89 resultados para technology enhanced learning

em Deakin Research Online - Australia


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The learning preferences of three hundred and thirty eight technology students enrolled in sub-degree programs at an Australian institution of Technical and Further Education were tested using the Canfield Learning Styles Inventory (CLSI). The results have been interpreted in a learning preferences framework and provide supportive evidence for the preferences factors of print-nonprint, collaborative, dependent,and autonomous learning identified by Sadler-Smith & Riding (1999). Although there search focussed on learning preferences the analysis also indicated support for the Wholist-Analytic cognitive style proposed by Riding & Cheema (1991). Gender differences were shown for the Interest subscales of the CLSI. Age-group differences were shown for several Conditions of Learning and Modes of Learning subscales. Implications for the design of training programs, and the skills that may need to be developed in technology learners to enable effective use of flexible delivery, are also discussed.

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Higher education institutions are undergoing a period of rapid change during which time a number of strategic professional development efforts have been made to improve teaching in order to improve students’ learning outcomes. Sessional tutors, who are consistently at the coalface and have close contact with students, have often been excluded from formal opportunities for professional development offered to more permanent staff. This anomaly is now being recognised and more efforts are being made across the sector to ensure that tutors are better equipped to teach in contemporary learning environments. This paper discusses issues of concern to tutors that arose from recent professional development workshops and suggests that some of the major issues currently confronting sessional staff relate to the need to be able to teach effectively in online enhanced learning environments.

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BACKGROUND : Recent years have seen a steady growth in the use of technology in learning and teaching. Deakin’s School of Engineering uses its own set of Technology Enabled Learning Practices (TELP). Student surveys are taken after the completion of every unit, but although valuable, they give only a generic student view. What is required is a holistic approach from the student’s perspective.

PURPOSE : What type of TELP best helps the student to learn engineering?

DESIGN/METHOD : A survey dedicated to TELPs from the students’ point of view has been designed and will be given to students at various year levels in engineering at Deakin. The survey is designed to obtain quantitative as well as qualitative results. An analysis of this survey will give a view of the students’ perspective of TELPs as they progress through their engineering degree.

RESULTS : The survey indicated that the students find that the full professional recording and screen capture TELPs as the most helpful as an aid to learning. It is also indicates that of all the TELPs the screen capture is greatly sought after by the students.

CONCLUSIONS : These results give the School of Engineering the information needed to tailor the TELPs used in unit delivery to further enrich the learning experience.

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Active video games are an emerging genre of electronic games that provide engaging exercise experiences by combining physical exertion with interactive game play. As such they have attracted increased interest from health promotion professionals to reduce sedentary behavior, increase physical activity, and improve health outcomes such as body composition. However their potential for enhancing the educational experience has not been extensively explored. This paper provides a brief overview of active video game research to date and outlines opportunities for future research. Specifically, we highlight the need to develop a conceptual framework to better understand the determinants, mediators, moderators, and consequences of active video gaming and integrate learning and health outcomes. Wepropose that active video games can be a key part of a wider “digital” supportive environment where education and health researchers and professionals work with, rather than against, video game technologies to promote learning and health.

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Cun-ent rhetoric around the use of 'eLearning' in Higher Education relates particularly to Internet-based flexible eLearning programs that focus on sustaining particular communities of practice. In this paper we argue that this contempormy view of what eLearning comprises arises from a lack of historical perspective on what the focus of educational eLearning programs has been over the past 40 years. Contemporary descriptions of eLearning as a 'new mode of learning' are fallacious and ignore its 40-year evolution from 1: 1 localised didactic models (both constmctivist and behaviourist) to many-to-many distributed social-constmctivist learning models. In addition, the historic divide between Education and Training has led to both the concurrent development of different notions, foci, and labels for technology-enhanced learning in different contexts and situations, and different conceptual origins arising in acquisitive and participatory learning metaphors. We argue that a more inclusive and historically aware conceptual framework is needed to be able to accurately describe what the full repertoire 'eLearning' really embraces

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In this article, we discuss the importance of recognizing students' technology-enhanced informal learning experiences and develop pedagogies to connect students' formal and informal learning experiences, in order to meet the demands of the knowledge society. The Mobile-Blended Collaborative Learning model is proposed as a framework to bridge the gap between formal and informal learning and blend them together to form a portable, flexible, collaborative and creative learning environment. Using this model, three categories of mobile application tools, namely tools for collaboration, tools for coordination and tools for communication, have been identified as pertinent in blending formal and informal learning, and they can be connected seamlessly to provide an effective learning mechanism to support the learning process.

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In this paper we present the rationale and outcome of a University strategically funded project aimed at developing a broad range of cases illuminating good practices in the development and use of digital media and online technologies at Deakin University. The project is aimed at supporting the ongoing implementation of the University’s suite of e-learning technologies, Deakin Studies Online (DSO). It was seen as a significant strategic academic professional development initiative by the University in bringing together perspectives on effective teaching and learning in the context of various disciplines and professional fields of practice, with DSO possibilities for enhanced teaching/learning quality, efficiency, accessibility and satisfaction. The ‘case’ as a useful means of developing practice is outlined, along with the various project processes involving case selection, development, production and promotion. Finally, reflections on the outcomes of the project are considered. A number of positive though largely unintended consequences are identified

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The professional fields of information systems and information technology are drivers and enablers of the global economy. Moreover, their theoretical scope and practices are global in focus. University graduates need to develop a range of leadership, conceptual and technical capacities to work effectively in, and contribute to, the shaping of companies, business models and systems which operate in globalised settings. This paper reports a study of the operation of industry‐based learning (IBL) at three Australian universities, which employ different models and approaches, as part of a series of investigations of the needs, circumstances and perspectives of various stakeholders (program coordinator, faculty teaching staff, the students, industry mentors, and the professional body). The focus of this paper is a discussion of salient pragmatic considerations in an attempt to conceptualize what constitutes best practice in offering industry‐based learning for higher education students in the disciplines of information systems and information technology (Asia‐Pacific Journal of Cooperative Education, 9(2), 73‐80).

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This chapter is a critical synthesis of research related to the transformations that take place when digital technologies are incorporated into teaching and learning practices. In developing this synthesis, research from all levels of education was reviewed with a focus on the opportunities digital technologies offer for cognitive, pedagogical, affective and professional change. The chapter is structured in alignment with Pierce and Stacey’s (Pierce and Stacey, Int J Comput Math Learn 15(1):1–20 2010) map of pedagogical opportunities in which three dimensions for educational transformation were identified: tasks, classroom, and subject. A discussion of future directions for research into technology enhanced mathematics education concludes the review.