2021 Ijbe V2 Front Matter,
2022
Illinois State University
2021 Ijbe V2 Front Matter, Tamra Connor
International Journal for Business Education
- Editorial Board
- Letter from International President
- SIEC-ISBE International
Experiences And Lessons Learned From The Covid-19 Pandemic,
2022
Walden University
Experiences And Lessons Learned From The Covid-19 Pandemic, Gary J. Burkholder, Erwin Krauskopf
Higher Learning Research Communications
We are pleased to publish our second special issue (Volume 12, Issue 0) of Higher Learning Research Communications (HLRC) related to the COVID-19 pandemic. In the first special issue (Volume 11, Issue 0), authors examined the experiences of the transition to emergency remote teaching by institutions of higher education globally. In the current special issue, authors examine, from the perspectives of different countries, the continued impact of the pandemic. Each article provides some indications of how the pandemic can impact higher education as it transitions back to models that include face-to-face learning.
The Relationship Between The Mobile Training Style And Developing The Competencies And Digital Happiness On Intermediate School Teachers And Its Effect On Reducing Mind Wandering For Their Pupils With Learned Helplessness,
2022
South Valley University, Qena, Egypt
The Relationship Between The Mobile Training Style And Developing The Competencies And Digital Happiness On Intermediate School Teachers And Its Effect On Reducing Mind Wandering For Their Pupils With Learned Helplessness, Akram Fathy Mostafa Prof.
International Journal for Research in Education
The research aimed at exploring the relationship between the mobile training style and developing the competency and digital happiness of middle school teachers and its effect on reducing mind wandering for their pupils with learned helplessness, teachers. The mobile training was designed in two types, one is proactive training and the second is reactive training. The study participants consisted of 31 middle school teachers in two experimental groups, the first group with a proactive training type from Al Sarawat middle school and the second experimental group in the reactive training type from Al-Manahel middle school. Twenty-four students with learning disabilities …
The Effect Of Difference Of Interaction Types In Google Classroom On Developing Scratch Programming Skills Among Sixth Grade Students And Their Attitudes Towards The Programming Subject,
2022
Alaqsa University - Palestine
The Effect Of Difference Of Interaction Types In Google Classroom On Developing Scratch Programming Skills Among Sixth Grade Students And Their Attitudes Towards The Programming Subject, Sameh Jamil El-Agrami Ph.D.
International Journal for Research in Education
This study aimed at identifying the effect of difference of interaction types in Google Classroom on developing scratch programming skills among sixth-grade students and their attitudes towards the programming subject. The study adopted the quasi-experimental methodology design based on two experimental groups. The sample of the study consisted of 66 students; they were divided into two equivalent groups. The first group was taught by a synchronous mode in Google classroom, the second group followed the asynchronous mode in Google classroom. Some tools were prepared such as an achievement test, attitudes scale towards programming, and an evaluation card for the final …
Effectiveness Of Synchronous Discussions And Video Lectures Modes On Improving Metacognitive Thinking And Life Skills In Online E-Course,
2022
Al-Aqsa University, Palestine
Effectiveness Of Synchronous Discussions And Video Lectures Modes On Improving Metacognitive Thinking And Life Skills In Online E-Course, Rania A. Abdumunem Ph.D., Ahmed A. Firwana Ph.D., Hana Khalil Abu-Mutlaq
International Journal for Research in Education
The present study aimed to identify the effectiveness of two modes (synchronous discussions and video lectures) on improving metacognitive thinking and life skills in online e-course. The study sample consisted of 80 students, who were divided into two experimental groups were selected purposively, where the first one 45 student studied in simultaneous discussions mode, and the second 35 students studied in video lectures mode. The study tools consisted of the metacognitive thinking test and the life skills scale, which were administered using a pre-and-post design. The study results showed that there were statistically significant differences between the average scores of …
What Has Changed For Top Mba Schools Within A Decade In Terms Of Mindfulness?,
2022
Independent Researcher
What Has Changed For Top Mba Schools Within A Decade In Terms Of Mindfulness?, Dr. Damla Aktan, Asst. Prof. Nilgün Gürkaynak
International Journal for Business Education
The concepts of “mindful consumption” and “sustainability” became indispensable parts of both academia and business life. Based upon an initial research conducted in 2012, this research aims to understand and compare the change within a decade in MBA curricula in terms of mindfulness content inclusion as well as sustainability and ecological orientation. The results compare the evolution of the integration of concepts to curricula since 2012 through the official websites of the top 100 MBA schools of the Financial Times Global Ranking in both 2012 and 2022. The study aims to summarize how the concepts of sustainability, mindful consumption and …
Best Practices And Biblical Worldview For Technology Integration,
2022
George Fox University
Best Practices And Biblical Worldview For Technology Integration, Randall J. King, Carleigh Schoenleber, Deana Mack
International Christian Community of Teacher Educators Journal
This research focused on a study conducted across three different teacher education programs, focusing on equipping teacher candidates with strategies for technology integration while encouraging them to examine how to best glorify God with appropriate technology use in the classroom. Students were instructed using common research-based practices and assignments. These included instruction on the SAMR model, exploration of a variety of technology tools, and a reflection on what it means to glorify God through teaching with technology. Pre- and post-survey data was collected to measure the effectiveness of both the instruction and changes in students' attitudes and perceptions of technology …
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series,
2022
Rochester Institute of Technology
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Articles
This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …
Individualized Clinical Coaching With Bug-In-Ear: Enhancing Fidelity Of Implementation Of Behavior Specific Praise Among Novice Teachers Of Students With Developmental Disabilities In Rural Classrooms,
2022
Niagara University
Individualized Clinical Coaching With Bug-In-Ear: Enhancing Fidelity Of Implementation Of Behavior Specific Praise Among Novice Teachers Of Students With Developmental Disabilities In Rural Classrooms, Dennis P. Garland Ph. D.
Journal of Inquiry and Action in Education
Five novice special education teachers in rural classrooms received individualized clinical coaching (ICC) via the Internet to increase their use of behavior specific praise (BSP) with their students who had developmental disabilities (DD) during clinical supervision. Web cameras provided opportunities for the teachers to be observed during their regularly scheduled classroom teaching. The participants received brief coaching prompts through a wireless earpiece that they wore while teaching. A single subject multiple baseline across participants design was used to determine if a functional relation existed between the ICC and the rate of BSP use per minute for each of the participants. …
Improving Computer Programming Competency For First Semester Computer Science Students Through Immersive Project-Based Learning,
2022
Binus University
Improving Computer Programming Competency For First Semester Computer Science Students Through Immersive Project-Based Learning, Ubaidah Ubaidah, Minaldi Loeis
Journal of Educational Research and Practice
The objective of this research is to describe the implementation of project-based learning (PJBL) in improving computer programming competency in a higher education setting. The method applied in this study is action research with a one-cycle framework with four phases of development: a) planning, b) action, c) observing, and d) reflection phases. This research tries to answer two questions: how to implement PJBL in a programming course to improve programming competency and how to ensure students’ satisfaction in the learning process. The PJBL applied in this research consists of seven steps, including a) a challenging problem or question; b) sustained …
Understand Group Interaction And Cognitive State In Online Collaborative Problem Solving: Leveraging Brain-To-Brain Synchrony Data,
2022
Central China Normal University
Understand Group Interaction And Cognitive State In Online Collaborative Problem Solving: Leveraging Brain-To-Brain Synchrony Data, Xu Du, Lizhao Zhang, Jui-Long Hung, Hao Li, Hengtao Tang, Yiqian Xie
Educational Technology Faculty Publications and Presentations
The purpose of this study aimed to analyze the process of online collaborative problem solving (CPS) via brain-to-brain synchrony (BS) at the problem-understanding and problem-solving stages. Aiming to obtain additional insights than traditional approaches (survey and observation), BS refers to the synchronization of brain activity between two or more people, as an indicator of interpersonal interaction or common attention. Thirty-six undergraduate students participated. Results indicate the problem-understanding stage showed a higher level of BS than the problem-solving stage. Moreover, the level of BS at the problem-solving stage was significantly correlated with task performance. Groups with all high CPS skill students …
Chapter 01: Message Design For Instructional Designers - An Introduction,
2022
Old Dominion University
Chapter 01: Message Design For Instructional Designers - An Introduction, Miguel Ramlatchan
Instructional Message Design, Volume 2
Instructional message design is the use of learning theories to effectively communicate information using technology. Design is guided by theories including gestalt, cognitive load, multimedia learning, media selection, media attributes, and general communication systems. Our communication designs can be based on a wide variety of technologies or a combination of technologies. Technology in the form of tools and techniques includes, among others, the study and the use of typography, color, illustrations, photographs modeled graphics, augmented reality, animation, video, video games, simulations, and virtual reality. This introduction serves as a brief overview of these theories, tools, and techniques while subsequent chapters …
Chapter 02: Cognitive Load Theory And Instructional Message Design,
2022
Old Dominion University
Chapter 02: Cognitive Load Theory And Instructional Message Design, Elisa L. Shaffer
Instructional Message Design, Volume 2
Cognitive Load Theory’s (CLT) purpose is to aid in the design of messages, instructional and otherwise, so that learning and message retention are more effective. CLT was introduced in 1998 by John Sweller and his colleagues. They used the constructs of three areas of memory, sensory, working, and long-term memory, to develop a theory to address the limited capacity of working memory. Through these efforts, they created the concepts of intrinsic, extraneous , and germane cognitive load and used these concepts to explain how various loads are placed on working memory. The purpose of this chapter is to describe the …
Chapter 03: Multimedia Learning Theory And Instructional Message Design,
2022
Old Dominion University
Chapter 03: Multimedia Learning Theory And Instructional Message Design, Miguel Ramlatchan
Instructional Message Design, Volume 2
Multimedia learning theory describes how the designers of instructional messages, systems and learning environments can optimize learning. The principles and heuristics of multimedia learning theory have application in traditional and online environments, with young and adult learners, in K-12, higher education, military, corporate, government, and informal learning environments. This diversity of application is based on the foundational premise that all learners can independently process auditory and visual information, have limited working memory resources, and require cognitive resources to process new information and to learn. This chapter describes the basic tenets of multimedia learning theory, best practices that can improve our …
Chapter 05: A Brief Introduction To Instructional Message Design In Synchronous Online Learning Technologies,
2022
Old Dominion University
Chapter 05: A Brief Introduction To Instructional Message Design In Synchronous Online Learning Technologies, Spyridoula Tsouganatou
Instructional Message Design, Volume 2
This chapter will analyze and discuss concepts related to instructional message design as it relates to synchronous online learning technologies. Synchronous online learning is becoming increasingly popular especially in the pandemic era and it is able to provide students with a lot of opportunities and benefits for their learning processes. This chapter specifically will provide an analysis of the major benefits and challenges of synchronous online learning technologies. It will also discuss learning platforms such as Zoom, that can be used to further provide the reader with concrete examples of an online tool that is able to successfully develop a …
Chapter 06. Instructional Applications Of Augmented And Virtual Reality,
2022
Old Dominion University
Chapter 06. Instructional Applications Of Augmented And Virtual Reality, Yolanda Montague
Instructional Message Design, Volume 2
Virtual and augmented reality are two examples of message design tools in the arsenal of educators that can be employed in order to create relations between content and the real life experiences of students. Virtual reality can take many forms and augmented reality may be an option that provides more relatable hands on experience for learners. As leaders in education are on a continual journey towards more innovative means of teaching, these two choices provide opportunities for educators to be innovative, while maintaining learning as the primary focus. Within the realm of both virtual and augmented reality, there are many …
Chapter 04: Instructional Message Design In Moocs,
2022
Old Dominion University
Chapter 04: Instructional Message Design In Moocs, Marissa A. Jimenez
Instructional Message Design, Volume 2
Massive Open Online Courses (MOOCs) are appealing to higher education institutions, as they consider MOOCs a way to reach a large, varied group of students. With a completion rate of less than 10%, however, institutions struggle to maintain MOOCs (Major, 2016). While there is little to no cost for students to enroll in them, the cost for the institution to develop and maintain MOOCs can be high from a time and resource perspective. Improving student motivation and interaction in MOOCs may impact completion rates. Designers of MOOCs could leverage instructional message design strategies to improve social presence, and as a …
Chapter 11: Instructional Message Design In E-Learning,
2022
Old Dominion University
Chapter 11: Instructional Message Design In E-Learning, Meghan Soldani
Instructional Message Design, Volume 2
Instructional message design is an essential aspect of an effective e-learning experience for learners. E-learning is the use of online and mobile technologies to develop learning material, content, and applications for online learners. As an instructional designer, it is important to analyze and know your audience, engage the user, use relevant information, and provide a good user experience. Other critical aspects of message design for e-learning include the reduction of extraneous cognitive load, the aesthetic look and feel of the design, designing for learner motivation, and a focused simplicity of design. User engagement can also be encouraged by relevant content …
Chapter 10: Game Literacy And Message Design,
2022
Old Dominion University
Chapter 10: Game Literacy And Message Design, Jim Shifflett
Instructional Message Design, Volume 2
The popularity of video games with today’s learners requires that educators and instructional designers develop game literacy, or an understanding of game mechanics and design. The purpose of this chapter is to discuss game literacy within the context of instructional message design and to illustrate how video game designers apply and adapt principles of instructional message design to manage cognitive load through an immersive experience. These techniques include customizing the screen to display only necessary information and signaling changes in gameplay through sound cues and cinematic perspective. Game mechanics that foster germane load include tutorial missions and interface design. …
Chapter 12: Perception In Instructional Message Design,
2022
Old Dominion University
Chapter 12: Perception In Instructional Message Design, Shuree Altantsetseg
Instructional Message Design, Volume 2
This chapter aims to discuss perception from various academic disciplines and its relations and effects on information processing in instructional message design. Improved awareness of this concept assists instructional designers in conveying their message effectively and improves effective instruction in immersive learning environments. In this chapter, Gestalt, neurological, ecological, and computational perspectives and processes on perception are first discussed and followed by applications in instructional message design and instructional design.
