960 resultados para instructional design
Resumo:
Los Recursos Educativos Abiertos (REA) y los Cursos Educativos Abiertos (OCW) son utilizados como apoyo para los procesos de enseanza aprendizaje; el carcter de abierto de estos recursos contribuye a la difusin de conocimiento y facilita el acceso a la informacin. Existe una gran cantidad de universidades e instituciones de educacin superior que se han unido al movimiento abierto, poniendo a disposicin los OCW que sus docentes realizan para los estudiantes formales, sin embargo se ha detectado que no existe un proceso estndar en la produccin de OCW ya que cada universidad lo realiza con modelos propios de acuerdo a las normativas institucionales. Por lo cual en este trabajo de tesis doctoral se propone un modelo de produccin de REA y OCW, denominado REACS que contempla el uso de un modelo de diseo instruccional que permite realizar un proceso sistemtico de actividades que contribuyen al aprendizaje; adems de la utilizacin de herramientas sociales y herramientas semnticas que aportan al trabajo colaborativo e identificacin de los recursos por su significado, lo cual aporta a la inteligencia colectiva. REACS fue comparado con procesos de produccin similares de las universidades relevantes del movimiento OCW, adems de ser implementado en un caso de estudio con tres fases en la creacin de OCW para una institucin de educacin superior. Con esta validacin se pudo comprobar que REACS aportaba a incrementar el nmero de estudiantes que aprueban un curso y disminuye el tiempo de produccin y publicacin de un OCW. ABSTRACT Open Educational Resources (OER) and Open Course Ware (OCW) are used as support for teaching and learning processes; the open characteristic of these resources contributes to the diffusion of knowledge and facilitates the access to information. There are an important number of universities and institutions of higher education have joined to the open movement, making available the OCWs for formal students. However, it has been found that there is not a standard process for the production of OCW and each university develop these with their own models according to their institutional regulations. Therefore, this doctoral thesis proposes REACS, a production model of OER and OCW that contemplates the use of an instructional design model that allows a systematic process of activities that contribute to learning. REACS includes the use of social tools and semantic tools that provide collaborative and identification of resources based in their meaning, contributing with the collective intelligence. REACS was compared with similar production processes belonging to relevant universities in the OCW movement. Additionally OCW were produced using REACS in a study case developed in three stages. With these validations, it was found that REACS contributed to increasing the student approved ratio and the OCW production and publication times were reduced.
Resumo:
Despite the growing importance of online education, faculty acceptance has remained unchanged. Training programs developed for faculty to teach online have often focused on assessing their cognitive rather than affective and behavioral outcomes. The Readiness To Teach Online scale was developed as part of a multiphase mixed method research project to measure faculty perceptions and motivations toward teaching online. Items in the subcategory Teaching and Learning measured perceptions of technology and online teaching, and motivations regarding resources and other external factors. Items in the subcategories Social and Student Engagement, Faculty and Technology Support, Course Development and Instructional Design, and Evaluation and Assessment collected baseline data for current practices. The pilot study of this scale demonstrated strong internal consistency reliability estimates and support for validity, showing moderately to highly correlated significant relationships between faculty perceptions and motivation to teach online; both perception and motivation constructs were moderately to highly correlated with Social and Student Engagement.
Resumo:
The aim of this work is to improve students learning by designing a teaching model that seeks to increase student motivation to acquire new knowledge. To design the model, the methodology is based on the study of the students opinion on several aspects we think importantly affect the quality of teaching (such as the overcrowded classrooms, time intended for the subject or type of classroom where classes are taught), and on our experience when performing several experimental activities in the classroom (for instance, peer reviews and oral presentations). Besides the feedback from the students, it is essential to rely on the experience and reflections of lecturers who have been teaching the subject several years. This way we could detect several key aspects that, in our opinion, must be considered when designing a teaching proposal: motivation, assessment, progressiveness and autonomy. As a result we have obtained a teaching model based on instructional design as well as on the principles of fractal geometry, in the sense that different levels of abstraction for the various training activities are presented and the activities are self-similar, that is, they are decomposed again and again. At each level, an activity decomposes into a lower level tasks and their corresponding evaluation. With this model the immediate feedback and the student motivation are encouraged. We are convinced that a greater motivation will suppose an increase in the students working time and in their performance. Although the study has been done on a subject, the results are fully generalizable to other subjects.
Resumo:
The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multi-method study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.
Resumo:
This research provides data which investigates the feasibility of using fourth generation evaluation during the process of instruction. A semester length course entitled "Multicultural Communications", (PUR 5406/4934) was designed and used in this study, in response to the need for the communications profession to produce well-trained culturally sensitive practitioners for the work force and the market place. A revised pause model consisting of three one-on-one indepth interviews conducted outside of the class, three reflections periods during the class and a self-reflective essay prepared one week before the end of the course was analyzed. Narrative and graphic summaries of participant responses produced significant results. The revised pause model was found to be an effective evaluation method for use in multicultural education under certain conditions as perceived by the participants in the study. participant self-perceived behavior change and knowledge acquisition was identified through use of the revised pause model. Study results suggest that by using the revised pause model of evaluation, instructors teaching multicultural education in schools of journalism and mass communication is yet another way of enhancing their ability to become both the researcher and the research subject. In addition, the introduction of a qualitative model has been found to be a more useful way of generating participant involvement and introspection. Finally, the instructional design of the course used in the study provides communication educators with a practical way of preparing their students be effective communicators in a multicultural world.
Resumo:
The implementation of collaborative planning and teaching models in ten flexibly scheduled elementary and middle school library media centers was studied to determine which factors facilitated the collaborative planning process and to learn what occurs when library media specialists (LMSs) and classroom teachers (CTs) plan together. In this qualitative study, 61 principals, CTs, and LMSs were interviewed on a range of topics including the principal's role, school climate, the value of team planning, the importance of information literacy instruction, and the ideal learning environment. Other data sources were observations, videotapes of planning sessions, and documents. This three-year school reform effort was funded by the Library Power Project to improve library programs, to encourage collaborative planning, and to increase curricular integration of information literacy skills instruction. ^ The findings included a description of typical planning sessions and the identification of several major factors which impacted the success of collaborative planning: the individuals involved, school climate, time for planning, the organization of the school, the facility and collection, and training. Of these factors, the characteristics and actions of the people involved were most critical to the implementation of the innovation. The LMS was the pivotal player and, in the views of CTs, principals, and LMSs themselves, must be knowledgeable about curriculum, the library collection, and instructional design and delivery; must be open and welcoming to CTs and use good interpersonal skills; and must be committed to information literacy instruction and willing to act as a change agent. The support of the principal was vital; in schools with successful programs, the principal served as an advocate for collaborative planning and information literacy instruction, provided financial support for the library program including clerical staff, and arranged for LMSs and CTs to have time during the school day to plan together. ^ CTs involved in positive planning partnerships with LMSs were flexible, were open to change, used a variety of instructional materials, expected students to be actively involved in their own learning, and were willing to team teach with LMSs. Most CTs planning with LMSs made lesson plans in advance and preferred to plan with others. Also, most CTs in this study planned with grade level or departmental groups, which expedited the delivery of information literacy instruction and the effective use of planning time. ^ Implications of the findings of this research project were discussed for individual schools, for school districts, and for colleges and universities training LMSs, CTs, and administrators. Suggestions for additional research were also included. ^
Resumo:
The written text, and approaches to reading it, serves well as an analogy for the classroom space as a "text" that teachers are able to compose; and students are able to read, interpret meaning(s) of, and make responses to and about (Rosenblatt, 1988). Researchers point to ways in which the classroom can be conceptualized as a text to be evoked, experienced, and read (Freire & Macedo, 1987; Powell, 2009; Rosenblatt, 1988; Spears-Bunton & Powell, 2009).^ The present study analyzed secondary data including: 10 transcripts of teacher talks and six self-reports retrieved from the program evaluation archives of DOR Foundation. The data described six teachers' classroom experiences subsequent to professional development centered on Goma character education curriculum that was used during a summer youth program located in South Georgia. Goma, an acronym that stands for Goal, Objective, Method, and Attitude, is a character education paradigm derived from The Inclusive Community Building Ellison Model, the theoretical framework used for this study. The Model identifies conflict resolution as one of its five foci (Hunt, Howard, & Rice, 1998). Hunt (2006) conceived Goma as part of a 7-Step unitary process, also named the 7-Step pathway, to demonstrate how conflict resolution is accomplished within a variety of contexts.^ Analysis of the data involved: (a) a priori coding of teacher talks transcripts using the components of the Goma 7-Step pathway as coding categories, (b) emergent coding of teacher talks transcripts for the types of experiences teachers evidenced, and (c) emergent coding of teachers' self-reports for categories of teachers' instructional activities. Results of the study showed positive influence of Goma curriculum on participating teachers and their instructional practices. Teachers were shown to have had cognitive, instructional, emotional, and social experiences that were most evident when they reported changes in their attitudes toward their students, themselves, and their instructional practices. The present study provided implications for classroom teachers wherein all aspects of teachers' instructional practices can be guided by principles of positive character; and can be used to help compose the kinds of "texts" that may likely contribute to a classroom character culture.^
Resumo:
<p>La disertacin no define un campo disciplinario, ni una construccin formal, ni una metodologa que intente llegar a una verdad racional. Se desobedece la linealidad epistmica occidental y el enfoque en un tema especfico. El manuscrito opta por navegar a travs de rutas relacionales en conversacin desde, con y entre varios saberes y experiencias personales, tribales y comunitarias. Localizamos el andar decolonial en un territorio expandido donde incorporamos una geo-poltica trazada en la continuidad que ofrece la ancestralidad lingstica y cultural entre maya, seminole y loko, esta ltima conectada a la lengua madre arahuaca que se extiende desde la regin amaznica del este de Los Andes, norte de Argentina y Paraguay desde 9000 A.C.</p><p>Al hilvanar experiencias y saberes otros, se establecen conexiones y rupturas ms cercanas a los que entendimos como cosmos-existencia y cosmoconvivencia en los imaginarios indgenas, afro y US latinxs. La disertacin no podr abarcar todas las rutas y encrucijadas que propician la decolonialidad del imaginario ertico kairibe, pero transito caminos sacbes desde donde los trazos de la memoria y la experiencia sanan la opresin colonial y nutren el andar del espritu por los saberes inscritos en los relatos de creacin indgenas y afro caribe, la oralidad de las lenguas maya yucateca y loko, la expresin de varixs creadores decoloniales, y las conversaciones e intercambios sociales con algunos de los miembros del proyecto decolonial.</p><p>A partir de la propuesta metodolgica de Linda Tuhiwai Smith, en la cual se afirma que las metodologas indgenas son el resultado de la elaboracin de un tejido, este manuscrito entrelaza una plataforma crtica, una encrucijada de saberes donde confluyen la variabilidad de los proyectos metodolgicos propuesto por Tuhiwai Smith (1999), el pensamiento fronterizo de Gloria Anzalda (1987), la corpo-poltica de Frantz Fanon (1987), la potica relacional de Edouard Glissant (1997), las pedagoga sagrada de Jacqui Alexander (2005), el desprendimiento, delinking de Walter D. Mignolo (2007), el poder ertico de Audre Lorde (1986), la transmodernidad de Enrique Dussel (2005) y la geopoltica del pensar propuesta por Catherine Walsh (2007).</p><p>Desde esta encrucijada de saberes, la disertacin navega el racismo cognitivo eurocentrado, al mismo tiempo que efecta el desligue epistmico y creativo hacia locaciones otras donde las experiencias y aprendizajes, conectados a las memorias ancestrales de lxs abuelxs, propician la decolonizacin del imaginario ertico kairibeafroxeri.</p>
Resumo:
While most students seem to solve information problems effortlessly, research shows that the cognitive skills for effective information problem solving are often underdeveloped. Students manage to find information and formulate solutions, but the quality of their process and product is questionable. It is therefore important to develop instruction for fostering these skills. In this research, a 2-h online intervention was presented to first-year university students with the goal to improve their information problem solving skills while investigating effects of different types of built-in task support. A training design containing completion tasks was compared to a design using emphasis manipulation. A third variant of the training combined both approaches. In two experiments, these conditions were compared to a control condition receiving conventional tasks without built-in task support. Results of both experiments show that students' information problem solving skills are underdeveloped, which underlines the necessity for formal training. While the intervention improved students skills, no differences were found between conditions. The authors hypothesize that the effective presentation of supportive information in the form of a modeling example at the start of the training caused a strong learning effect, which masked effects of task support. Limitations and directions for future research are presented.
Resumo:
The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multimethod study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.
Resumo:
The continuous advancement in computing, together with the decline in its cost, has resulted in technology becoming ubiquitous (Arbaugh, 2008, Gros, 2007). Technology is growing and is part of our lives in almost every respect, including the way we learn. Technology helps to collapse time and space in learning. For example, technology allows learners to engage with their instructors synchronously, in real time and also asynchronously, by enabling sessions to be recorded. Space and distance is no longer an issue provided there is adequate bandwidth, which determines the most appropriate format such text, audio or video. Technology has revolutionised the way learners learn; courses are designed; and lessons are delivered, and continues to do so. The learning process can be made vastly more efficient as learners have knowledge at their fingertips, and unfamiliar concepts can be easily searched and an explanation found in seconds. Technology has also enabled learning to be more flexible, as learners can learn anywhere; at any time; and using different formats, e.g. text or audio. From the perspective of the instructors and L&D providers, technology offers these same advantages, plus easy scalability. Administratively, preparatory work can be undertaken more quickly even whilst student numbers grow. Learners from far and new locations can be easily accommodated. In addition, many technologies can be easily scaled to accommodate new functionality and/ or other new technologies. Designing and Developing Digital and Blended Learning Solutions (5DBS), has been developed to recognise the growing importance of technology in L&D. This unit contains four learning outcomes and two assessment criteria, which is the same for all other units, besides Learning Outcome 3 which has three assessment criteria. The four learning outcomes in this unit are: Learning Outcome 1: Understand current digital technologies and their contribution to learning and development solutions; Learning Outcome 2: Be able to design blended learning solutions that make appropriate use of new technologies alongside more traditional approaches; Learning Outcome 3: Know about the processes involved in designing and developing digital learning content efficiently and what makes for engaging and effective digital learning content; Learning Outcome 4: Understand the issues involved in the successful implementation of digital and blended learning solutions. Each learning outcome is an individual chapter and each assessment unit is allocated its own sections within the respective chapters. This first chapter addresses the first learning outcome, which has two assessment criteria: summarise the range of currently available learning technologies; critically assess a learning requirement to determine the contribution that could be made through the use of learning technologies. The introduction to chapter one is in Section 1.0. Chapter 2 discusses the design of blended learning solutions in consideration of how digital learning technologies may support face-to-face and online delivery. Three learning theory sets: behaviourism; cognitivism; constructivism, are introduced, and the implication of each set of theory on instructional design for blended learning discussed. Chapter 3 centres on how relevant digital learning content may be created. This chapter includes a review of the key roles, tools and processes that are involved in developing digital learning content. Finally, Chapter 4 concerns delivery and implementation of digital and blended learning solutions. This chapter surveys the key formats and models used to inform the configuration of virtual learning environment software platforms. In addition, various software technologies which may be important in creating a VLE ecosystem that helps to enhance the learning experience, are outlined. We introduce the notion of personal learning environment (PLE), which has emerged from the democratisation of learning. We also review the roles, tools, standards and processes that L&D practitioners need to consider within a delivery and implementation of digital and blended learning solution.
Resumo:
In most e-learning scenarios, communication and on-line collaboration is seen as an add-on feature to resource based learning. This paper will endeavour to present a pedagogical framework for inverting this view and putting communities of practice as the basic paradigm for e-learning. It will present an approach currently being used in the development of a virtual Radiopharmacy community, called VirRAD, and will discuss how theory can lead to an instructional design approach to support technologically enhanced learning.(DIPF/Orig.)
Resumo:
This paper explores a gap within the serious game design research. That gap is the ambiguity surrounding the process of aligning the instructional objectives of serious games with their core-gameplay i.e. the moment-to-moment activity that is the core of player interaction. A core-gameplay focused design framework is proposed that can work alongside existing, more broadly focused serious games design frameworks. The framework utilises an inquiry-based approach that allows the serious game designer to use key questions as a means to clearly outline instructional objectives with the core-gameplay. The use of this design framework is considered in the context of a small section of gameplay from an educational game currently in development. This demonstration of the framework brings shows how instructional objectives can be embedded into a serious games core-gameplay.
Resumo:
In this article, we take a close look at the literacy demands of one task from the Marvellous Micro-organisms Stage 3 Life and Living Primary Connections unit (Australian Academy of Science, 2005). One lesson from the unit, Exploring Bread, (pp 4-8) asks students to use bread labels to locate ingredient information and synthesise understanding of bread ingredients. We draw upon a framework offered by the New London Group (2000), that of linguistic, visual and spatial design, to consider in more detail three bread wrappers and from there the complex literacies that students need to interrelate to undertake the required task. Our findings are that although bread wrappers are an example of an everyday science text, their linguistic, visual and spatial designs and their interrelationship are not trivial. We conclude by reinforcing the need for teachers of science to also consider how the complex design elements of everyday science texts and their interrelated literacies are made visible through instructional practice.
Resumo:
This paper reports two studies designed to investigate the effect on learning outcomes of matching individuals' preferred cognitive styles to computer-based instructional (CBI) material. Study 1 considered the styles individually as Verbalizer, Imager, Wholist and Analytic. Study 2 considered the bi-dimensional nature of cognitive styles in order to assess the full ramification of cognitive styles on learning: Analytic/Imager, Analytic/ Verbalizer, Wholist/Imager and the Wholist/Verbalizer. The mix of images and text, the nature of the text material, use of advance organizers and proximity of information to facilitate meaningful connections between various pieces of information were some of the considerations in the design of the CBI material. In a quasi-experimental format, students' cognitive styles were analysed by Cognitive Style Analysis (CSA) software. On the basis of the CSA result, the system defaulted students to either matched or mismatched CBI material by alternating between the two formats. The instructional material had a learning and a test phase. Learning outcome was tested on recall, labelling, explanation and problem-solving tasks. Comparison of the matched and mismatched instruction did not indicate significant difference between the groups, but the consistently better performance by the matched group suggests potential for further investigations where the limitations cited in this paper are eliminated. The result did indicate a significant difference between the four cognitive styles with the Wholist/Verbalizer group performing better then all other cognitive styles. Analysing the difference between cognitive styles on individual test tasks indicated significant difference on recall, labelling and explanation, suggesting that certain test tasks may suit certain cognitive styles.