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Full-Text Articles in Education

Integrate Webex Recorded Meetings With Video Sharing Development, Zhi-Xue Xu Sep 2015

Integrate Webex Recorded Meetings With Video Sharing Development, Zhi-Xue Xu

Zhi-Xue Xu

WebEx has provided powerful online meeting and video conference. Many important meetings have been held by WebEx. We should record these important meetings in time on WebEx. WebEx meetings can be recorded to the streaming video files that will be stored in the WebEx Server and back play them repeatedly if you want. The WebEx recorded meeting files with ARF format can be converted to WMV, SWF and MP4 format video files by WebEx Network Recording Player. The more different video formats, AVI, FLV, MOV, and MPEG4 also can be converted by third parties video convert software. The format WMV …


Social Media For Informal Science Learning In China: A Case Study, Ke Zhang, Fei Gao May 2015

Social Media For Informal Science Learning In China: A Case Study, Ke Zhang, Fei Gao

Fei Gao

This article reports a case study on a popular informal science learning community via social media in China, named GuoKr (meaning “nutshell” in English). Data were collected through a variety of Chinese social media and social networking sites, web-based community portals, and discussion boards. Content analyses and data mining were conducted to investigate how GuoKr successfully attracted and engaged public in informal learning on scientific topics in particular. The study found three key characteristics that contributed to the success of such learning communities: (a) utilizing a variety of social media to empower participants with just-in-time, accidental learning opportunities; (b) daily …


Comparing Role-Playing Activities In Second Life And Face-To-Face Environments, Fei Gao, Jeongmin J. Noh, Matthew J. Koehler May 2015

Comparing Role-Playing Activities In Second Life And Face-To-Face Environments, Fei Gao, Jeongmin J. Noh, Matthew J. Koehler

Fei Gao

This study compared student performances in role-playing activities in both a face-to-face (FTF) environment and a virtual 3D environment, Second Life (SL). We found that students produced a similar amount of communication in the two environments, but the communication styles were different. In SL role-playing activities, students took more conversational turns, but have shorter exchanges compared to the FTF environment. Students generated an equal amount of topic-related concepts in the two environments. They also reported role-playing activities in SL as more interesting and less formal. The educational implications for this study are discussed.


Case Study Of Using A Social Annotation Tool To Support Collaboratively Learning, Fei Gao May 2015

Case Study Of Using A Social Annotation Tool To Support Collaboratively Learning, Fei Gao

Fei Gao

The purpose of the study was to understand student interaction and learning supported by a collaboratively social annotation tool — Diigo. The researcher examined through a case study how students participated and interacted when learning an online text with the social annotation tool — Diigo, and how they perceived their experience. The findings suggested that students participated actively in the collaborative learning activity and were engaged in a variety of behaviors including self-reflection, elaboration, internalization, and showing support. Although students generally had a moderately positive attitude toward using the social annotation tool for collaborative learning, a few problems were identified. …


Exploring The Use Of Discussion Strategies And Labels In Asynchronous Online Discussion, Fei Gao May 2015

Exploring The Use Of Discussion Strategies And Labels In Asynchronous Online Discussion, Fei Gao

Fei Gao

Drawing on research in both constrained online discussion environments and strategy instruction, this approach combines explicit instruction on discussion strategies with the use of post type labels. In a trial of this approach in an online course, students actively used the discussion strategies and post type labels in their discussion. Analysis of student posts and survey responses suggested that students in the experimental group used discussion strategies more frequently after the intervention as compared to the control group and perceived that this approach positively impacted their discussions. In addition, there is a certain degree of improvement in the quality of …


New Model Of Productive Online Discussion And Its Implications For Research And Instruction, Fei Gao, Charles Xiaoxue Wang, Yanling Sun May 2015

New Model Of Productive Online Discussion And Its Implications For Research And Instruction, Fei Gao, Charles Xiaoxue Wang, Yanling Sun

Fei Gao

We develop a new model of productive online discussion based on a brief review of research literature on online discussion. As compared to previous discussion models, the new model provides a more systematic and comprehensive framework to understand how learning occurs through online discussion. Based on the new model, we propose several directions for research on improving the quality of online discussion and learning.


Designing Asynchronous Online Discussion Environments: Recent Progress And Possible Future Directions, Fei Gao, Tianyi Zhang, Teresa Franklin May 2015

Designing Asynchronous Online Discussion Environments: Recent Progress And Possible Future Directions, Fei Gao, Tianyi Zhang, Teresa Franklin

Fei Gao

Asynchronous online discussion environments are important platforms to support learning. Research suggests, however, threaded forums, one of the most popular asynchronous discussion environments, do not often foster productive online discussions naturally. This paper explores how certain properties of threaded forums have affected or constrained the quality of discussions, and argues that developing alternative discussion environments is highly needed to offer better support for asynchronous online communication. Using the Productive Discussion Model developed by Gao, Wang & Sun (2009), we analyzed current work on four types of asynchronous discussion environments that have been developed and researched: constrained environments, visualized environments, anchored …


Enhancing Student Experience In Team-Based Project Courses Using Essence Reflection Meetings, Todd Sedano, Cécile Péraire Apr 2015

Enhancing Student Experience In Team-Based Project Courses Using Essence Reflection Meetings, Todd Sedano, Cécile Péraire

Cécile Péraire

Background: Many software engineering curriculum contain a team-based project course. This is the case of Carnegie Mellon University Silicon Valley’s masters of science in software engineering. In this context, we have been using Essence Reflection Meetings for five semesters with 17 teams and approximately 70 students. During these meetings, the teams reflect on various project’s dimensions based on a systems thinking framework. The positive results have been published in research papers.

Activity and Discussions: Participants will learn about Essence Reflection Meetings for team-based project courses by practicing in a classroom environment. They will discuss challenges and solutions for team-based project …


Integrating Games To Teach A First Programming Course, Soumia Ichoua Feb 2015

Integrating Games To Teach A First Programming Course, Soumia Ichoua

Soumia Ichoua

In the past few years, there has been an increased interest in game-based learning as a powerful tool to stimulate students’ interest and promote their engagement in the learning process. In this paper, we discuss our experience in integrating gaming to teach a first programming course. The course is restructured and redesigned to allow teaching the basics of programming through games. Students actively use fundamental programming concepts learned to modify and create two dimension games using C# and XNA with .Net framework. This is an on-going work. Surveys and worksheets are developed to be used in assessing the effectiveness of …