Search results for "Educational technology"

showing 10 items of 194 documents

Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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1999

Since the 1980s there have been a number of studies that investigate the use of computers in homes. Many of these focused on the adults or adolescents in the family. Few studies have focused on children, particularly those between the ages of five and twelve. If children of these ages were included in a study they were usually situated within a study of the family and its dynamics, and often their experiences were viewed through the eyes of the adults in the family. The study described in this paper is unique in that the children‘s perceptions, beliefs and practices were the major focus and the children themselves were the informants. The study investigated children‘s computer experiences w…

Game playingmedia_common.quotation_subjectEducational technologyLibrary and Information SciencesEducationDevelopmental psychologyTask (project management)Dynamics (music)PerceptionSituatedPedagogyHome computingExploratory learningPsychologymedia_commonEducation and Information Technologies
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The potential of temporal analysis: Combining log data and lag sequential analysis to investigate temporal differences between scaffolded and non-sca…

2020

This paper contributes to the ongoing discussion about analysing the temporal aspects of learning processes in the educational technology research field. Our main aim was to advance methods for analysing temporal aspects of technology-enhanced learning (TEL) processes by introducing the temporal lag sequential analysis (TLSA) technique and by combining TLSA with temporal log data analysis (TLDA). Our secondary aim was to illustrate the potential of these two analysis techniques to reveal the differences between the face-to-face technology-enhanced collaborative inquiry-based learning (CIBL) processes of three different conditions (non-scaffolded, writing scaffolded and script scaffolded gro…

General Computer ScienceComputer sciencescaffoldingcomputer.software_genre050105 experimental psychologyField (computer science)Computer-Supported Collaborative LearningEducationMoodleLog datatietokoneavusteinen oppiminentechnology-enhanced inquiry0501 psychology and cognitive sciencesyhteisöllinen oppiminenlag sequential analysisbusiness.industryGroup (mathematics)05 social sciencesEducational technology050301 educationIntelligent Tutoring SystemsLag sequential analysisAsynchronous communicationpostsecondary educationkorkeakouluopiskeluInquiry-based learningScreen captureArtificial intelligencebusinesscooperative/collaborative learning0503 educationcomputeroppimisprosessiNatural language processingComputers & Education
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Supporting struggling readers with digital game-based learning

2019

This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support, or a control group receiving only school-provided support. The intervention took place at the students’ homes and schools under the supervision of their parents and teachers. The results showed that the children who received the GL intervention developed significantly faster in word reading than the control group. Moreover, their reading development w…

GraphoLearn050101 languages & linguisticsReading disabilitymedia_common.quotation_subjectTeaching methodeducationEducationDevelopmental psychologyFluencyoppimisvaikeudetmotivationIntervention (counseling)Reading (process)tietokoneavusteinen oppiminen0501 psychology and cognitive sciencesserious gamemedia_commondigital game-based learning05 social sciencesreading disabilityEducational technology050301 educationSpellingoppimispelitReading comprehensionhyötypelitlukutaitoPsychologylukihäiriöt0503 educationengagement
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Assessing the effectiveness of a game‐based phonics intervention for first and second grade English language learners in India: A randomized controll…

2021

Background In 2018, it was found that only a quarter of Grade 3 children in India were reading at grade level. A growing demand for English education has further limited children's literacy achievement. Despite a strong evidence base in favour of using systematic phonics for building English literacy skills, many teachers in India continue to use rote-methods of literacy instruction. Objectives We aimed to examine the efficacy of GraphoLearn (GL) English Rime, a computer-assisted reading intervention, in improving the foundational literacy skills of 1st and 2nd grade students who were attending an English medium school in India. Methods A total of 136 students across 6 classrooms were rando…

GraphoLearnEnglish language learnersIndiaeducational technologylapset (ikäryhmät)English languagePhonicslukeminenEducationlaw.inventionRandomized controlled triallawIntervention (counseling)tietokoneavusteinen oppiminenopetusteknologiainterventionMedical educationpelaaminenEducational technologyphonicsComputer Science ApplicationslukutaitoopetusmenetelmätGame basedPsychologyenglannin kieliJournal of Computer Assisted Learning
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Identifying objectives for a learning space management system with value-focused thinking

2017

A classroom with a blackboard and some rows of desks is obsolete in special education. Depending on the needs, some students may need more tactile and inspiring surroundings with various pedagogical accessories while others benefit from a simplified environment without unnecessary stimuli. This understanding is applied to a new Finnish special education school building with open and adaptable learning spaces. We have joined the initiative creation process by developing software support for these new spaces in the form of a learning space management system. Participatory design and value-focused thinking were implemented to elicit the actual values of all the stakeholders involved and transf…

HDKnowledge managementkoulutusteknologiaComputer scienceProcess (engineering)LC0211 other engineering and technologieseducational technology02 engineering and technologySpecial educationSoftware implementationvalue-focusedSoftwareParticipatory design0202 electrical engineering electronic engineering information engineeringthinkingta516021106 design practice & managementspecial educationta113business.industry020207 software engineeringajatteluBlackboard (design pattern)Value focused thinkingclassroom managementSpace managementbusiness
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Learner identity in EFL: An analysis of digital texts of identity in higher education

2018

This study explores learner identity (LI) in digital texts of identity (DTI) produced by college learners in English as a foreign language (EFL). In so doing, it aims to shed light on learners’ connections of their learning experiences across time and settings, and their impact on the various learner identities that form their LI. It also intends to elucidate how learners construct powerful learner identities in and through their digital discourses. To this end, 51 DTI were collected and scrutinized, following studies on LI, critical and poststructuralist discourse analysis, and “thematic” and “dialogic/performative” analysis within narrative research. Learners established connections betwe…

Higher educationDiscourse analysisForeign languageIdentity (social science)Education; Language Education; Second Language Acquisition; TEFLPerformative utteranceEducationNarrative inquiryMathematics educationdigital communicationSociologylearner identityidentity060201 languages & linguisticsDialogicEFL learning and teachingbusiness.industry05 social sciencesEducational technology050301 education06 humanities and the artsComputer Science ApplicationsEFL learning and teaching; digital communication; identity; learner identity0602 languages and literaturebusiness0503 education
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Using Slack for computer-mediated communication to support higher education students’ peer interactions during Master’s thesis seminar

2018

Our study contributes to the research on computer-mediated communication in higher education by experimenting a modern communication tool called Slack. In particular, we consider using Slack to support students’ peer interactions during Master’s thesis work. For this purpose, we designed a case study that was executed in a Master’s thesis seminar course. During the course, all out-of-class communication was carried out by using Slack, instead of e-mails or learning management systems. After the course, we used a questionnaire to investigate how the students perceived Slack for asking for assistance, their intention to use Slack, and Slack’s ease of use. Furthermore, the questionnaire asked …

Higher educationTeaching methodLibrary and Information SciencesPeer supportEducationopinnäytteetslackcommunication tools0502 economics and businessMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONMaster’s thesisvertaisryhmätcomputer-mediated communicationviestintävertaistukibusiness.industry05 social sciencesEducational technology050301 educationUsabilityInformation overloadhigher educationLearning ManagementComputer-mediated communicationtietokoneavusteinen viestintäbusinessPsychology0503 education050203 business & management
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The Internet and Online Pedagogy Editorial

2016

Higher educationbusiness.industryComputer science05 social sciencesEducational technology050301 education050801 communication & media studiesSocial science educationScience educationComputer Science ApplicationsEducation0508 media and communicationsPedagogyThe InternetEducation policyScience technology society and environment educationbusiness0503 educationInternational Journal of Educational Technology in Higher Education
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On usage of visualization tools in teaching mathematics at universities

2019

Higher educationbusiness.industryComputer softwareMathematics educationEducational technologybusinessVisualizationEngineering for Rural Development
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