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The Innerworkings of Digital Storytelling 数字叙事的内部工作原理
IF 0.8 Q3 Social Sciences Pub Date : 2023-01-01 DOI: 10.4018/ijopcd.315300
A. Daniels, I. Venter
Traditionally, storytelling was used for entertainment and the transfer of know-how. The advent of digital media gave rise to new possibilities for telling stories. When the context is, for example, to relay information about how to protect a person from COVID-19, it is referred to as serious storytelling. The main objective of this research was to establish what skills and attributes would be required for someone to autonomously “tell” a serious digital story in a resource constrained environment. A systematic literature review of peer reviewed articles resulted in a knowledge bank of articles. Atlas Ti was used to qualitatively analyse these articles. Even though a resource constrained environment may be a limiting factor for telling a digital story, this research has found that emotional support, digital inclusion, as well as assisting individuals with their devices, can pave the way to autonomous digital storytelling.
传统上讲故事是为了娱乐和传授知识。数字媒体的出现为讲故事提供了新的可能性。例如,当上下文是传递有关如何保护某人免受COVID-19感染的信息时,它被称为严肃的讲故事。这项研究的主要目的是确定在资源有限的环境中,一个人需要什么样的技能和属性来自主地“讲述”一个严肃的数字故事。对同行评议的文章进行系统的文献综述,形成了一个文章知识库。用Atlas Ti对这些文章进行定性分析。尽管资源有限的环境可能是讲述数字故事的一个限制因素,但这项研究发现,情感支持、数字包容以及帮助个人使用他们的设备,可以为自主的数字故事铺平道路。
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引用次数: 1
A Comprehensive Review: An Innovative Pedagogy for Future Education 全面检讨:未来教育的创新教学法
IF 0.8 Q3 Social Sciences Pub Date : 2023-01-01 DOI: 10.4018/ijopcd.315816
Thayalan Muniandy, N. Abdullah
Pedagogical practices with high quality could affect students positively. In recent years, pedagogy in education is learner-centric or teacher-centric. Accordingly, different pedagogical approaches have been used by various traditional studies with an aim of creating an effective education system. Hence, this study intends to comprehensively examine various recent pedagogical practices to find its impact on students. It also attempts to discuss pedagogical statistics in global viewpoint and assess distinct approaches for teaching and learning. The study has also reviewed the Malaysian perspective regarding the pedagogical practices. Finally, it discusses the innovations to be employed in future for an effective education. Various teaching and learning styles are explored which could be opted by educators that suits them, and also employ the learning methods to students based on their ability. Innovations to be made in future pedagogy is also described that could serve as a guideline for researchers to focus for further implementation.
高质量的教学实践对学生产生积极的影响。近年来,教育教育学以学习者为中心或以教师为中心。因此,各种传统研究采用了不同的教学方法,目的是建立一个有效的教育系统。因此,本研究拟全面检视近年来的各种教学实践,以找出其对学生的影响。它还试图从全球的角度讨论教学统计,并评估不同的教与学方法。该研究还审查了马来西亚关于教学实践的观点。最后,讨论了未来有效教育的创新之处。探讨了不同的教学方式,教育工作者可以选择适合自己的教学方式,并根据学生的能力运用学习方法。文章还描述了未来教学法的创新,这些创新可以作为研究人员进一步实施的指导方针。
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引用次数: 2
A Cost-Effective Work-Based Interprofessional Collaboration Program for Healthcare Professionals 针对医疗保健专业人员的具有成本效益的基于工作的跨专业协作计划
IF 0.8 Q3 Social Sciences Pub Date : 2023-01-01 DOI: 10.4018/ijopcd.315589
Karli Brittz, Montlenyane Madisa, Lizemari Hugo-Van Dyk, C. Filmalter, T. Heyns
Despite the availability of online interprofessional collaboration (IPC) programs, few cater for low- and middle-income communities and healthcare workers with limited Internet resources. This article describes how an interdisciplinary team developed an IPC blended learning program for healthcare workers in a low- and middle-income maternity setting. The purpose of the article is to discuss and outline how the authors developed an IPC program that is easily accessible and cost-effective to implement in low- and middle-income communities. To scaffold the program content and structure, the authors integrated IPC principles and the ADDIE instructional design model. By discussing the design process and methodology, the article aims to demonstrate how an accessible learning program can be developed using a work-based pedagogy and blended learning approach. In doing so, the authors trust the design process and approach can guide other healthcare professionals and educators in similar contexts, as well as encourage educational professionals to utilize resources optimally.
尽管存在在线跨专业协作(IPC)项目,但很少有针对互联网资源有限的中低收入社区和卫生保健工作者的项目。本文描述了一个跨学科团队如何为低收入和中等收入产妇环境中的卫生保健工作者开发IPC混合学习计划。这篇文章的目的是讨论和概述作者是如何开发一个易于获取且具有成本效益的IPC计划,以便在低收入和中等收入社区实施。笔者将IPC原则与ADDIE教学设计模型相结合,构建了项目的内容和结构。通过讨论设计过程和方法,本文旨在展示如何使用基于工作的教学法和混合学习方法开发可访问的学习计划。在这样做的过程中,作者相信设计过程和方法可以指导其他医疗保健专业人员和教育工作者在类似的情况下,并鼓励教育专业人员以最佳方式利用资源。
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引用次数: 1
Predicting the Enrollments in Humanities and STEM Programs in Higher Education Using ARIMAX Models 利用ARIMAX模型预测高等教育人文学科和STEM项目的入学人数
IF 0.8 Q3 Social Sciences Pub Date : 2022-10-01 DOI: 10.4018/ijopcd.311435
Dian-Fu Chang, Wenhau Zhu, Shu-Jing Wu
Traditionally, the participation patterns in the humanities and STEM (science, technology, engineering, and mathematics) programs in higher education differ. This study aimed to tackle this issue using concurrent time series data sets in the expanding higher education system. Authors selected the higher education system in Taiwan as an example. The participation in the humanities and STEM programs, covering 71 periods from 1950-2020, were collected from the Ministry of Education in Taiwan. The authors applied CCF (cross-correlation function) and ARIMAX (multivariable autoregressive integrated moving average) models to select the fittest model to predict the future trend. The humanities was the input variable and STEM was the output variable in the model. The findings revealed that ARIMAX (1,2,1) works well for these target data sets. According to the findings, enrollment in STEM programs will decrease with the decline in humanities programs in the future. This finding may provide useful information for related policy makers.
传统上,高等教育中人文学科和STEM(科学、技术、工程和数学)课程的参与模式是不同的。本研究旨在利用并行时间序列数据集在不断扩大的高等教育系统中解决这一问题。笔者以台湾高等教育体制为例。从1950年到2020年的71个时期,人文和STEM项目的参与情况由台湾教育部收集。采用交叉相关函数(cross-correlation function, CCF)和多变量自回归综合移动平均(ARIMAX, multi - variable autoregressive integrated moving average)模型选择最适合的模型来预测未来趋势。人文学科是模型的输入变量,STEM是输出变量。结果表明,ARIMAX(1,2,1)对这些目标数据集效果良好。根据调查结果,未来STEM课程的入学人数将随着人文课程的减少而减少。这一发现可能为相关决策者提供有用的信息。
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引用次数: 0
Key Success Factors in an Online English Learning Environment From Tertiary Learners' Perspectives 从高等教育学习者的角度看在线英语学习环境中的关键成功因素
IF 0.8 Q3 Social Sciences Pub Date : 2022-10-01 DOI: 10.4018/ijopcd.311436
Atima Kaewsa-ard
During the COVID-19 crisis, universities worldwide were forced to shift from face-to-face instruction to online instruction. This shift exposes learners to challenges they have never encountered, and numerous studies have revealed a variety of barriers preventing learners from achieving learning goals in an online learning environment. Accordingly, there is an increasing need to understand the factors that contribute to learner success. This study therefore analyzed the key success factors that could assist learners in learning more efficiently in an online learning environment. The participants of this study were 105 Thai learners who were in their second year of an undergraduate degree. To reach the objective of this study, two distinct data collection procedures were used: a questionnaire for learners to identify the factors effecting learners' success in an online course and a focus group interview. The result indicated that teacher support, interaction during learning, and technological support are all critical for the success in online learning.
在新冠肺炎危机期间,世界各地的大学被迫从面对面教学转向在线教学。这种转变使学习者面临着他们从未遇到过的挑战,许多研究揭示了各种各样的障碍,阻碍学习者在在线学习环境中实现学习目标。因此,我们越来越需要了解促进学习者成功的因素。因此,本研究分析了能够帮助学习者在在线学习环境中更有效地学习的关键成功因素。本研究的参与者是105名在读本科二年级的泰国学生。为了达到本研究的目的,使用了两种不同的数据收集程序:一种是针对学习者的问卷调查,以确定影响学习者在在线课程中取得成功的因素;另一种是焦点小组访谈。结果表明,教师支持、学习过程中的互动和技术支持都是在线学习成功的关键。
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引用次数: 1
A Bibliometric Analysis of Students' Collaborative Learning and Online Social Presence via Tencent Meeting and WeChat 基于腾讯会和微信的学生协同学习与在线社交存在的文献计量分析
IF 0.8 Q3 Social Sciences Pub Date : 2022-10-01 DOI: 10.4018/ijopcd.311438
Ruobing Qin, Zhonggen Yu
Synchronous videoconferencing has integrated the resources of text, audio, and images, and has become a popular tool in education. This study aims to explore how to strengthen students' collaborative learning and online social presence via Tencent Meeting and WeChat. Through bibliometric clustering of previous research, this study visualizes the top 10 keywords, countries, authors, organizations, and sources. Through a meticulous content analysis, it is concluded that Tencent Meeting could improve students' collaboration through forum discussion and screen sharing while increasing their social presence via open communication and group cohesion. The author constructs a collaborative model to conduct course design integrating Tencent Meeting and WeChat, making up for the deficiency of a single platform. Future research is called for exploring how blended learning platforms can better support learners' collaboration and social presence and to what extent the platforms should be combined to maximize the outcomes for learners.
同步视频会议集成了文本、音频和图像资源,已成为一种流行的教育工具。本研究旨在探讨如何通过腾讯会议和b微信加强学生的协作学习和在线社交存在。通过以往研究的文献计量聚类,本研究可视化了前10个关键词、国家、作者、组织和来源。通过细致的内容分析,得出腾讯会议可以通过论坛讨论和屏幕分享来提高学生的协作性,同时通过开放的交流和群体凝聚力来增加学生的社交存在感。笔者构建了腾讯会与b微信的协同模式进行课程设计,弥补了单一平台的不足。未来的研究需要探索混合学习平台如何更好地支持学习者的协作和社交存在,以及这些平台应该在多大程度上结合起来,以最大限度地提高学习者的成果。
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引用次数: 0
Pedagogical Design Perspective of Digital Game-Based English Language Learning: An Analysis of Journal Publications From 2000 to 2021 基于数字游戏的英语语言学习的教学设计视角——2000 - 2021年期刊出版物分析
IF 0.8 Q3 Social Sciences Pub Date : 2022-10-01 DOI: 10.4018/ijopcd.311437
Panicha Nitisakunwut, Gwo-jen Hwang, Natthaphong Chanyoo
The number of digital game-based language learning studies over the past two decades has considerably increased. Conversely, game-based pedagogy from the instructional design perspective has been discussed to a lesser extent despite the emergence of a variety of digital games in the global educational technology market. The objectives of the present study were to examine the game design elements of digital game-based language learning as a pedagogical tool for English language settings and to address the application of digital games in pedagogical settings. A scoping review was employed as the research synthesis, and the PRISMA method was utilized to manage the screening process and to code the articles. The results revealed that game design elements including game genres, game availability, and game platforms have an impact on the effectiveness of digital game-based language teaching. In addition, the implementation of digital game-based pedagogy relies upon two aspects: system design and instructional design.
在过去的二十年里,基于数字游戏的语言学习研究的数量显著增加。相反,尽管全球教育技术市场上出现了各种各样的数字游戏,但从教学设计的角度来看,基于游戏的教学法的讨论程度较低。本研究的目的是检验基于数字游戏的语言学习的游戏设计元素,作为英语语言设置的教学工具,并解决数字游戏在教学设置中的应用。采用范围综述作为研究综合,采用PRISMA方法管理筛选过程并对文章进行编码。结果显示,包括游戏类型、游戏可用性和游戏平台在内的游戏设计元素对基于数字游戏的语言教学的有效性有影响。此外,数字游戏教学法的实施依赖于系统设计和教学设计两个方面。
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引用次数: 0
Maker Education Challenge in Social Sciences: An Insight From Psychology 社会科学中的创客教育挑战:来自心理学的洞察
IF 0.8 Q3 Social Sciences Pub Date : 2022-07-01 DOI: 10.4018/ijopcd.304085
Subhan El Hafiz, Puti Archianti Widiasih, Alvin Eryandra
The present article aims to explain the challenges of maker education in social science, specifically in psychological courses. Three distinctive but inseparable challenges are the products, the professional competencies, and technology. The present articles show that the challenges can be overcome since the barrier is mainly in the back of educators’ minds. This paper argues that maker education should be cultivated in psychological courses to enhance meta-competencies, i.e., creativity in problem-solving, and to appreciate a prominent scholar in Psychology who creates a psychological product, i.e., counseling couch, namely Sigmund Freud. Further, a subject of maker education has been applied in psychological courses that show the benefit of making tangible products. The subject, i.e., creative and innovative, has successfully trained students to develop their creativity through making a product to address daily psychological issues. Finally, the course design and the effect on the students were discussed.
本文旨在解释创客教育在社会科学,特别是心理学课程中所面临的挑战。三个不同但又不可分割的挑战是产品、专业能力和技术。目前的文章表明,这些挑战是可以克服的,因为障碍主要存在于教育者的内心深处。本文认为,在心理学课程中应该培养创客教育,以提高元能力,即解决问题的创造力,并感谢心理学领域的杰出学者西格蒙德·弗洛伊德,他创造了心理产品,即咨询沙发。此外,创客教育的主题已应用于心理学课程,以展示制作有形产品的好处。这个主题,即创意和创新,成功地通过制作一个产品来解决日常心理问题,培养学生的创造力。最后,对课程设计及对学生的影响进行了讨论。
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引用次数: 0
Correlations Between the UN SDGs and Educational Technology From the Perspective of Taiwan's Educational Innovation 从台湾教育创新看联合国可持续发展目标与教育科技的关系
IF 0.8 Q3 Social Sciences Pub Date : 2022-07-01 DOI: 10.4018/ijopcd.304081
Shin-Jia Ho
Society 5.0 is characterized by problem solving and value creation, decentralization, diversity, resilience, and environmental harmony. It also indicates that the major mankind needs to face are presented in the seventeen SDGs proposed by the UN. Therefore, the educational context of the UN SDGs was investigated in this study. Through a dialogue with Taiwan’s educational context and link with the educational technology behind the current Society 5.0 proposed by Japan, UN SDGs were discussed and aligned with the 12-year national basic education program of Taiwan. Societal design was applied to drive the practice of maker education, demonstrating the three core ideas of the 12-year national basic education: taking initiative (ontological view), engaging the public (cognitive view), and seeking the common good (ethical view). Defining the 12-year national basic education program can help truly implement the connotations of education in SDGs and highlight the key role of educational technology.
社会5.0的特点是解决问题和创造价值、去中心化、多样性、弹性和环境和谐。这也表明,联合国提出的17个可持续发展目标中提出了人类需要面对的主要问题。因此,本研究对联合国可持续发展目标的教育背景进行了调查。通过与台湾教育背景的对话,以及与日本目前提出的社会5.0背后的教育技术的联系,讨论了联合国可持续发展目标,并与台湾12年国家基础教育计划保持一致。以社会设计驱动创客教育实践,体现12年国民基础教育的三大核心理念:主动担当(本体论观)、参与大众(认知观)、追求共同利益(伦理观)。确定12年国家基础教育规划,有助于真正落实可持续发展目标中教育的内涵,凸显教育技术的关键作用。
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引用次数: 0
Maker Education: Assessment, Documentation, and Sharing With a Wider Community 创客教育:评估、记录和与更广泛的社区分享
IF 0.8 Q3 Social Sciences Pub Date : 2022-07-01 DOI: 10.4018/ijopcd.304083
M. Bertrand, I. Namukasa
Makerspaces and the learning and teaching associated with them have become a growing area of interest in K-12 education, especially with respect to student engagement in STEM. While the benefits of maker education in schools have been studied, little empirical research has been on how to assess K-12 student learning through making. In this paper, the authors address this gap by examining the research question: How do educators assess the learning experience in maker education? We took a sample of 4 different non-profit and in-school STEAM programs in Ontario, Canada and carried out a qualitative case study. We conducted interviews, observations, and document analysis. The findings revealed that authentic assessment practices were used at each research site. Further, sharing the learning experience with the wider community beyond the classroom benefited the students and teachers in the programs as well as students and educators both local and outside the programs. This study sheds light on the nature and benefits of assessment and documentation in makerspaces.
创客空间以及与之相关的学习和教学已经成为K-12教育中一个越来越受关注的领域,尤其是在学生参与STEM方面。虽然已经研究了创客教育在学校的好处,但关于如何评估K-12学生通过制作学习的实证研究很少。在本文中,作者通过考察研究问题来解决这一差距:教育者如何评估创客教育中的学习经验?我们选取了加拿大安大略省4个不同的非营利性和校内STEAM项目作为样本,并进行了定性案例研究。我们进行了访谈、观察和文献分析。调查结果显示,每个研究地点都采用了真实的评估方法。此外,在课堂之外与更广泛的社区分享学习经验,使项目中的学生和教师以及当地和项目外的学生和教育工作者受益。这项研究揭示了创客空间中评估和文档的性质和好处。
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引用次数: 2
期刊
International Journal of Online Pedagogy and Course Design
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