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Journal of formative design in learning最新文献

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Formative Design and Development of a Three-Dimensional Collaborative Virtual Learning Environment Through Learning Experience Design Methods 学习体验设计方法构建三维协同虚拟学习环境
IF 1.5 Pub Date : 2022-11-29 DOI: 10.1007/s41686-022-00072-2
Noah J. Glaser, Dana Alzoubi, Yvonne Earnshaw, Elisa L. Shaffer, Mohan Yang
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引用次数: 3
A Heuristic Assessment Framework for the Design of Self-Regulated Learning Technologies 自主学习技术设计的启发式评估框架
IF 1.5 Pub Date : 2022-09-23 DOI: 10.1007/s41686-022-00070-4
Rod D. Roscoe, Scotty D. Craig
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引用次数: 4
This School is Made for Students: Students’ Perspectives on PBL 这所学校是为学生而建的:学生对PBL的看法
IF 1.5 Pub Date : 2022-06-01 DOI: 10.1007/s41686-022-00066-0
N. Turcotte, Melissa Rodriguez-Meehan, M. Stork
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引用次数: 2
Prepare for Success: Designing a Digital Badge Program with a School–University Partnership 为成功做好准备:设计一个与学校和大学合作的数字徽章项目
IF 1.5 Pub Date : 2022-04-19 DOI: 10.1007/s41686-022-00065-1
Michele Garabedian Stork, Nate Turcotte, Melissa Rizzuto, Charles Xiaoxue Wang, Melissa Rodriguez Meehan

In higher education, digital badging programs can supplement a student's degree by helping them connect their experiences on-campus to those outside of the classroom, encouraging them to think and apply the knowledge they gain from their college or university to real-world situations. This article discusses the perceptions of participants in a pilot digital badge program to identify important milestones, collaborative efforts, and barriers believed to be instrumental in designing a successful digital badge initiative through a school–university partnership. The purpose of this exploratory case study was to understand how students and members of a school–university partnership perceived the use of an earned digital badge to embrace the legitimacy of instructional technology competencies that can be used as career currency. Data collection included student and partner interviews, badge assessment results, and meeting documentation. Results of the study were framed using Rogers’ (2003) innovation diffusion theory to identify the critical characteristics of the pilot digital badge initiative through a school–university partnership. Results found that relevance to professional opportunities, value to stakeholders, and sustainability plans contributed to relative advantage, compatibility, trialability, and observability. Additionally, results found communication and timing contributed to complexity barriers. Results of the current study will be used to further develop a successful digital badge initiative through an ongoing school–university partnership.

在高等教育中,数字徽章项目可以帮助学生将他们的校园经历与课堂外的经历联系起来,从而补充学生的学位,鼓励他们思考并将他们从学院或大学获得的知识应用到现实世界中。本文讨论了试点数字徽章项目参与者的看法,以确定重要的里程碑、协作努力和障碍,这些被认为是通过学校-大学合作伙伴关系设计成功的数字徽章倡议的工具。这个探索性案例研究的目的是了解学生和学校-大学合作伙伴关系的成员如何感知使用获得的数字徽章来接受可以用作职业货币的教学技术能力的合法性。数据收集包括学生和合作伙伴访谈、徽章评估结果和会议文档。研究结果采用Rogers(2003)的创新扩散理论框架,通过校校合作关系确定试点数字徽章倡议的关键特征。结果发现,与职业机会、对利益相关者的价值和可持续性计划的相关性有助于相对优势、兼容性、可试验性和可观察性。此外,结果发现沟通和时间是造成复杂性障碍的原因。目前的研究结果将用于通过持续的学校-大学伙伴关系进一步发展成功的数字徽章计划。
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引用次数: 1
Co-designing MOOCs with CoDe-Graph 与CoDe-Graph共同设计mooc
IF 1.5 Pub Date : 2022-02-28 DOI: 10.1007/s41686-022-00064-2
Allison L. G. Kolling, Armin Weinberger, Helmut Niegemann

As MOOCs have become a standard format of online learning, it is increasingly important to design courses that fit the needs and contexts of the targeted learners. One way to do so is by actively designing with the subject experts, instructors, and other stakeholders. Within the context of designing MOOCs for disadvantaged groups in Southeast Asia, we explore the three-phase process of co-design. We present a graphical modeling language, CoDe-Graph, which can be used to facilitate the co-design process. We examine how diverse groups of experts provide feedback on design elements and create a common understanding using shared artifacts. Four case studies illustrate how the tool can be used by co-design teams to create and visualize custom MOOC designs.

随着mooc已经成为一种标准的在线学习形式,设计符合目标学习者需求和背景的课程变得越来越重要。这样做的一种方法是与主题专家、讲师和其他利益相关者一起积极设计。在为东南亚弱势群体设计mooc的背景下,我们探索了协同设计的三个阶段。我们提出了一种图形化建模语言CoDe-Graph,它可以用来促进协同设计过程。我们将研究不同的专家小组如何对设计元素提供反馈,并使用共享工件创建共同的理解。四个案例研究说明了协同设计团队如何使用该工具来创建和可视化定制MOOC设计。
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引用次数: 0
Faculty Success Initiative: An Innovative Approach to Professional Faculty Onboarding and Development. 教师成功倡议:专业教师入职和发展的创新途径。
Pub Date : 2022-01-01 DOI: 10.1007/s41686-022-00069-x
Negar Farakish, Todd Cherches, SiYun Zou

Higher education institutions have been increasingly dependent on adjunct faculty to provide instruction at undergraduate and graduate levels. At professional schools, most faculty begin teaching graduate courses with limited to no formal training or teaching experience as industry expertise is the primary requirement for employment. Despite the availability of ample pedagogical resources to advance teaching, these faculty require additional support during their induction into academia. This paper describes the design and operationalization of the New York University Faculty Success Initiative (FSI), an innovative, semi-structured, faculty-centered onboarding and professional development program that provides quality, longer term preparation to new faculty throughout their first semester of instruction to increase their teaching effectiveness and their sense of connection to their academic unit. An analysis of multiple qualitative and quantitative data sources indicates that FSI led to an increase in teaching effectiveness and played a significant role in transitioning professional faculty from practitioners to educators.

Supplementary information: The online version contains supplementary material available at 10.1007/s41686-022-00069-x.

高等教育机构越来越依赖兼职教师来提供本科和研究生水平的教学。在专业学校,大多数教师在开始教授研究生课程时,几乎没有正式的培训或教学经验,因为行业专业知识是就业的主要要求。尽管有充足的教学资源来促进教学,但这些教师在进入学术界的过程中需要额外的支持。本文描述了纽约大学教师成功计划(FSI)的设计和运作,这是一个创新的、半结构化的、以教师为中心的入职和专业发展计划,在新教师的第一学期教学中为他们提供高质量的、长期的准备,以提高他们的教学效率和他们与学术单位的联系感。对多种定性和定量数据来源的分析表明,FSI导致了教学效率的提高,并在专业教师从从业者向教育者的转变中发挥了重要作用。补充信息:在线版本包含补充资料,提供地址为10.1007/s41686-022-00069-x。
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引用次数: 2
Design Judgments in the Creation of eLearning Modules. 电子学习模块创建中的设计判断。
Pub Date : 2022-01-01 DOI: 10.1007/s41686-022-00063-3
Tadd Farmer, Adrie Koehler

As eLearning becomes an increasingly common strategy to minimize instructional disruptions caused by illness, weather, professional development, and other planned and unplanned events, teachers need to gain the knowledge and skills necessary to design and facilitate these non-traditional learning experiences. Informed by survey and interview data, we developed three learning modules designed to assist PK-12 teachers in preparing, planning, and facilitating eLearning experiences. In describing this design process, we focus this case on design judgments, described here as the deliberate and unconscious thinking processes experienced by designers in the design and development of learning experiences. Through this experience, we found that design judgments occur constantly throughout the design process and manifest themselves in non-linear and sometimes unpredictable ways. With this focus on design judgments, we aim to provide a view of instructional design that can sensitize designers to the complexities of authentic design experience.

Supplementary information: The online version contains supplementary material available at 10.1007/s41686-022-00063-3.

随着电子学习成为一种越来越普遍的策略,以尽量减少因疾病、天气、专业发展和其他计划内或计划外事件造成的教学中断,教师需要获得必要的知识和技能来设计和促进这些非传统的学习体验。根据调查和访谈数据,我们开发了三个学习模块,旨在帮助PK-12教师准备,计划和促进在线学习体验。在描述这个设计过程时,我们将这个案例的重点放在了设计判断上,这里将其描述为设计师在设计和开发学习经验中所经历的刻意和无意识的思考过程。通过这次经历,我们发现设计判断在整个设计过程中不断发生,并以非线性和有时不可预测的方式表现出来。通过对设计判断的关注,我们的目标是提供一种教学设计的观点,使设计师对真实设计体验的复杂性敏感。补充信息:在线版本包含补充资料,提供地址:10.1007/s41686-022-00063-3。
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引用次数: 1
Designing a Framework to Facilitate Metacognitive Strategy Development in Computer-Mediated Problem-Solving Instruction. 设计一个促进计算机介导的问题解决教学中元认知策略发展的框架。
Pub Date : 2022-01-01 DOI: 10.1007/s41686-022-00068-y
Qing Zhang, Barbara B Lockee

Metacognition is a key component of ill-structured problem solving. As such, there is a need for instructional design guidance for metacognitive skill development. This study addressed this need through the creation of a computer-based interactive content design framework to guide the design of metacognitive scaffolds for ill-structured problem-solving instruction. It utilized a type II design and development research approach and formative design principles to create a comprehensive and generalizable instructional design framework. The framework was composed by synthesizing research and practical literature and evaluated by experts in related fields. Key components of the framework include metacognitive strategies, instructional design strategies, interactive media types, question prompts, and feedback. Instructors, course developers, and other key stakeholders could follow the guidelines proposed in this framework to create metacognitive-based ill-structured problem-solving instruction using e-Learning authoring tools. This study bridges the gap between theory and practice, as well as adds to literature in media research with focusing on utilizing various media types to create effective learning materials.

元认知是解决非结构化问题的关键组成部分。因此,需要对元认知技能发展进行教学设计指导。本研究通过创建一个基于计算机的交互式内容设计框架来解决这一需求,以指导结构不良的问题解决教学的元认知框架的设计。它利用了II型设计和发展研究方法和形成性设计原则来创建一个全面和可推广的教学设计框架。该框架是在综合研究和实践文献的基础上形成的,并由相关领域的专家进行了评估。该框架的关键组成部分包括元认知策略、教学设计策略、互动媒体类型、问题提示和反馈。教师、课程开发人员和其他关键利益相关者可以遵循本框架中提出的指导方针,使用e-Learning创作工具创建基于元认知的非结构化问题解决指导。本研究在理论与实践之间架起了桥梁,同时也增加了媒体研究的文献,重点是利用各种媒体类型来创造有效的学习材料。
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引用次数: 1
An Evaluation of a Microlearning Intervention to Limit COVID-19 Online Misinformation. 微学习干预限制COVID-19网络错误信息的评估
Pub Date : 2022-01-01 Epub Date: 2022-07-07 DOI: 10.1007/s41686-022-00067-z
George Veletsianos, Shandell Houlden, Jaigris Hodson, Christiani P Thompson, Darren Reid

As part of a design-based research project, we designed, developed, and evaluated a web-based microlearning intervention in the form of a comic into the problem of COVID-19 online misinformation. In this paper, we report on our formative evaluation efforts. Specifically, we assessed the degree to which the comic was effective and engaging via responses to a questionnaire (n = 295) in a posttest-only non-experimental design. The intervention focused on two learning objectives, aiming to enable users to recognize (a) that online misinformation is often driven by strong emotions like fear and anger, and (b) that one strategy for disrupting the spread of misinformation can be the act of stopping before reacting to misinformation. Results indicate that the comic was both effective and engaging in achieving these learning objectives.

作为一个基于设计的研究项目的一部分,我们设计、开发并评估了一种基于网络的微学习干预,以漫画的形式来解决COVID-19在线错误信息问题。在本文中,我们报告了我们的形成性评价工作。具体来说,我们通过对问卷(n = 295)的回答,在一个仅限测试后的非实验设计中评估了漫画的有效程度和吸引力。干预集中在两个学习目标上,旨在使用户认识到(a)在线错误信息通常是由恐惧和愤怒等强烈情绪驱动的,以及(b)破坏错误信息传播的一种策略可以是在对错误信息做出反应之前停止。结果表明,漫画在实现这些学习目标方面既有效又引人入胜。
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引用次数: 3
Designing, Developing, and Evaluating an Interactive E-Book Based on the Predict-Observe-Explain (POE) Method. 基于预测-观察-解释(POE)方法的交互式电子书设计、开发与评价。
Pub Date : 2022-01-01 DOI: 10.1007/s41686-022-00071-3
Nazmiye Çırakoğlu, Seyhan Eryılmaz Toksoy, İlknur Reisoğlu

Teaching materials can increase efficiency in learning environments. One type of materials with proven effectiveness is interactive e-books. Interactive e-books based on certain learning strategies are known to be more effective. This study focuses on analyzing, designing, developing, and evaluating an interactive e-book based on the predict-observe-explain method. The design-based research method is adopted in the study. Firstly, two physics education experts, four instructional technology field experts, and ten physics teachers were consulted about the developed interactive e-book. The pilot study with 20 high school students involved non-participant observations. Two physics education experts and four instructional technology field experts graded the developed e-book based on interactive e-book evaluation criteria. The second phase involved the determination of the platform where the interactive e-book would be developed as well as the software and tools to be used for creating multimedia materials. In the third phase, within the scope of the predict-observe-explain method, the kinds of multimedia materials and activities to be included in the e-book were designed with a physics education expert and an instructional technology expert. The interactive e-book was prepared in accordance with the target audience and subject, and design arrangements were made considering the recommendations given. The study can contribute to designers on key points to consider when creating the content of interactive e-books to be developed based on a learning method and designing and developing materials such as video, audio, and animation to be included in them. Furthermore, it can guide designers through principles and rules to be considered in designing the materials contained in interactive e-books.

教材可以提高学习环境的效率。一种被证明有效的材料是互动电子书。基于特定学习策略的互动电子书被认为更有效。本研究着重于基于预测-观察-解释方法的交互式电子书的分析、设计、开发和评估。本研究采用基于设计的研究方法。首先,对开发的交互式电子图书进行了2位物理教育专家、4位教学技术领域专家和10位物理教师的咨询。对20名高中生进行的初步研究采用了非参与性观察。两位物理教育专家和四位教学技术领域专家根据交互式电子书评价标准对开发的电子书进行了评分。第二阶段包括确定开发互动式电子书的平台,以及用于制作多媒体材料的软件和工具。在第三阶段,在预测-观察-解释方法的范围内,与物理教育专家和教学技术专家一起设计电子书中要包含的多媒体材料和活动的种类。互动电子书是根据目标读者和主题准备的,并根据所提供的建议进行设计安排。这项研究可以帮助设计师在创建基于学习方法开发的交互式电子书的内容以及设计和开发其中包含的视频,音频和动画等材料时考虑的关键点。此外,它还可以指导设计师在设计交互式电子书中所包含的材料时要考虑的原则和规则。
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引用次数: 1
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Journal of formative design in learning
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