Sources
DBS - Berufliche Bildung
Regionalspezifische Digitalisierung und ihre Rolle für Zugänge zur Berufsausbildung
Moving the Needle: What Tight Labor Markets Do for the Poor
The Care-Dependent are Less Averse to Care Robots: An Empirical Comparison of Attitudes
Social policy and the labour market in turbulent times: (no) need for change?
Labor Demand and Workforce Diversity: Evidence from Two Natural Experiments
Regional economies in times of crises, demographic ageing and structural change
regioFORSCHA Niederbayern
Das Bauwerk der Demokratie. Geschichte, Gegenwart und Zukunft der Paulskirche als politisches Symbol
Berufliche Bildung 4.0 - Chancen und Perspektiven durch Personalisiertes Lernen
Verzichten können
Verzichten lernen
Netzwerktreffen “Interreligiöse Bildung 2.0”
Zeitmanagement für Lehrkräfte
Workshop: Klimagerechtigkeit und Protest - wie weit kann, darf, soll Klimaaktivismus gehen?”
Workshop: Klimagerechtigkeit und Protest - wie weit kann, darf, soll Klimaaktivismus gehen?”
JuBi - Die Jugendbildungsmesse in Karlsruhe
JuBi - Die Jugendbildungsmesse in Gießen
JuBi - Die Jugendbildungsmesse Frankfurt
JuBi - Die Jugendbildungsmesse Düsseldorf
DBS - Erwachsenenbildung
Das Bauwerk der Demokratie. Geschichte, Gegenwart und Zukunft der Paulskirche als politisches Symbol
Berufliche Bildung 4.0 - Chancen und Perspektiven durch Personalisiertes Lernen
Schreiben mit Künstlicher Intelligenz
Verzichten können
Verzichten lernen
Bundeskongress Politische Bildung: Gegenwartsdeutungen - Zukunftserzählungen. Politische Bildung in Zeiten gesellschaftlicher Umbrüche
EPALE-Akademie – Künstliche Intelligenz in der Erwachsenenbildung
Stark gegen Desinformation und Hate Speech - Medienbildung in Schule und Elternarbeit
Netzwerktreffen “Interreligiöse Bildung 2.0”
Zeitmanagement für Lehrkräfte
Zeitmanagement für Lehrkräfte
Workshop: Klimagerechtigkeit und Protest - wie weit kann, darf, soll Klimaaktivismus gehen?”
Workshop: Klimagerechtigkeit und Protest - wie weit kann, darf, soll Klimaaktivismus gehen?”
Webtalk: Raubkunst – Europas koloniales Erbe in musealen Räumen
BNE-Festival NRW 2023
Deutsch-Französische Zukunftskonferenz
Annual Human Factor in Cybercrime Conference
Digitaltag 2023: DIPF-Forschende zum KI-Werkzeug ChatGPT
LEARNTEC 2023
Call for Papers - 22. Internationale ILIAS-Konferenz
DBS - Wissenschaft
Labor Demand and Workforce Diversity: Evidence from Two Natural Experiments
Regional economies in times of crises, demographic ageing and structural change
meccanica feminale 2024 - (Call for Lectures bis 18. Juni 2023)
Sommerhochschule informatica feminale Baden-Württemberg (#ifbw23): "IT und Ethik"
regioFORSCHA Niederbayern
Open Science Conference 2023
Das Bauwerk der Demokratie. Geschichte, Gegenwart und Zukunft der Paulskirche als politisches Symbol
Berufliche Bildung 4.0 - Chancen und Perspektiven durch Personalisiertes Lernen
16. Bamberger Schulleitungssymposium
"Fachgespräche Lehrerinnen- und Lehrerbildung. Forschung. Diskurs. Perspektiven."
Fachgespräche Lehrerinnen- und Lehrerbildung: Praxisphasen in der Lehrkräftebildung: Ansätze und Forschungsbefunde
Erasmus+ Forum für Partnerschaften und Kooperationsprojekte - NA-DAAD
Schüler*innen mit Fluchterfahrung in unseren Schulen – Wie kann eine erfolgreiche Integration gelingen?
Schreiben mit Künstlicher Intelligenz
Open Up - die twillo-Konferenz 2023
Tag der Progressiven Wirtschaftspolitik 2023
8. Dortmunder Symposium der Empirischen Bildungsforschung „Welche Kompetenzen soll die Schule von heute für die Gesellschaft von morgen vermitteln?“
Bildungsteilhabe stärken – Schule diversitätsorientiert und diskriminierungskritisch gestalten
WiFF auf der ConSozial 2023 "Frühe Bewegungsförderung - Potenziale der Lebenswelt Kita"
Verzichten können
DBS - Bildungspolitik und -verwaltung
"Best of Erasmus" - Wie internationaler Austausch zu Schulqualität beiträgt
Lehrkräftefortbildung: Datenschutz: Wieso? Weshalb? Warum? – Teil 2: Datenschutzfreundlicher Unterricht
Fortbildungsreihe "Politische Bildung mit Kindern im Grundschulalter - Von A bis Z" (Modul 1): Austausch – Basics – Kritisches Erwachsensein
The Care-Dependent are Less Averse to Care Robots: An Empirical Comparison of Attitudes
Labor Demand and Workforce Diversity: Evidence from Two Natural Experiments
regioFORSCHA Niederbayern
Open Science Conference 2023
Das Bauwerk der Demokratie. Geschichte, Gegenwart und Zukunft der Paulskirche als politisches Symbol
Berufliche Bildung 4.0 - Chancen und Perspektiven durch Personalisiertes Lernen
„Voll auf Zukunftsschiene“. Zeitreise mit VR-Technologien in der Transferreihe "Dreh’s um. Sieh’s neu. Reisen zu inspirierenden Orten"
Schüler*innen mit Fluchterfahrung in unseren Schulen – Wie kann eine erfolgreiche Integration gelingen?
Tag der Progressiven Wirtschaftspolitik 2023
Verantwortung für Bildungsgerechtigkeit - Startchancen-Programm als Chance?
8. Dortmunder Symposium der Empirischen Bildungsforschung „Welche Kompetenzen soll die Schule von heute für die Gesellschaft von morgen vermitteln?“
Bildungsteilhabe stärken – Schule diversitätsorientiert und diskriminierungskritisch gestalten
Augenhöhe ist keine Frage der Größe - Partizipation in der Kindertagesbetreuung
Verzichten können
Verzichten lernen
Zukunftswerkstatt Lehrkräftebildung neu denken
EPALE-Akademie – Künstliche Intelligenz in der Erwachsenenbildung
Medical Education Online
Medical students’ contribution to research; the scientific output of medical theses held in Moroccan medical schools during the last decade (2011-2021)
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From self-regulation to co-regulation: refining learning presence in a community of inquiry in interprofessional education
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Exploring medical students’ metacognitive and regulatory dimensions of diagnostic problem solving
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Digital competencies for Singapore’s national medical school curriculum: a qualitative study
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Assessing the competitiveness of medical humanities research on psychiatry, otolaryngology, and ophthalmology residency program applications
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Comparison of internal medicine applicant and resident characteristics with performance on ACGME milestones
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Disability competency training in medical education
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COVID-19 vaccination telephone outreach: an analysis of the medical student experience
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Correction
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The positive impact of introducing modified directed self-learning using pre–small group discussion worksheets as an active learning strategy in undergraduate medical education
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Simulation training in suicide risk assessment and intervention: a systematic review and meta-analysis
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Transformative experiences at art museums to support flourishing in medicine
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Internationalization of higher medical education in the post-COVID-19 era
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Healthcare providers and patients: an essay on the importance of professional assertiveness in healthcare today
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Can health disparities be addressed by giving rural minorities dual consideration in the medical school admission process?
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Evaluation of a newly developed flipped-classroom course on interprofessional practice in health care for medical students
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Objective assessment for open surgical suturing training by finger tracking can discriminate novices from experts
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Measuring an understudied factor in medical education – development and validation of the medical curiosity scale
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Emotions and team communication in the operating room: a scoping review
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Matching into competitive surgical residencies: predictors of success
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Journal for Medical Education
Teaching and Learning in Medicine
A Qualitative Exploration of Health Profession Students’ Experiences of Resilience and Burnout Using the Coping Reservoir Model during the COVID-19 Pandemic
Learning Clinical Reasoning: The Experience of Postgraduate Psychiatry Trainee Doctors in Qatar
Professional Identity Formation in Medical Education: Some Virtue-Based Insights
Does Masked Interviewing Encourage Holistic Review in Residency Selection? A Mixed-Methods Study
Evolving from Didactic to Dialogic: How to Improve Faculty Development and Support Faculty Developers by Using Action Research
Coping Strategies of Failing International Medical Students in Two Chinese Universities: A Qualitative Study
Confidence, Connection & Collaboration: Creating a Scalable Bias Reduction Improvement Coaching Train-the-Trainer Program to Mitigate Implicit Bias across a Medical Center
Practicing Confidence: An Autoethnographic Exploration of the First Years as Physicians
Exploring Interprofessional Development of Entrustable Professional Activities For Pediatric Intensive Care Fellows: A Proof-of-Concept Study
A Philosophical Discussion of the Support of Self-Regulated Learning in Medical Education: The Treasure Hunt Approach Versus the (Dutch) “Dropping” Approach
Experience is a Wise Teacher, So Very Worthy of Our Attention
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Voices of Silence: Experiences in Disseminating Scholarship as a Global South Researcher
The Inconspicuous Learner Handover: An Exploratory Study of U.S. Emergency Medicine Program Directors’ Perceptions of Learner Handovers from Medical School to Residency
International Journal of Designs for Learning
Frontiers in Education: Digital Learning Innovations
Generative artificial intelligence empowers educational reform: current status, issues, and prospects
The emergence of Chat GPT has once again sparked a wave of information revolution in generative artificial intelligence. This article provides a detailed overview of the development and technical support of generative artificial intelligence. It conducts an in-depth analysis of the current application of generative artificial intelligence in the field of education, and identifies problems in four aspects: opacity and unexplainability, data privacy and security, personalization and fairness, and effectiveness and reliability. Corresponding solutions are proposed, such as developing explainable and fair algorithms, upgrading encryption technology, and formulating relevant laws and regulations to protect data, as well as improving the quality and quantity of datasets. The article also looks ahead to the future development trends of generative artificial intelligence in education from four perspectives: personalized education, intelligent teaching, collaborative education, and virtual teaching. The aim of the study is to provide important reference value for research and practice in this field.
Technology-based solutions for behavior monitoring: lessons learned
Children’s behavior is indicative of adaptation to early-age development. Adaptive difficulties linked to behavioral difficulties are frequent among school-aged children having a multi-level impact. Five key approaches have been used therapeutically while systematic behavior monitoring has been used to evaluate the efficacy of different interventions. The inherent barriers of traditional monitoring tools have led to the need to design and implement new approaches.
MethodsFour case study series (S1–S4) focused on vulnerable populations are described. Eight participants with different medical backgrounds underwent an intervention, either cognitive training (BrainHQ) (seven out of eight) or operant conditioning strategies. Targeted behaviors were monitored in six out of eight participants using the WHAAM application which could also measure the effectiveness of the intervention applied, while emotional fluctuations were evaluated in two out of eight participants using AffectLecture. Moreover, a 5th pilot study (S5) is included focusing on the early detection and management of ADHD using a serious game-based platform.
ResultsIn S1, monitoring highlighted that BrainHQ training resulted in positive changes in all but one of the behaviors in Case 1. Studies that exploited the AffectLecture application indicated that emotional state was improved after training, and it was positively correlated with performance in cognitive exercises. The performance in cognitive training was positively correlated with the emotional state before training in S2 but not in S3. A positive correlation between the change in emotional state and performance was mentioned only in S3. Educational and social benefits as well as a positive correlation between the performance and the length of training were reported in both studies. Operant conditioning strategies in S4 resulted in positive behavioral effects in most participants. Preliminary analysis of S5 indicated that the platform has a considerable capacity to discriminate users based on their in-game patterns as ADHD or non-ADHD.
DiscussionThe mixture of studies presented in this article incorporates different technological solutions for monitoring or intervening in developmental disorders and behavioral difficulties. Despite the inherent inhomogeneity of such an endeavor, they all highlight the positive prospects of using technology to enhance the educational arsenal of facing behavioral and learning difficulties.
Corrigendum: We learned we can do something to reduce bullying: children designing anti-bullying mobile apps to empower their peers
Extending unified theory of acceptance and use of technology to understand the acceptance of digital textbook for elementary School in Indonesia
The rapid development of technology has led to the change of textbooks from printed to digital forms accessible by students irrespective of their location, thereby improving their overall academic performance. This change is appropriate to the sustainable learning program, where digital textbooks support online learning and students can access material from anywhere and at any time. This research aims to analyze the factors affecting the intention of elementary school teachers to use digital textbooks. Quantitative data were collected and measured from 493 elementary school teachers in Riau, Indonesia, and analyzed using structural equation modeling (SEM). The results showed that performance expectancy (PE), Effort Expectancy (EE), Social Influence (SI), Perceived learning opportunities (PLO), Self-efficacy (SE), and Facilitating Condition (FC) positively affected teachers’ intention to use digital textbooks. SI was found to be the factor with the greatest effect on BI. However, attitude, affective need (AN), ICT usage habits, gender, age, and education level did not affect teachers’ intention to use digital textbooks. This research provides important information for the government, decision-makers, and schools on using digital textbooks at the elementary level in the future.
The attitude of Iranian students and instructors toward implementing EMI through virtual exchange
English-medium instruction (EMI) has been rapidly adopted worldwide as a strategy for internationalization, accompanied by a substantial amount of research attention. However, research on EMI has only recently been conducted in Iran. To contribute to the ongoing growing literature, this study explores the attitudes of Iranian students and instructors toward the possibility of implementing EMI in Iran through virtual exchange (VE). In order to determine whether EMI can be used through VE in Iran, a mixed method sequential explorative study was conducted. It has been identified that the linguistic readiness of students and/or instructors is the primary barrier to the success of EMI through VE in Iran because EMI is still in its infancy. In accordance with the literature, systematic support is required at the institutional level. Yet many of the students showed interest in the idea of EMI via VE, even if it was only a short one-session VE lesson, primarily to enhance their linguistic skills and global competencies. This study proposes that integrating EMI through VE at the graduate level may be more feasible. This is because there are already more EMI seminars and classes available, students are self-directed learners, and they may be better linguistically prepared. Regarding EMI access through VE, there were advantages and disadvantages. The benefit of using VE in EMI is that EMI would be accessible even to students living in less privileged locations, but the disadvantage is that the accessibility of the Internet may not be stable, considering requiring a VPN to access some websites. It is hoped that this study will serve as a useful starting point for future research in Iran and similar settings.
Changes in online course designs: Before, during, and after the pandemic
The switch to emergency remote teaching during the COVID-19 pandemic became for many university instructors a necessity to familiarise themselves with the institution’s online learning management system (LMS). This switch to online teaching made learning activities, course design patterns, and pedagogical approaches more visible than during face-to-face teaching. Furthermore, the process of translating physical learning activities to the digital space was challenging and needed institutional and leadership support. This paper presents an analysis of the changes made to the learning designs of 102 courses in a university’s LMS before, during, and after the pandemic. Using descriptive statistics and Epistemic Network Analysis we used LMS data to explore the use of LMS features revealing not only the overall university trends, but also faculty differences. In addition, we compared the learning activities as described in course descriptions with the actual learning activities designed in the LMS. Our findings show that although the switch to emergency remote teaching forced many instructors to change the learning designs of their courses, some instructors reverted to their pre-pandemic learning designs after the pandemic, while other instructors did not change their learning design during the pandemic at all. In addition, we identified a positive trend of an increased use of activity features in the learning management system. Finally, we reflected on the importance of the university leadership supporting the digital transformation.
Automatic item generation: foundations and machine learning-based approaches for assessments
This mini review summarizes the current state of knowledge about automatic item generation in the context of educational assessment and discusses key points in the item generation pipeline. Assessment is critical in all learning systems and digitalized assessments have shown significant growth over the last decade. This leads to an urgent need to generate more items in a fast and efficient manner. Continuous improvements in computational power and advancements in methodological approaches, specifically in the field of natural language processing, provide new opportunities as well as new challenges in automatic generation of items for educational assessment. This mini review asserts the need for more work across a wide variety of areas for the scaled implementation of AIG.
Investigating the effects of gender and scaffolding in developing preschool children’s computational thinking during problem-solving with Bee-Bots
The research community has embraced computational thinking as an essential skill to develop in school and academic settings. Many researchers argue that computational thinking should be developed in the context of programming and robotic activities in all educational levels of education, starting from early childhood education. However, the factors related to developing computational thinking in preschool education are still under study. Furthermore, not too many empirical investigations provide evidence about the development of computational thinking in young children. The present study examined the effects of scaffolding and gender in developing young children’s sequencing and decomposition skills - two of the five skills that constitute computational thinking. The results indicated statistically significant effects about the type of scaffolding on children’s computational thinking in favor of the children assigned to the experimental groups. Lastly, boys outperformed girls on all occasions, indicating that gender effects exist. The authors conclude that researchers need to design teaching interventions in such a way so they have mathemagenic outcomes for all learners irrespective of gender. Finally, the authors conclude with implications and future research directions.
Integrating reflection into a mobile-assisted reading program for learning English as a second language in China
The application of mobile technology in language education is gaining increasing momentum for its potential benefits, and scholars cast attention to issues such as learner motivation, learning effects and learner behaviors in the mobile learning process. Reflection is an essential part in learning as it can record learner behaviors, cultivate self-awareness of knowledge construction, facilitate cognitive growth, and promote academic achievement. Despite of the wide approval of reflection, not much study has been done concerning the application of reflection in mobile language learning process. Therefore, this study aims to investigate students’ perception of a mobile-assisted reading program facilitated with reflective activities as well as their preferences for reflection modes adopted. The participants were 60 students from two classes in a Chinese college. Students read passages on mobile applications and completed a reflection in one mode every two weeks. Four modes (paper journal reflection, e-journal reflection, audio reflection, and collaborative reflection) were adopted in the study. The study lasted approximately nine weeks. At the end of the program, all students were required to complete an anonymous questionnaire concerning their learning perception. In addition, ten students were selected randomly to attend a semi-structured interview. A pretest and a posttest were conducted to observe students’ language gains. A combination of quantitative and qualitative analysis was conducted with the data obtained. Results showed students generally approved of the effect of this mobile-assisted reading and their reading proficiency improved significantly after the program. In addition, most students favored reflective practices as a good way to stimulate interest, deepen understanding and promote reflective and summarizing abilities, but they didn’t consider it a good method to monitor the learning process in the mobile-assisted reading program. As for the preference for reflection mode, most students favored traditional paper reflection and audio reflection, while collaborative reflection and e-journal reflection received the least support. The findings provided implications for educators and app designers. For educators, based on the understanding of students’ age, learning experience, and possible preferences, they may create a good reflective environment with technical and instructional support, and then provide two or three popular modes for students to reflect on whatever they read. For app developers, some preferable reflection modes facilitated with stimulative measures may be offered to cater to more learners to conduct reflective activities.
“Winning could mean success, yet losing doesn’t mean failure”—Using a mobile serious game to facilitate science learning in middle school
Researchers have recognized the potential of using Mobile Serious Games (MSG) in teaching various subject matters. However, it is not clear how MSG impacts students differently based on their in-game performance. To fill this gap, the current study examined the MSG “SpacEscape” that teaches middle school students about the solar system through problem-solving activities. To understand whether SpacEscape could facilitate middle school student science learning based on their in-game performance, this study adopted a randomized experimental design and collected pre-test, post-test and game play data from the participants. Independent sample t-test and MANOVA with repeated measures (N = 228) were conducted. The results showed that SpacEscape significantly improved science learning for middle school students. In addition, the game significantly improved students’ science knowledge test scores regardless of their in-game performance. Furthermore, students enjoyed playing SpacEscape in the class, and we hope this study will inform the direction of future study in the field.
The mysterious adventures of Detective Duke: How storified programming MOOCs support learners in achieving their learning goals
About 15 years ago, the first Massive Open Online Courses (MOOCs) appeared and revolutionized online education with more interactive and engaging course designs. Yet, keeping learners motivated and ensuring high satisfaction is one of the challenges today's course designers face. Therefore, many MOOC providers employed gamification elements that only boost extrinsic motivation briefly and are limited to platform support. In this article, we introduce and evaluate a gameful learning design we used in several iterations on computer science education courses. For each of the courses on the fundamentals of the Java programming language, we developed a self-contained, continuous story that accompanies learners through their learning journey and helps visualize key concepts. Furthermore, we share our approach to creating the surrounding story in our MOOCs and provide a guideline for educators to develop their own stories. Our data and the long-term evaluation spanning over four Java courses between 2017 and 2021 indicates the openness of learners toward storified programming courses in general and highlights those elements that had the highest impact. While only a few learners did not like the story at all, most learners consumed the additional story elements we provided. However, learners' interest in influencing the story through majority voting was negligible and did not show a considerable positive impact, so we continued with a fixed story instead. We did not find evidence that learners just participated in the narrative because they worked on all materials. Instead, for 10–16% of learners, the story was their main course motivation. We also investigated differences in the presentation format and concluded that several longer audio-book style videos were most preferred by learners in comparison to animated videos or different textual formats. Surprisingly, the availability of a coherent story embedding examples and providing a context for the practical programming exercises also led to a slightly higher ranking in the perceived quality of the learning material (by 4%). With our research in the context of storified MOOCs, we advance gameful learning designs, foster learner engagement and satisfaction in online courses, and help educators ease knowledge transfer for their learners.
Editorial: A paradigm shift in designing education technology for online learning: opportunities and challenges
How can android-based trigonometry learning improve the math learning process?
Using ICT-based interactive learning media is a learning method that strongly supports the teaching and learning process for students and teachers during the COVID-19 pandemic. This ICT-based learning media must be easily accessible to teachers and students, and one of the interactive media that is easily accessible is android-based learning media. This development research aims to design android-based learning media on valid trigonometric material and improve students’ mathematical critical thinking skills. This development research using the ADDIE model took 121 Ipeople consisting of expert validators, user (teacher), and students. The expert validators consisted of one mathematics education material expert and one ICT expert. Meanwhile, user represented by one mathematics teacher were involved in validating the use of the media design. In addition, there were participants from among students, which included 118 class X high school students throughout the Province of West Java, Indonesia, who took part in a limited trial phase of 20 people, an extensive trial of 50 people, and a product trial of 48 people. A sample of 118 students came from high school in the medium cluster. So, the reason for taking the sample represents the condition of students both on the island of Java and in Indonesia. The results showed that the developed android-based learning media was valid and could be used without revision with a combined percentage of 87.33%, with details of material experts at 84%, media experts at 92%, and validation by mathematics teachers at 86%. The results of the practicality test on students of 81% showed that the Android-based learning media design had a strong response, so the learning media made were very practical to use. The product test results show that the achievement of mathematical critical thinking skills of students who learn to use android-based learning media is better than those who learn not to use android-based learning media.
The importance of copyright and shared norms for credit in Open Educational Resources
Open Educational Resources (OER) are reducing barriers to education while allowing creators the opportunity to share their work with the world and continue owning copyright of their work. To support new authors and adaptors in the OER space, we provide an overview of common considerations that creators and adaptors of OER should make with respect to issues related to copyright in the context of OER. Further, and importantly, a challenge in the OER space is ensuring that original creators receive appropriate credit for their work, while also respecting the credit of those who have adapted work. Thus, in addition to providing important considerations when it comes to the creation of open access works, we propose shared norms for ensuring appropriate attribution and credit for creators and adaptors of OER.
Educators by proxy: Emergency remote teaching and learning in the voice of parents
The COVID-19 pandemic led educational systems worldwide to transpose activities planned for face-to-face education to mediated contexts - through what is known as Emergency Remote Teaching and Learning (ERTL). This posed unprecedented challenges to schools, teachers, families, and students. In this context, it was relevant to describe and understand how parents perceived this process, including what challenges to themselves and their children they faced and what advantages they acknowledged in the process. The present study focuses on Portuguese parents’ views on this process.
MethodsData were gathered in April and May 2020 through an online questionnaire answered by 184 parents of preschool, basic, and secondary education students (ages 3–18). The present paper presents data from open questions analyzed by deductive and inductive content analysis using MaxQDA.
Results and discussionResults evidence three overarching themes: equity, parental labor, and the meaning of school. Parents reveal substantial difficulties juggling the role of proxy educator and parent and point to inequalities - including those concerning very young children, children with disabilities or learning difficulties, students enrolled in professional education, families with insufficient access to technologies, and parents working from home. The school is portrayed as a crucial environment for development, a designated space for learning and caretaking, but also a relational and emotional context. Despite this scenario, parents acknowledge ERTL as having positive aspects and as the possible outlet to keep education going even in extreme situations.
Do we still need teachers? Navigating the paradigm shift of the teacher's role in the AI era
Through a systematic analysis of the literature, this study analyzes the change in the teacher's role triggered by the integration of AI into educational systems. The picture offered by the systematic analysis of the literature conducted in this study reveals a less than total awareness of the urgency with which the challenges imposed by AI in the educational field must be addressed. We propose a manifesto to guide the evolution of the teachers' role according to the paradigm shift concept proposed by Kuhn in the scientific field.
The eLuna mixed-reality visual language for co-design of narrative game-based learning trails
Increased focus on out-of-school learning has led to extended use of Science Centers as learning arenas for junior and high school students in formal learning situations. The creation of learning trails, semantic collections of science center exhibits based on formal learning plans for interdisciplinary STEAM education, has become an area of focus. Previous design research has resulted in the definition of story-driven learning trails that foster flow and engagement in learners. In science centers, equal emphasis is placed on the physical real-world domain, represented by the exhibits themselves, as the virtual components, represented as collaborative positions-based portables carried between exhibits, linking the exhibits into virtual storylines using sensors and control assignments. This defines science center learning trails as mixed reality systems; holistic systems that integrate real and virtual elements, existing on the axis between real and virtual poles on the reality–virtuality continuum. Research has shown that a set of characteristics of narrative game-based learning has positive effects on engagement, motivation, and learning. The eLuna Framework comprises a co-design method and a visual language that emphasizes these characteristics, and that supports educators and game developers to co-specify blueprints of screen-based narrative learning game experiences. Applying thematic analysis and heuristic usability methods to interview data from two design studies completed by six science center educators based on a STEAM enabled exhibit cluster at the Bergen Science Centre VilVite, this research extends the eLuna Visual Language to distinguish between real and virtual elements for the eLuna Framework to achieve its full potential to co-design and co-specify science center mixed reality narrative game-based learning trails. The resulting extension can be plugged into the eLuna method and applied in future co-design and co-specification of mixed-reality narrative game-based learning trails which promote flow in learners, and affords positive effects on engagement, motivation, and learning.
Grades 7–12 teachers' perception of computational thinking for mathematics and technology
An ongoing trend on a global scale is the integration of computer science and programming in K-12 education. The integration has been motivated by the needs of the present and future labor market but also by the assumption that skills related to computer science and programming are valuable for citizens to navigate an increasingly digitalized society. Computational thinking (CT) is a concept that aims to define and summarize skills associated with programming and computer science and has received wide recognition within research and education. But how do the teachers perceive this concept, and how do they relate it to their own teaching and learning activities? This study aims to investigate and discuss teachers' perceptions of CT in grades 7–12 mathematics and technology.
MethodsData have been collected from essay assignments in three instances of a professional development course on fundamental programming for grades 7–12 teachers in mathematics and technology. In the essays, the teachers reflect on CT in relation to mathematics and technology and teaching and learning activities in these subjects. With a theoretical framework for CT, the collected data have been analyzed with a directed content analysis approach to identify categories of interests for CT in relation to grades 7–12 mathematics and technology.
ResultsThe results of the study show that the teachers perceive both opportunities and challenges in applying the CT concept in their teaching and learning activities. For example, it can strengthen the subjects through new practices and reinforce old practices, but it could be too complex and perceived as difficult by some students. Furthermore, many of the teachers perceive CT not only to be relevant for mathematics and technology but also for learning in general.
DiscussionThe conclusion of the study is that CT has the potential to enhance teaching and learning activities in mathematics, technology, and other STEM subjects. If this should be successful, CT must not be involved too abstractly or too superficially. This study contributes to the discussion on CT in K-12 education, adding the teachers' perspective. The findings of this study can be used by teachers and other stakeholders in the design of classroom activities that apply the CT concept.
We learned we can do something to reduce bullying: Children designing anti-bullying mobile apps to empower their peers
Mobile applications have thoroughly pervaded the lives of today's children, who live and learn through and with them. However, limited research has been conducted on children designing such apps and not only using those designed by adults. Inviting children to design such apps is the focus of our study. Moreover, in contemporary society, it is emphasized that children should be empowered to take civic action and engage in making the world a better place. In the literature, however, less emphasis has been placed on how children can be invited to do so through the means of digital technology, particularly mobile application design. In this study, 13–15-year-old children are invited to take civic action to address the serious societal problem of bullying through the design of mobile apps. We discussed the design process and analyzed the applications the children designed from the viewpoint of how they aim to tackle bullying. We examined how their app designs aim at empowering other children in the context of bullying, and thus considered what kinds of opportunities emerge for children to learn skills related to the prevention or management of bullying in the apps they have designed. We showed that the children's app designs informed us of the seriousness of bullying in children's lives and that they advocate for the empowerment of other children in different ways. Hence, we have increased our understanding of how smart, interactive technologies designed by children address the learning and empowerment of other children, i.e., application users. We also studied the children's learning from both their and their teachers' perspectives. This study showcases an alternative way educators can integrate digital technologies and apps in school settings to educate children on important societal matters and digital technology.
Editorial: Pedagogical methods and technological resources in education in times of pandemic
New Review of Hypermedia and Multimedia
“The road not taken”: an interactive film between narrative and database
Correction
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Interactive digital narrative (IDN)—new ways to represent complexity and facilitate digitally empowered citizens
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Interactive digital narrative (IDN)—a complexity case
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Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds
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