998 resultados para Blending learning


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The concept of blended learning, defined in a range of ways, has begun to change the nature of all teaching and learning in higher education. Information and communication technologies have impacted by providing a means of access to digital resources and interactive communication for all courses and the blending of pedagogy and technology has produced a range of approaches to teaching and learning. This paper will investigate reported studies from both research literature and from the writers' research, defining what they have concluded are teaching practices that use the concept of blended learning effectively.

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The concept of blended learning has begun to change the nature of all teaching and learning in higher education. Information and communication technologies have impacted by providing a means of access to digital resources and interactive communication for all courses and the blending of pedagogy and technology has produced a range of approaches to teaching and learning. This paper discusses the research literature and the writers’ research, defining what they have concluded are teaching practices that use the concept of blended learning effectively. In investigating how ICT can add variation for student learning, they analyze this from two dominant modes of pedagogy, learning environment and pedagogy through both on-campus and distance education. In both modes, students acknowledged the power and effectiveness of blended learning.

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Post compulsory education in Australia has changed significantly since the early 1990s. For many young people in their later years of schooling, learning now involves a blending of experiences derived from education and training institutions once historically separated and defined by distinctly different approaches to pedagogy and assessment. It is also increasingly common for students to include formalised workbased learning arrangements in their learning program, adding further to the students’ experiences of learning and exposure to different learning contexts. Added to this new mosaic of learning experiences, increased participation rates in schooling have contributed to greater diversity in post compulsory students’ learning temperaments. This paper draws on five case studies to explore the new pedagogical challenges presented by these students’ exposure to different systems of learning and examines the emergence of applied learning in Victoria as a pedagogical response to these challenges. It proposes that effective pedagogical change aiming to address these challenges must overcome the tendency to be marginalised in schools and labelled as an alternative approach to learning. The paper concludes by exploring the possible future of applied learning emerging from the current context of pedagogical change.

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This paper reports on an 18-month high school action research study and how this could be used to inform course designers and educators in other sectors of education. The high school study focused on the integration of social media into the face-to-face classroom. It used action research in a Victorian public high school in a total of 13 of the author’s classes. Data collection was in three phases over an eighteen month period. This involved the teacher creating one online social network and sharing this dynamic environment with up to seven classes in a semester. Blogs, groups, chats, discussion forums, Web 2.0 tools and a wide range of student-generated content were shared online, within a class and between classes. Students were encouraged to interact and to share their thoughts and ideas about planning as well as using their out-of-school skills and knowledge. Each topic, within each class, was one action research cycle. A number of the findings from this high school study were integrated into post-secondary education subjects at Deakin University. In an era of social media, this high school study has provided insight into how, why, where and when students learn, and by blending many of the findings into Deakin University courses, this study offers a new way of approaching teaching and learning in the broader notion of tertiary education and training.

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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an 'intuitive-guided' method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.