify strategic leadership, governance structures, professional development and ongoing support as important requirements for large-scale adoption. The article concludes that blended learning, pre-pandemic, had not normalised. Post-pandemic, to normalise blended learning and support sustained widespread adoption, institutions should heed research literature recommendations and devise institutional visions that establish support, structure and shared strategy.
摘要尽管自20世纪90年代初以来,高等教育就一直在进行混合学习,其好处也被很好地记录在案,但研究往往侧重于个别课程,而较少关注机构如何设想和参与混合学习以加强学习和教学。本文通过对战略文件和专家访谈的解释性定性研究,提供了2019冠状病毒病大流行前英国跨机构政策和实践的快照。研究结果表明,尽管在疫情前公布的机构战略中并不突出,但对混合学习的承诺体现在灵活性、包容性和可及性方面,承认需要结构和支持。专家们认为,战略领导力、治理结构、专业发展和持续支持是大规模采用的重要要求。文章的结论是,在新冠疫情之前,混合学习还没有正常化。疫情后,为了使混合学习正常化并支持持续广泛采用,各机构应听取研究文献的建议,并制定建立支持、结构和共享战略的机构愿景。
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引用次数: 1
Knowledge and planning among teachers integrating digital game-based learning into elementary school classrooms 教师将数位游戏学习纳入小学课堂的知识与计划
IF 4.9 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-16 DOI: 10.1080/1475939X.2023.2175719
Merav Hayak, O. Avidov-Ungar
ABSTRACT The qualitative research employed semi-structured interviews with 28 elementary school teachers to examine the types of knowledge they use to integrate digital game-based learning (DGBL) into their classrooms and the nature of their integration planning. The findings revealed that teachers use four types of knowledge: game knowledge, game technological knowledge, game pedagogical knowledge and game technological pedagogical content knowledge. Five integration planning stages were identified, with stages A–C concerning the process of game selection and stages D–E concerning the integration of games in the classroom. Most teachers plan DGBL integration into their classrooms using a structured approach that follows each stage in order, whereas some teachers adopt a flexible planning pattern that omits or reorders some stages. The types of knowledge teachers use at each DGBL integration planning stage were identified and will be relevant to teacher educators and to teachers seeking to better integrate DGBL into their practice.
本定性研究采用半结构化访谈对28名小学教师进行访谈,以考察他们将基于数字游戏的学习(DGBL)整合到课堂中的知识类型及其整合计划的性质。研究发现,教师使用的知识类型有四种:游戏知识、游戏技术知识、游戏教学知识和游戏技术教学内容知识。我们确定了五个整合规划阶段,其中A-C阶段涉及游戏选择过程,D-E阶段涉及课堂游戏整合。大多数教师计划将DGBL整合到课堂中,使用的是按顺序遵循每个阶段的结构化方法,而一些教师采用灵活的计划模式,省略或重新安排某些阶段。教师在每个DGBL整合规划阶段使用的知识类型被确定,这些知识类型将与教师教育者和寻求更好地将DGBL整合到他们的实践中的教师相关。
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引用次数: 1
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Technology Pedagogy and Education
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