Search results for "Learning environment"

showing 10 items of 217 documents

ACTIVE LEARNING METHODS IN STUDIES: STUDENTS’ OPINIONS AND EXPERIENCES

2021

Rapid changes in education and pedagogy are related not only to the global crisis caused by COVID-19, but also to other changes determined by globalization and technological convergence—labour mobility, changes in different professions and changes in teacher–student relations—that are also affected by intergenerational differences. Changes in the pedagogical paradigm, which are included in the content of the Paris Communiqué (2018) and outlined in many important educational development and planning documents, emphasise students’ transition from being mere recipients of information to being participants actively engaged with new information in a learning environment. Following the identifica…

EnthusiasmHigher educationbusiness.industryLearning environmentmedia_common.quotation_subjectTeaching methodFocus groupActive learningMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONStudent-centred learningActive learning Active learning methods Learning environment Student-centred learningbusinessPsychologyErasmus+media_commonSOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference
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Developing a Pedagogical Framework and Design Principles for STEM Learning Environment Design

2020

The need for effective and attractive learning environments (LEs) for science, technology, engineering, and mathematics (STEM) has been internationally recognized. Additionally, the connection between STEM learning and cross-curricular skills such as creativity, innovation, and entrepreneurship has garnered attention. A deep theoretical and empirical understanding is required when designing STEM LEs. In this study, a pedagogical framework for STEM LEs has been developed based on feedback from students, aged 10–18 years old, teachers, school directors, parents, and STEM professionals, and supported by the literature. First, representatives of key stakeholder groups in Belarus, Finland, Germa…

Entrepreneurshipoppimisympäristömedia_common.quotation_subjectReflective practiceDesign elements and principles050109 social psychologyLevel designpedagogical frameworkpedagogical design principlesStem learningtekniikka (tieteet)Mathematics educationComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesmedia_commonco-design learning environmentmatematiikka4. Education05 social sciencesStakeholder050301 educationtiedeSTEMCreativityFocus grouppedagoginen suunnittelufocus group0503 education
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Introducing Team Learning in a Developing Economy : Students’ Experiences of Experiential Entrepreneurship Education in Namibia

2017

Entrepreneurship is considered to be a driving force behind nations’ economic development, and entrepreneurship education’s role is essential in shaping entrepreneurial attitudes, skills and culture. The objective of this study was to investigate students’ experiences of entrepreneurship education in a developing economy, especially as regards learning in and through teams. The research project was conducted in Namibia, where the challenges to breaking out of poverty are huge. Methodologically, the study was based on qualitative thematic analysis of semi-structured interviews (2009–2014) of higher education students ([Formula: see text]) taking part in an action-based, experiential entrepr…

EntrepreneurshipoppimisympäristöoppiminenExperiential educationDeveloping countryExperiential learningtiimitEntrepreneurship educationyrittäjyyskasvatuslearning environment0502 economics and businessPedagogyta516Sociologydeveloping economiesexperiential entrepreneurship educationLearning environment05 social sciences050301 educationyrittäjyysteamTeam learningkehitysmaat0503 education050203 business & management
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Game Mechanics in the Design of a Collaborative 3D Serious Game

2014

Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
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Self-regulated Learning in Physical Education: An Analysis of Perceived Teacher Learning Support and Perceived Motivational Climate as Context Depend…

2019

The aim of this cross-sectional study was to investigate the relationship between teacher learning support, motivational climate and self-regulated learning in upper-secondary school physical education. A sample consisting of 554 upper secondary school students from Norway (Mage = 17.05, SD = 0.91) answered a survey pertaining to their everyday experiences in physical education. A multiple regression based structural equation model indicated that teacher learning support, ego-involving motivational climate and task-involving motivational climate were all significant positive predictors of self-regulated learning, with teacher learning support emerging as the most prominent predictor. These …

Goal orientationContext effectLearning environment05 social sciences050301 educationContext (language use)Assessment for learningEducationPhysical educationDevelopmental psychologyFormative assessment:Samfunnsvitenskap: 200::Pedagogiske fag: 280 [VDP]0501 psychology and cognitive sciencesSelf-regulated learningPsychology0503 education050104 developmental & child psychologyScandinavian Journal of Educational Research
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GraphoLearn SI : Digital learning support for reading difficulties in a transparent orthography

2020

Recognition of the importance of evidence-based technological tools that provide personalized learning opportunities is growing. This paper reports on a pilot study evaluating GraphoLearn for Standard Indonesian, a digital game environment that trains basic reading skills by extensive-but-playful exposure to grapheme–phoneme correspondences. The results obtained from 33 Indonesian first graders show that game progress was found to be a significant predictor of reading and decoding abilities both at the posttest and the 5-month follow-up assessment. Our results additionally indicated a significant interaction effect of game progress and letter–sound knowledge at posttest: Progress in the gam…

GraphoLearnoppimisympäristöSocial Psychologymedia_common.quotation_subjectGraphoGamePersonalized learninglukeminenFluencyPhonological awarenessReading (process)Mathematics educationDigital learningtechnology-enhanced reading supportmedia_commonreading acquisitionCommunicationdigital learning environmentlanguage.human_languageHuman-Computer InteractionIndonesianStandard IndonesianlanguagePsychologylukihäiriötOrthographyReading skills
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Epistemic cooperation scripts in online learning environments: Fostering learning by reducing uncertainty in discourse?

2005

Using online learning environments in higher education offers innovative possibilities to support collaborative learning. However, online learning creates new kinds of problems for participants who have not previously worked with each other. One of these problems is uncertainty which occurs when participants do not know each other. According to the uncertainty reduction theory, low uncertainty level increases the amount of discourse and decreases the amount of information seeking. Therefore, uncertainty may influence online discourse and learning. This study investigates the effects of an epistemic cooperation script with respect to the amount of discourse, information seeking and learning …

Higher educationbusiness.industryInformation seekingonline learning environments[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/Educationcooperation scriptsCollaborative learninginformation seekingExperiential learningEpistemologySynchronous learningHuman-Computer InteractionArts and Humanities (miscellaneous)[INFO.EIAH] Computer Science [cs]/Technology for Human LearningActive learninguncertainty reduction theory[INFO.EIAH]Computer Science [cs]/Technology for Human LearningbusinessPsychologyGeneral PsychologyInformation exchangeUncertainty reduction theoryamount of discourse
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Incorporating TikTok in higher education: Pedagogical perspectives from a corporal expression sport sciences course

2021

Abstract Social media have revolutionised the way humans communicate and socialise. Education is also changing; social media are transforming educational environments, and online or blended learning are increasingly used. The COVID-19 pandemic has further accelerated this change. In this paper, we present an educational innovation where TikTok (a social media that is based on creating and sharing 15–60-s video, which has experienced a significant breakthrough during the COVID-19 pandemic) is used as a pedagogical tool. 65 Spanish sport science students participated in this study. A mixed research method was designed to analyse the effect of TikTok use on students. The SPSS 23.0 and NVivo12 …

Higher educationbusiness.industrySports sciencemedia_common.quotation_subjectLearning environmentMusic and movementCreativityEducationBlended learningTourism Leisure and Hospitality ManagementComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationCuriositySocial mediaPsychologybusinessmedia_commonJournal of Hospitality, Leisure, Sport & Tourism Education
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THE IMPLEMENTATION OF MASSIVE OPEN ONLINE COURSES FOR TRAINING FUTURE ENGINEERS IN HIGHER EDUCATION

2020

This paper investigates the features of the implementation, conduct, analysis and prospects for the use of massive, open online courses. The article deals with the main advantages and disadvantages of massive open online courses, presents a comparative analysis of research into implementation of massive, open online courses. The article outlines the basic course requirements. It contains an analysis of the current state of such courses in higher educational institutions. The article presents a number of recommendations for the development of the education system towards democratization of higher education

Higher educationmassive open online coursesbusiness.industrydistance learningPolitical sciencelearning environmentPedagogyeducational activitybusinesse-learningJournal of Technology and Information
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Translating and Networking in Virtual Learning Environments

2018

The chapter describes the experience of three projects carried out at the University of Latvia and their contribution to developing student skills for working in virtual networks. The research is carried out against the background of the rise of a community-based model in translation and increased involvement of virtual networks of translators in solving translation problems and the discussion of broader issues of the profession. The chapter describes the three projects, provides the approach and rationale for their development, dwells on problems faced in the projects and their solutions, as well as shares the lessons learned and recommendations for those who are interested in similar proj…

Human–computer interactionVirtual learning environmentSociology
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