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Full-Text Articles in Education

A Novel Parabolic Model Of Instructional Efficiency Grounded On Ideal Mental Workload And Performance, Luca Longo, Murali Rajendran Nov 2021

A Novel Parabolic Model Of Instructional Efficiency Grounded On Ideal Mental Workload And Performance, Luca Longo, Murali Rajendran

Articles

Instructional efficiency within education is a measurable concept and models have been proposed to assess it. The main assumption behind these models is that efficiency is the capacity to achieve established goals at the minimal expense of resources. This article challenges this assumption by contributing to the body of Knowledge with a novel model that is grounded on ideal mental workload and performance, namely the parabolic model of instructional efficiency. A comparative empirical investigation has been constructed to demonstrate the potential of this model for instructional design evaluation. Evidence demonstrated that this model achieved a good concurrent validity with the …


Presentations & Infographics, Quality Blended Learning Consortium Jan 2019

Presentations & Infographics, Quality Blended Learning Consortium

Open Educational Resources

This tutorial introduces the users to the fundamental concepts on how to create presentations and infographics, as well as provides guidance on the tools to be used, best practices, and mistakes to avoid. The tutorial includes quizzes for self-assessment.


Interactive And Accessible Pdfs, Quality Blended Learning Consortium Jan 2019

Interactive And Accessible Pdfs, Quality Blended Learning Consortium

Open Educational Resources

This tutorial introduces the users to the fundamental concepts on how to create interactive and accessible PDFs, as well as provides guidance on the tools to be used, best practices, and mistakes to avoid. The tutorial includes quizzes for self-assessment.


Play And Learn: Teachers’ Perceptions About Classroom Video Games, Mariana Rocha, Brendan Tangney, Pierpaolo Dondio Oct 2018

Play And Learn: Teachers’ Perceptions About Classroom Video Games, Mariana Rocha, Brendan Tangney, Pierpaolo Dondio

Conference papers

The use of video games to support learning in the classroom became popular over the last two decades. Even though games have proved to be successful not only to improve the learning outcomes but also skills such as critical thinking and problem solving, it is still a challenge to adapt them to the classroom routine. Issues such as the lack of video games that cover the school curriculum, limited time to cover curriculum content and lack of technological resources are some of the barriers that influence teachers’ decisions not to adopt video games. In order to look for solutions that …


Bespoke Mobile Application Development: Facilitating Transition Of Foundation Students To Higher Education, Nevan Bermingham, Mark Prendergast Jan 2018

Bespoke Mobile Application Development: Facilitating Transition Of Foundation Students To Higher Education, Nevan Bermingham, Mark Prendergast

Books/Book Chapters

Smartphone usage by students has increased rapidly over the last number of years, and it is expected that the utilisation of mobile applications in educational environments will continue to increase. This chapter focuses on a bespoke mobile application which aims to facilitate the transition of Foundation students to Higher Education in an Irish setting. Foundation students comprise of Access and International Students participating on pre-degree foundation courses. These students experience a major life change in making this transition and it is important that efforts are made to ensure a successful adjustment experience. Research suggests that mobile technologies can play a …


Informing Instructional Design By Cognitive Load Assessment In The Classroom., Luca Longo Jan 2016

Informing Instructional Design By Cognitive Load Assessment In The Classroom., Luca Longo

Teaching Fellowships

Cognitive Load Theory is an approach that considers the limitations of the information processing system of the human mind. It is a cognitivist theory that has been conceived in the context of instructional design. One of the main open problems in the literature is the lack of reliable models and technologies to assess cognitive load of learners, thus limiting the application of the theory in practice. This project was aimed at tackling this open problem through the use of a previously developed mobile, responsive web-based prototypical technology, to assess the cognitive load of students in a typical third-level classroom. It …


Pitch Circles – From Music Theory To Computer-Based Learning Tool, Matt Smith Nov 2015

Pitch Circles – From Music Theory To Computer-Based Learning Tool, Matt Smith

The ITB Journal

This paper describes how a music theory with explanatory power for expression of relationships between pitch classes, chords and tonal regions can be exploited as the foundations for a computer-based tool, called ‘Pitch Circles’, to support musical novices learn about and manipulate such musical concepts and relationships . The paper introduces this research with a brief review of the ‘direct manipulation’ principles for computer interaction design on which the computer-based learning tool has been based, and of the features of tonal theories which led to our choice of a particular theory, ‘Pitch Spaces’, as the basis for this work.


Going The Distance: Best Practices In Designing And Sharing Reusable Learning Objects, Philip Russell Dec 2014

Going The Distance: Best Practices In Designing And Sharing Reusable Learning Objects, Philip Russell

Conference Papers

This paper presents an overview of the suite of online interactive tutorials that have been developed at the Institute of Technology Tallaght (ITT Dublin); with a particular emphasis on best practices for pedagogy and instructional design in terms of creating eLearning tools. The author also details how these learning objects have been made available for reuse on a national and international basis as open educational resources via online repositories.


Creating And Sharing Information Literacy Open Educational Resources, Philip Russell Feb 2014

Creating And Sharing Information Literacy Open Educational Resources, Philip Russell

Conference Papers

From June 2010 until the present, a suite of online reusable learning objects (RLOs) has been created at the Institute of Technology Tallaght (ITT Dublin) library covering a range of information literacy (IL) competencies. These RLOs have helped to facilitate student transition from second to third level, advance IL and enrich the student learning experience. The paper outlines the development of these resources, how these learning objects have been integrated into academic modules at ITT Dublin and how they have been shared and reused as open educational resources at national and international level. The author also discusses future plans for …


A Digital Learning Experience In Tertiary Design Education, Kerry Meakin, Neville Knott Jun 2013

A Digital Learning Experience In Tertiary Design Education, Kerry Meakin, Neville Knott

Conference Papers

This paper documents the results of a study of trialing an innovative teaching method to first year students while studying for a BA in Visual Merchandising and Display in an Institute of Technology in Dublin. Due to lower staff levels it was perceived this student cohort were not attaining the practical skills necessary in their future careers therefore it was hoped that an innovative method of delivering practical tuition would be beneficial to students and lecturers from both learning and teaching perspectives. An Action Research approach was taken, which took the form of trialing a digital artefact, compiled by one …


Online Resource Aiding Students To Practice And Perfect Manufacturing Based Skills, Robert Martin Morris, Frank Dunne, Maurice Collins Mar 2013

Online Resource Aiding Students To Practice And Perfect Manufacturing Based Skills, Robert Martin Morris, Frank Dunne, Maurice Collins

Conference papers

As part of our teaching in the Departments of Fabrication and Transport Engineering in the Technological University Dublin we use industrial metal folding machines to help students to learn the sequencing of folds on manufactured sheet metal components. Many students have difficulty visualising the folding sequences required to complete practical manufacturing assignments. This paper details the digital media resource which was developed to provide students with the opportunity to offer a proposed solution to questions which relate to the folding sequence required for these components. Feedback is provided through the medium of pre recorded videos which show the component being …


Self-Chem: Student Engagement In Learning Through Flipped Chemistry Lectures., Michael K. Seery Jan 2013

Self-Chem: Student Engagement In Learning Through Flipped Chemistry Lectures., Michael K. Seery

Other resources

This project introduces the idea of “flipped lecturing” to a group of second year students. The aim of flipped lecturing is to provide much of the “content delivery” of lecture in advance, so that the lecture hour can be devoted to more in-depth discussion, problem solving, etc. As well as development of the material, a formal evaluation is being conducted. Fifty-one students from year 2 Chemical Thermodynamics module took part in this study. Students were provided with online lectures in advance of their lectures. Along with each online lecture, students were given a handout to work through as they watched …


Online Resources Platform For Mathematics Education, Marisa Llorens, Edmund Nevin, Eileen R. Mageean Jan 2013

Online Resources Platform For Mathematics Education, Marisa Llorens, Edmund Nevin, Eileen R. Mageean

Other resources

The aim of this project was to develop and explore the use of a Sharable Content Object Reference Model (SCORM) integrating a web-based platform for the study of mathematics as part of an active learning environment. The platform was designed to provide active support to engineering students especially those in their first year of study. Early use of the platform can identify possible areas of weakness and provide the self-learning environment required for students to become more proficient in areas where they are lacking key skills or are finding the concepts difficult to understand. The platform consists of a set …


Web-Based Peer Tutoring In Science Education, Aaron Mac Raighne Jan 2013

Web-Based Peer Tutoring In Science Education, Aaron Mac Raighne

Other resources

Peer-instruction has been shown to have a very positive effect on students’ engagement and learning. PeerWise is a web-tool designed to allow peer-tutoring between students within a large class group. Students can write, answer and discuss Multiple Choice Questions (MCQs) based on their work in-class. It is low-cost and low-maintenance software which has become increasingly popular across many subject disciplines as a method to introduce a peer-tutoring aspect to course work. In this study we introduce PeerWise as a form of continuous assessment to a wide and varied cohort of science students (N=509) across disciplines, undergraduate years, levels (certificate to …


The Development, Implementation And Initial Evaluation Of Tailorable Resource Packs For Multimedia Based "Assessments For Learning"., Barry Ryan Jan 2013

The Development, Implementation And Initial Evaluation Of Tailorable Resource Packs For Multimedia Based "Assessments For Learning"., Barry Ryan

Other resources

In this project a suite of tailorable teaching and learning resources were created, implemented and evaluated. These resources focused on the assessment for learning model, adopting the constructivist approach to learning. Here, the student builds their knowledge, and deepens their understanding, as they complete their assessment. The resources were designed to aid academic adoption, and student implementation, of this model of assessment. The assessment outputs created using these resources were digital videos and network concept maps. The tailorable resources provided a structured and scaffolded environment for both the academic and student to explore this learning space. Both students and academic …


Creating Serious Games At Third Level: Evaluating The Implications Of An In-House Approach, Pauline Rooney Oct 2012

Creating Serious Games At Third Level: Evaluating The Implications Of An In-House Approach, Pauline Rooney

Conference papers

Due to the inherently interdisciplinary nature of serious games their development
necessitates the effective collaboration of team members spanning multiple disciplines and skill sets (Adams 2010). In their attempts to harness these skills, most higher education projects have formed teams through academic/commercial partnerships, whereby academics and commercial developers combine their respective expertises in subject matter/pedagogy and game design/development. However considering the expertise in most higher education institutions and the recent surge in serious games courses at third level, one might reasonably conclude that higher education holds huge potential for developing serious games in-house. Yet surprisingly, such ventures are relatively few. …


A Theoretical Framework For Serious Game Design: Exploring Pedagogy, Play And Fidelity And Their Implications For The Design Process, Pauline Rooney Oct 2012

A Theoretical Framework For Serious Game Design: Exploring Pedagogy, Play And Fidelity And Their Implications For The Design Process, Pauline Rooney

Articles

It is widely acknowledged that digital games can provide an engaging, motivating and “fun” experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which integrates and balances theories from two fields of practice: pedagogy and game design (Kiili, 2005; Seeney & Routledge, 2009). Additionally, with the advent of sophisticated, immersive technologies, and increasing interest in the opportunities for constructivist learning offered by these technologies, concepts of fidelity and its impact on student learning and engagement, have emerged …


The Management And Creation Of Knowledge: Do Wikis Help?, Catherine Bruen, Noel Fitzpatrick, Paul Gormley, Jen Harvey, Claire Macavinney Jan 2011

The Management And Creation Of Knowledge: Do Wikis Help?, Catherine Bruen, Noel Fitzpatrick, Paul Gormley, Jen Harvey, Claire Macavinney

Other resources

Wikis are frequently cited in Higher Education research as appropriate and powerful web spaces which provide opportunities to capture, discuss, and review individual, group, project or organisational activities. These activities, in turn, offer possibilities for knowledge development by utilising wiki collaborative active spaces. The chapter uses selected case studies examples to illustrate the use of wikis to support online community based tasks, project development/process, collaborative materials development and various student and peer supported activities. A key focus of the chapter centres on evaluating the effectiveness (or otherwise) of wikis to create online communities to support knowledge management (development, retention and …


New Trends In Automatic Assessment: Ontology Matching, Maria Mitina, Patricia Magee, John Cardiff Oct 2010

New Trends In Automatic Assessment: Ontology Matching, Maria Mitina, Patricia Magee, John Cardiff

Conference Papers

Instant individual feedback represents a result of assessment which allows for considerable improvements in both teaching and learning. In this paper we present the application of ontology matching techniques in automatic correction of students’ answers for SQL tests, which will provide teachers with instant feedback to facilitate manual correction and marking and which they can pass to the students. Students experience many problems learning SQL due to the necessity to memorise database schemas, unclear feedback from the database engine on the execution of the query, etc. The program environment utilising the described approach is designed to solve the abovementioned problems …


Benefits Of Continuing Professional Development In The Visual Communications Sector In Ireland, Con Kennedy Sep 2009

Benefits Of Continuing Professional Development In The Visual Communications Sector In Ireland, Con Kennedy

Other resources

This research is concerned with identifying the benefits of Continuous Professional Development for the Visual Communications sector in Ireland, with the aim of establishing what benefits exist for both the employee and employer. Research is undertaken to identify CPD programmes that currently exist in other industries in Ireland for the purpose of establishing commonalities and how this may apply to the Visual Communications sector. This is achieved through a combination of literature review, desk research, surveys of employees and employers in the Visual Communications sector and a number of semi-formal interviews with representatives from various industry sectors with established CPD …


Untying The Accountancy Knot, Frances Boylan, Pauline Rooney, Fionnghuala M. Kelly, Jennifer Mcconnell, Alice Luby, Rebecca Maughan, Dan Shanahan, Daniel King, Tony M. Kiely Jan 2008

Untying The Accountancy Knot, Frances Boylan, Pauline Rooney, Fionnghuala M. Kelly, Jennifer Mcconnell, Alice Luby, Rebecca Maughan, Dan Shanahan, Daniel King, Tony M. Kiely

Conference papers

No abstract provided.


Students @ Play: Serious Games For Learning In Higher Education., Pauline Rooney Jan 2007

Students @ Play: Serious Games For Learning In Higher Education., Pauline Rooney

Conference papers

The rise of digital games over recent years has been exponential. While many are used for entertainment, digital games have also begun to permeate education — which has lead to the coining of the term ―serious games‖ [1]. Proponents of serious games argue that they hold enormous potential for learning [2], by embodying a range of pedagogical strategies. While some have adopted commercial games for use in the classroom, others have designed games specifically for educational purposes. However, designing complex and realistic serious games with limited budgets and resources is difficult. In addition, achieving a successful balance between the competing …


Serious Gordon Using Serious Games To Teach Food Safety In The Kitchen, Brian Mac Namee, Pauline Rooney, Patrick Lindstrom, Andrew Ritchie, Frances Boylan, Greg Burke Nov 2006

Serious Gordon Using Serious Games To Teach Food Safety In The Kitchen, Brian Mac Namee, Pauline Rooney, Patrick Lindstrom, Andrew Ritchie, Frances Boylan, Greg Burke

Conference papers

This paper will describe the development of Serious Gordon, an interactive digital game developed to tech the basics of kitchen food safety to workers in industries dealing with food. The motivations driving the development of the game will be described as will the development process itself. An initial evaluation of the game, from both a technical and pedagogical point of view, will be presented as will conclusions on the viability of using a commercial game engine for the purpose of developing educational games.


Experiences Teaching Website Engagibility To Computer Science Students., Pan Liqiang, Bryan Duggan, Ronan Fitzpatrick Jan 2005

Experiences Teaching Website Engagibility To Computer Science Students., Pan Liqiang, Bryan Duggan, Ronan Fitzpatrick

Conference papers

In the second year of our degree program, DT228 students study a subject called Web Development. In this paper we describe our studio classroom based teaching approach to this subject and explain how using this approach has enabled us to expand the scope of the course to include the important concept of website engagibility. We present a summary of current theories on website engagibility and explain how we incorporated these theories into the course. We further describe an experiment which we carried out in order to encourage students to reflect on website engagibility and incorporate it into their continuous assessments.


The Design Process And User Focused Digital Spaces, Elaine M. Keating Jan 2004

The Design Process And User Focused Digital Spaces, Elaine M. Keating

Masters

This thesis presents a qualitative inquiry into how the graphic design process is being reconfigured within the new digital media landscape. The literature review looks at the historical relationship between graphic design and technology from the invention of the printing press to the personal computer and reviews how this relationship is again affected by the emergence of the computer as a medium for communication. The products of digital design are no longer static and fixed but are dynamic and progressive. The digital media landscape is transforming not just the nature of design products but also the actual graphic design process. …


Towards The Promotion Of Effective E-Learning Practice For Academic Staff Development In Dit, Roisin Donnelly, Frances O'Brien Nov 2003

Towards The Promotion Of Effective E-Learning Practice For Academic Staff Development In Dit, Roisin Donnelly, Frances O'Brien

Articles

Despite the many challenges facing educators today, as well as the array of teaching paradigms on offere, the principal goals of higher education remain the same.