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Articles 31 - 60 of 153
Full-Text Articles in Education
A Learning Culture For The Digital World – Something To Learn From Moscow?, Andreas Schleicher
A Learning Culture For The Digital World – Something To Learn From Moscow?, Andreas Schleicher
Teacher India
While people have different views on the role that digital technology can and should play in schools, we cannot ignore how digital tools have so fundamentally transformed the world outside of school. Andreas Schleicher looks at how schools in Moscow use digital technology in their classrooms.
Art Attack! Tanya Wilson's Creative Mission To Engage Children On Social Issues, Singapore Management University
Art Attack! Tanya Wilson's Creative Mission To Engage Children On Social Issues, Singapore Management University
Social Space
Meet Tanya Wilson, 41, co-founder of EYEYAH!, an interactive platform that uses visually arresting design and artworks to educate children on important social issues like internet safety, healthy eating, mental health, climate change and so on. The mother of two primary-school-aged daughters is no stranger to the creative industry, having spent two decades developing content and experiences for the likes of Netflix, Facebook, Nike, Coca-Cola, Tiger Beer and Heineken. These days, Tanya and her co-founder Steve Lawler are busy equipping young learners with creative thinking skills which, they believe, are essential to solving the world's complex challenges. ISHAN SINGH …
Critical Framework The Gathering: Adding New Instructional Practices To Your Library, Emily Frigo, Maya Hobscheid, M. Knoff
Critical Framework The Gathering: Adding New Instructional Practices To Your Library, Emily Frigo, Maya Hobscheid, M. Knoff
Conference Proceedings
No abstract provided.
The Validity And Instructional Value Of A Rubric For Evaluating Online Course Quality: An Empirical Study, Ji Eun Lee, Mimi Recker, Min Yuan
The Validity And Instructional Value Of A Rubric For Evaluating Online Course Quality: An Empirical Study, Ji Eun Lee, Mimi Recker, Min Yuan
Instructional Technology and Learning Sciences Faculty Publications
This study investigated the validity and instructional value of a rubric developed to evaluate the quality of online courses offered at a midsized public university. This rubric was adapted from an online course quality rubric widely used in higher education, the Quality Matters rubric. We first examined the reliability and preliminary construct validity of the rubric using quality ratings for 202 online courses and eliminated twelve problematic items. We then examined the instructional value of the rubric by investigating causal relationships between 1) course quality scores, 2) online interactions between students, instructors, and content, and 3) student course performance (course …
Video Feedback: Is It Worth The Effort? A Response To Borupe Et Al., Patrick R. Lowenthal
Video Feedback: Is It Worth The Effort? A Response To Borupe Et Al., Patrick R. Lowenthal
Educational Technology Faculty Publications and Presentations
It is easier than ever to provide video feedback. Research has shown that video feedback, among other things, can help increase conversational and afective communication. However, research also suggests that despite its benefts, instructors and students might prefer text-based feedback. The following paper responds to research by Borup, West, and Thomas (Educ Technol Res Dev 63(2): 161–184. https://doi.org/10.1007/s11423-015- 9367-8, 2015), describes the value of their research, how it can be applied, some limitations, and future areas of research in a time where colleges are shifting to digital
Develop A Communicating And Reporting Plan For Useful Evaluation, Jessie Kong
Develop A Communicating And Reporting Plan For Useful Evaluation, Jessie Kong
The International Institute for Innovative Instruction Blog
Stakeholders are key for useful evaluation! Develop a communicating and reporting plan to actively interact with your stakeholders throughout the evaluation process.
Copyright, Fair Use, And Creative Commons: An Active-Learning Exercise For Studio Art Students, Arthur J. Boston
Copyright, Fair Use, And Creative Commons: An Active-Learning Exercise For Studio Art Students, Arthur J. Boston
Faculty & Staff Research and Creative Activity
This article describes an active-learning exercise intended to help teach copyright, fair use, and Creative Commons licenses. In the exercise students use a worksheet to draw original pictures, create derivative pictures on tracing paper, select Creative Commons licenses, and explore commercial usage, fair use, and copyright infringement. Librarian-instructors may find the completed worksheets to be useful aids to supplement copyright lectures; student perspectives will be integral because they are generating the examples used in discussion. Although a scholarly communication librarian developed this exercise to help introduce some basic copyright information to an undergraduate studio art and design class, the exercise …
The Curious Case Of Loops, Briana Baker Morrison, Lauren Margulieux, Adrienne Decker
The Curious Case Of Loops, Briana Baker Morrison, Lauren Margulieux, Adrienne Decker
Learning Sciences Faculty Publications
Background and Context: Subgoal labeled worked examples are effective for teaching computing concepts, but the research to date has been reported in a piecemeal fashion. This paper aggregates data from three studies, including data that has not been previously reported upon, to examine more holistically the effect of subgoal labeled worked examples across three student populations and across different instructional designs.
Objective: By aggregating the data, we provide more statistical and explanatory power for somewhat surprising yet replicable results. We discuss which results generalize across populations, focusing on a stable effect size to be expected when using subgoal labels in …
No More Babbling! Providing “Just In Time” Instructions, Examples, And Project Development Guidance On Key Assessments Using The Sound Booth, Susan R. Adams, Kristen Allen
No More Babbling! Providing “Just In Time” Instructions, Examples, And Project Development Guidance On Key Assessments Using The Sound Booth, Susan R. Adams, Kristen Allen
Center for Academic Technology (CAT) - Presentations
This poster highlights a project that was funded by an Academic Technology Innovation Grant (ATIG) awarded from the Center for Academic Technology (CAT) at Butler University.
Active Learning, Teene Williams
Findable, Impactful, Citable, Usable, Sustainable (Ficus): A Heuristic For Authors Of Digital Publishing Projects, Nicky Agate, Cheryl E. Ball, Alison Belan, Monica Mccormick, Joshua Neds-Fox
Findable, Impactful, Citable, Usable, Sustainable (Ficus): A Heuristic For Authors Of Digital Publishing Projects, Nicky Agate, Cheryl E. Ball, Alison Belan, Monica Mccormick, Joshua Neds-Fox
Library Scholarly Publications
We came together in Spring 2018 at a two-day think tank hosted by Duke University Libraries and supported by The Andrew W. Mellon Foundation, with dozens of other librarians, publishers, and scholarly communication stakeholders, to work on the question of sustainably publishing large digital projects. The outcome of that discussion turned into an extended project at TriangleSCI 2018 and culminated in the heuristic presented here.The heuristic can be used as a checklist to help authors (and their project team) assess their needs when it comes to making their digital projects findable, impactful, citable, usable, and sustainable (creating the acronym FICUS).
What Do We Think We Think We Are Doing?: Metacognition And Self-Regulation In Programming, James Prather, Brett A. Becker, Michelle Craig, Paul Denny, Dastyni Loksa, Lauren Margulieux
What Do We Think We Think We Are Doing?: Metacognition And Self-Regulation In Programming, James Prather, Brett A. Becker, Michelle Craig, Paul Denny, Dastyni Loksa, Lauren Margulieux
Learning Sciences Faculty Publications
Metacognition and self-regulation are popular areas of interest in programming education, and they have been extensively researched outside of computing. While computing education researchers should draw upon this prior work, programming education is unique enough that we should explore the extent to which prior work applies to our context. The goal of this systematic review is to support research on metacognition and self-regulation in programming education by synthesizing relevant theories, measurements, and prior work on these topics. By reviewing papers that mention metacognition or self-regulation in the context of programming, we aim to provide a benchmark of our current progress …
Effect Of Implementing Subgoals In Code.Org’S Intro To Programming Unit In Computer Science Principles, Lauren Margulieux, Briana Baker Morrison, Baker Franke, Harivololona Ramilison
Effect Of Implementing Subgoals In Code.Org’S Intro To Programming Unit In Computer Science Principles, Lauren Margulieux, Briana Baker Morrison, Baker Franke, Harivololona Ramilison
Learning Sciences Faculty Publications
The subgoal learning framework has improved performance for novice programmers in higher education, but it has only started to be applied and studied in K-12 (primary/secondary). Programming education in K-12 is growing, and many international initiatives are attempting to increase participation, including curricular initiatives like Computer Science Principles and non-profit organizations like Code.org. Given that subgoal learning is designed to help students with no prior knowledge, we designed and implemented subgoals in the introduction to programming unit in Code.org’s Computer Science Principles course. The redesigned unit includes subgoal-oriented instruction and subgoal-themed pre-written comments that students could add to their programming …
Classroom Interaction Geography: A Case Study, Benjamin R. Shapiro, Brette Garner, Hui Soo Chae, Gary Natriello
Classroom Interaction Geography: A Case Study, Benjamin R. Shapiro, Brette Garner, Hui Soo Chae, Gary Natriello
Learning Sciences Faculty Publications
The study of classroom discourse is central to understanding and supporting effective teaching practice. Recently, researchers have begun to explore the spatial dimension of classroom discourse. However, this work emphasizes the lack of methods, particularly visual methods, to fully explore the spatial dimension of classroom discourse. This paper uses an approach to studying collaborative interaction we have developed called interaction geography to revisit a classic case known as “Sean Numbers” from the work of renown teacher educator Deborah Ball. Our analysis highlights the value of interaction geography to visually and dynamically explore the spatial and temporal dimensions of classroom discourse. …
Visualizing Qualitative Data: Creative Approaches For Analyzing And Demonstrating Lively Data From Diverse Learning Settings, Yong Ju Jung, Jaclyn Dudek, Shulong Yan, Marcela Borge, Soo Hyeon Kim, Jian Liao, Benjamin R. Shapiro, Heather Toomey Zimmerman
Visualizing Qualitative Data: Creative Approaches For Analyzing And Demonstrating Lively Data From Diverse Learning Settings, Yong Ju Jung, Jaclyn Dudek, Shulong Yan, Marcela Borge, Soo Hyeon Kim, Jian Liao, Benjamin R. Shapiro, Heather Toomey Zimmerman
Learning Sciences Faculty Publications
This structured poster session aims to showcase novel approaches of qualitatively
analyzing and communicating lively data—data that is complex, nuanced, multimodal, and multi-voiced. Such data is rich but also messy, often defying the traditional text-based forms of description and presentation. Therefore, the session pairs creative techniques and methods to analyze, triangulate, and/or visualize qualitative findings across multiple data sources (e.g., video, digital and physical spaces, participant artifacts, and patterns of movement) from diverse learning contexts (e.g., museums, libraries, outdoor spaces, and classrooms)—beyond showing transcriptions. The visual format of the session supports our goal of sharing and communicating rich data stories …
Here And Then: Learning By Making Places With Digital Spatial Story Lines, Rogers Hall, Benjamin R. Shapiro, Andrew L. Hostetler, Helen Collins, David Owens, Fisher Douglas
Here And Then: Learning By Making Places With Digital Spatial Story Lines, Rogers Hall, Benjamin R. Shapiro, Andrew L. Hostetler, Helen Collins, David Owens, Fisher Douglas
Learning Sciences Faculty Publications
In this article, we introduce and analyze learning experiences made possible by a teaching framework that we have developed and call digital spatial story lines (DSSLs). DSSLs offer a novel approach to learning on the move by engaging learners with related conceptual practices of archival curation, digital mapping, and the production of public history. Learners collaborate to make and follow map-based story lines that bridge archival media they curate in public libraries and museums onto city neighborhoods these media describe. Story lines can be followed as tours to explore under- or untold stories about a city’s public history at walking …
Re-Shape: A Method To Teach Data Ethics For Data Science Education, Benjamin R. Shapiro, Amanda Meng, Cody O'Donnell, Charlette Lou, Edwin Zhao, Bianca Dankwa, Andrew Hostetler
Re-Shape: A Method To Teach Data Ethics For Data Science Education, Benjamin R. Shapiro, Amanda Meng, Cody O'Donnell, Charlette Lou, Edwin Zhao, Bianca Dankwa, Andrew Hostetler
Learning Sciences Faculty Publications
Data has become central to the technologies and services that human-computer interaction (HCI) designers make, and the ethical use of data in and through these technologies should be given critical attention throughout the design process. However, there is little research on ethics education in computer science that explicitly addresses data ethics. We present and analyze Re-Shape, a method to teach students about the ethical implications of data collection and use. Re-Shape, as part of an educational environment, builds upon the idea of cultivating care and allows students to collect, process, and visualizetheir physical movement data in ways that support critical …
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens …
Level Up! Library Orientation With A Phone-Based Exploration Game, Beth Jane Toren
Level Up! Library Orientation With A Phone-Based Exploration Game, Beth Jane Toren
Faculty & Staff Scholarship
This self-paced, reasonably priced, and imaginatively blended activity provides an effective, customizable, and scalable alternative to in-person tours. The Green Door Labs EdVenture Builder is specifically targeted to libraries and museums and has an interface with game mechanics built in on menus, allowing users with no programming experience to independently create games. Students learn about the library in an engaging way and instructors can be provided with game scores to provide credit for the activity.
Individuals or teams new to the library play an exploration game on their mobile phone while exploring library physical and/or virtual locations, services, and resources. …
Developing Online Sense Of Community: Graduate Students' Experiences And Perceptions, Jesus Trespalacios, Lida J. Uribe-Florez
Developing Online Sense Of Community: Graduate Students' Experiences And Perceptions, Jesus Trespalacios, Lida J. Uribe-Florez
Educational Technology Faculty Publications and Presentations
Building a sense of community (SoC) is an important process in the success of distance education and students’ retention. However, developing a community in online learning environments is not an easy task. The purpose of this research study is to explore perceptions of graduate students on SoC and learning after using different collaborative activities with diverse forms of interaction (text, audio, and video) in an online educational research course. Quantitative data from two surveys and qualitative data from individual interviews were collected. Findings indicate that multimodal and scaffolding interactive activities help to support connectedness and learning, and therefore foster online …
Comparing Collaborative And Cooperative Game Play For Academic And Gaming Achievements, Youngkyun Baek, Achraf Touati
Comparing Collaborative And Cooperative Game Play For Academic And Gaming Achievements, Youngkyun Baek, Achraf Touati
Educational Technology Faculty Publications and Presentations
This paper reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students’ game attitudes, feelings towards group work, and achievements in cooperative versus collaborative digital game-based learning environments. One hundred sixty-four, sixth grade students from five different classrooms at an elementary school in South Korea participated voluntarily in this study. A total of two boys and two girls were randomly assigned to each group resulting in twenty groups for each of the grouping conditions. Based on interaction effects, results suggest that male students …
Consensual Assessment In The New Domain Of E-Textiles: Comparing Insights From Expert, Quasi-Expert, And Novice Judges, Anthony Phonethibsavads, Maggie Dahn, Kylie Peppler, Deborah A. Fields, Yasmin B. Kafai
Consensual Assessment In The New Domain Of E-Textiles: Comparing Insights From Expert, Quasi-Expert, And Novice Judges, Anthony Phonethibsavads, Maggie Dahn, Kylie Peppler, Deborah A. Fields, Yasmin B. Kafai
Instructional Technology and Learning Sciences Faculty Publications
Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity ratings of judges with varying expertise in the emergent domain of electronic textiles (or e-textiles). E-textiles are fabrics that have programmable electronics such as sensors and actuators embedded in them toward a …
An Integrated Framework Based On Latent Variational Autoencoder For Providing Early Warning Of At-Risk Students, Xu Du, Juan Yang, Jui-Long Hung
An Integrated Framework Based On Latent Variational Autoencoder For Providing Early Warning Of At-Risk Students, Xu Du, Juan Yang, Jui-Long Hung
Educational Technology Faculty Publications and Presentations
The rapid development of learning technologies has enabled online learning paradigm to gain great popularity in both high education and K-12, which makes the prediction of student performance become one of the most popular research topics in education. However, the traditional prediction algorithms are originally designed for balanced dataset, while the educational dataset typically belongs to highly imbalanced dataset, which makes it more difficult to accurately identify the at-risk students. In order to solve this dilemma, this study proposes an integrated framework (LVAEPre) based on latent variational autoencoder (LVAE) with deep neural network (DNN) to alleviate the imbalanced distribution of …
Mining Educational Implications Of Minecraft, Youngkyun Baek, Ellen Min, Seongchul Yun
Mining Educational Implications Of Minecraft, Youngkyun Baek, Ellen Min, Seongchul Yun
Educational Technology Faculty Publications and Presentations
This study aims to explore the educational potential of Minecraft which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data was gathered from twenty-six articles which were indicative of three categories: Integration into curriculum; Student engagement, interest and enthusiasm; and Knowledge and skills acquisition. By using Minecraft, students acquire knowledge and skills, and are also engaged, interested and enthusiastic when Minecraft is employed in science, math, social sciences, language arts and composition classes. Challenges with using Minecraft in the classroom include the lack of focused learning objectives, inflexible curriculum, and …
Using Technology To Support Student Learning In An Integrated Stem Learning Environment, Dazhi Yang, Sally J. Baldwin
Using Technology To Support Student Learning In An Integrated Stem Learning Environment, Dazhi Yang, Sally J. Baldwin
Educational Technology Faculty Publications and Presentations
This paper provides the first review and illustration of technology-use strategies for supporting student learning in different integrated science, technology, engineering, and mathematics (STEM) learning environments. An integrated STEM learning environment may focus on integrating and learning science and mathematics or integrating and learning engineering and technology simultaneously for multiple levels of learners. An integrated STEM learning environment breaks down disciplinary boundaries and allows students to apply multidisciplinary knowledge in solving problems. This study illustrates four technology-use strategies to support student learning in an integrated STEM learning environment: a) providing authentic learning contexts, b) offering web-based inquiry environments, c) expanding …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.
Instructional Design For Emergency Remote Teaching (Ert) - Job Aid, Charles B. Hodges, Stephanie L. Moore, Barbara B. Lockee, M. Aaron Bond
Instructional Design For Emergency Remote Teaching (Ert) - Job Aid, Charles B. Hodges, Stephanie L. Moore, Barbara B. Lockee, M. Aaron Bond
Department of Leadership, Technology, and Human Development Faculty Publications
No abstract provided.
Phase Ii Spacescape Mobile Game For Learning Space Science 2020 Report, Sa Liu, Mina Gabriel, Brian Grey
Phase Ii Spacescape Mobile Game For Learning Space Science 2020 Report, Sa Liu, Mina Gabriel, Brian Grey
Presidential Research Grants
This project is the phase II of the awarded 2019 Presidential Research Grant Project SpacEscape (PRG 2020-07; https://www.harrisburgu.edu/spacescape/). By working with teachers and students from Mechanicsburg School District, Susquehanna Township Middle school, Crossroads Middle School, and Pequea Valley High school, the research team published the mobile science learning game SpacEscape to Google Play Store, introduced the game to more than 1,000 middle school students even during the pandemic, collected more data to understand how learner conduct problem-solving using mobile games, and presented the research at the Games for Change 2020 Virtual Conference to more than 500 attendees. In this report, …
4th-5th Grade: English Level 3, Learning Packet #5 • Theme: Nutrition, Part 2, Claudia T. Yunes, Nicole M. Ponti, Tricia Gray, Alexa Yunes
4th-5th Grade: English Level 3, Learning Packet #5 • Theme: Nutrition, Part 2, Claudia T. Yunes, Nicole M. Ponti, Tricia Gray, Alexa Yunes
ICMEE Learning Packets: Level 3 of English Proficiency (K-12)
These packets are self-contained. Everything a child will need to be successful with the activities is provided in the packet. Students will only need a writing utensil. Additional tools like crayons or scissors can be used, but do not have to be.
My Buddy, Choose a Buddy
Nutrition Vocabulary
Nutrition Memory Game
Nutrition Vocabulary Review
My Healthy Meal
Healthy Snacks
8 Tips: Kid-friendly Veggies and Fruits
My Healthy Funny Snack
Understand the Price Tag
Unit Price
Food Temperature
Is It Done Yet?
Be a Food Critic!
A Day in the Life of My Favorite Fruit
Finding Fruits and Vegetables
My …
6th Grade: English Level 3, Learning Packet #5 • Theme: Aztecs, Mayans, & Incas, Amanda Mclaughlin, Lauren Gatti, Alexa Yunes
6th Grade: English Level 3, Learning Packet #5 • Theme: Aztecs, Mayans, & Incas, Amanda Mclaughlin, Lauren Gatti, Alexa Yunes
ICMEE Learning Packets: Level 3 of English Proficiency (K-12)
This week you will travel back in time to the civilizations of the Aztec, Maya, and Inca. These three civilizations built great cities throughout Central America and South America, also known as Mesoamerica. Their inventions and culture can still be found in these regions today!
Day 1 • Ancient Mesoamerica Vocabulary, Mesoamerica: Where Civilizations Flourished, and Crashed, Repeatedly, Map of Mesoamerica Scavenger Hunt, What is PEMDAS?
Day 2 • Aztec Primary Source, Mayan Xocolatl, Order of Operations
Day 3 • Suspension Bridges, Mayan Girls use their language skills to help immigrants from Guatemala, Roll an equation
Day 4 • Math …