Though this Be Madness, There is a Method in It: Using Methodological Exemplars to Improve Pedagogical Research

2013 ◽  
Author(s):  
Jordan D. Troisi
Keyword(s):  
2016 ◽  
Vol 24 (1) ◽  
pp. 112-122 ◽  
Author(s):  
Kathleen S. Lowney

This article discusses one faculty member’s journey from reading about others’ pedagogical research to her use of data from her own classes to create new scholarship of teaching and learning.


2020 ◽  
Vol 45 (4) ◽  
pp. 115-123
Author(s):  
A. Igibayeva ◽  
◽  
D. Erbolatuly ◽  
G. Turarova ◽  
◽  
...  

The development of the modern world is very complex and rapid, and the process is characterized by high rates of development of information and communication technologies. The Internet space is a means of searching and obtaining information, as well as a medium for communication, virtual interaction, and has a significant impact on the formation of stereotypes of behavior of the young generation, as well as ideals, spiritual values, personal and social worldview. The article identifies the positive aspects of the development of cyberspace by young people, and also notes the threats and barriers to cyber socialization for modern youth. The necessity of conducting psychological and pedagogical research on cyber socialization is actualized, a conclusion is made about the use of new technologies for the purpose of positive cyber socialization of the younger generation.


Author(s):  
Marina A. Fedorova

The change in educational paradigms has led to the need to define new methodological regulations that allow to consider the objects of pedagogical reality from a different angle. This led to the need to study traditional issues of pedagogy in an innovative context. The issue of forming students’ independent learning activities is not new for pedagogy. However, we present it from the perspective of an integrative-reflexive approach, which allowed us to identify its internal potential for personal development. The theoretical methods of pedagogical research used in the study: analysis, synthesis, comparison, generalization, method of causal relationships research, etc., which allowed to mentally penetrate into the essence of the studied pedagogical phenomenon and rethink it in a new educational reality. It is established that the educational independent activity accumulates the reflexive and didactic potential for professional and personal formation and development in the process of studying at the university. The possibilities of reflexive discourse as a way of realizing the reflexive-didactic potential of educational independent activity in the learning process are determined. According to the structure of the process of reflection in educational independent activity we distinguish the stages of reflexive discourse: reflexive-indicative, reflexive-presentative and reflexive-realizational. We consider the relationship of these stages of the discourse with various types of reflection and features of self-assessment, self-analysis, self-design and self-realization as structural components of educational independent activity.


2016 ◽  
Vol 6 (2) ◽  
pp. 30 ◽  
Author(s):  
Dimitris Markouzis ◽  
Georgios Fessakis

Mobile Augmented Reality (MAR) Technology in combination with Interactive Storytelling (IS) enables the design of new kinds of technology enhanced learning and entertainment applications. The existing pedagogical research as well as the available Interactive Storytelling MAR (ISMAR) Serious Games are rather limited. This is mainly because of the difficulties of MAR applications development and the complexity of IS authoring. The paper works on the direction to improve this situation exploring the combination of a) rapid prototype development methodology based on MAR authoring tools and b) the definition of IS genres which could serve as templates and guide the ISMAR design. In the paper, key concepts are presented, existing successful examples of MAR Serious Games are analyzed in order to extract their narration genre features, available tools for MAR rapid authoring are introduced, and afterwards the design, development and first evaluation of a prototype ISMAR Serious Game is presented. The paper contributes to the bridging of learning design, IS, and AR technology research communities and facilitates feature interdisciplinary research.


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