scholarly journals Additional Operation Learning Process to the Mild Intellectual Disabilities Students by means of Virtual Manipulatives: A Multiple Case Study

2016 ◽  
Vol 41 (188) ◽  
Author(s):  
Mesut Öztürk ◽  
Yaşar Akkan ◽  
Baki Büyüksevindik ◽  
Abdullah Kaplan
2020 ◽  
Vol 5 (2) ◽  
pp. 225
Author(s):  
Adriani Yulia Purwaningrum ◽  
Fazri Nur Yusuf

Over past few decades, research on authentic materials has been focused on helping teachers provide their learners� teaching materials. Most of the researches in this area explore the benefits and drawbacks of authentic materials utilization in the classroom. This multiple case study aims at investigating benefits of and barriers in using authentic materials presented as a digital media used in their EFL classrooms. Document and an interview were employed to reveal the teachers� perception. The findings indicate although it was considered difficult to find and organize, digitized authentic materials helped teachers in teaching English as a Foreign Language for learners with various levels and backgrounds. Its use could help teachers motivate and promote their students� interest in learning. However, disselection and misuse of it might not meet students� needs and interest in learning. Good teachers� capacity in finding and using the digitized authentic materials could encourage better learning process and students� better learning achievement. Therefore, it is recommended that for the further study, learners� perception also need to be explored.


2021 ◽  
Vol 03 (04) ◽  
pp. 194-205
Author(s):  
Kareema Abd Al Kareem ALI ◽  
Amal Zuheir SAWALHA

This study investigates the effect of employing digital educational games (DEGs) on motivation towards e-learning, and life skills of primary school students in more than one Arab context: in Palestine, Jordan, Bahrain, and United Arab Emirates. It also investigates the need to employ these games in the educational process, the challenges which faced the employment of these games, and ways to develop their employment in the learning process. . This qualitative study used a multiple case study by conducting open, semi-structured interviews on a sample of four teachers and four parents of two from each country to reveal in-depth views to clarify the mechanism of employing these digital educational games. Data were subjected to multiple case study analysis using Ary et al. (2010) model. The results show that DEGs were a contributing factor in increasing students' motivation towards e-learning and enabling them to acquire the life skills necessary to live in this era when adding these games to the elements of fun and excitement to learn in a collaborative environment. They provide students with communication, problem-solving, decision-making and technological skills. The results also show the challenges that face employing them in the e-learning process, represented in material ones, such as the weakness of the technological infrastructure, and educational ones, such as the weakness of teachers in dealing with DEGs and choosing the appropriate game for the age category and subject. The study recommends adopting the employment of DEGs officially in public education institutions, and providing material and technical support to teachers, students and parents.


2021 ◽  
Vol 03 (06) ◽  
pp. 41-61
Author(s):  
Kareema ALI ◽  
Amal SAWALHA

This study investigates the effect of employing digital educational games (DEGs) on motivation towards e-learning, and life skills of primary school students in more than one Arab context: in Palestine, Jordan, Bahrain, and United Arab Emirates. It also investigates the need to employ these games in the educational process, the challenges which faced the employment of these games, and ways to develop their employment in the learning process. This qualitative study used a multiple case study by conducting open, semi-structured interviews on a sample of four teachers and four parents of two from each country to reveal in-depth views to clarify the mechanism of employing these digital educational games. Data were subjected to multiple case study analysis using Ary et al. (2010) model. The results show that DEGs were a contributing factor in increasing students' motivation towards e-learning and enabling them to acquire the life skills necessary to live in this era when adding these games to the elements of fun and excitement to learn in a collaborative environment. They provide students with communication, problem-solving, decision-making and technological skills. The results also show the challenges that face employing them in the e-learning process, represented in material ones, such as the weakness of the technological infrastructure, and educational ones, such as the weakness of teachers in dealing with DEGs and choosing the appropriate game for the age category and subject. The study recommends adopting the employment of DEGs officially in public education institutions, and providing material and technical support to teachers, students and parents‎.


Pflege ◽  
2020 ◽  
pp. 1-9
Author(s):  
Carola Maurer ◽  
Heidrun Gattinger ◽  
Hanna Mayer

Zusammenfassung. Hintergrund: Einrichtungen der stationären Langzeitpflege investieren seit Jahren Ressourcen in die Entwicklung der Kinästhetikkompetenz der Pflegenden. Aus aktuellen Studien geht hervor, dass die Implementierung, bzw. die nachhaltige Förderung der Kinästhetikkompetenz problematisch ist, vertiefte Erkenntnisse zu den Ursachen fehlen jedoch. Fragestellung: Welche Hemmnisse verhindern eine nachhaltige Implementierung von Kinästhetik in Einrichtungen der stationären Langzeitpflege? Methode: Es wurde eine Multiple Case-Study in drei Einrichtungen der deutschsprachigen Schweiz durchgeführt. Aus leitfadengestützten Interviews und (fallbezogener) Literatur zum externen Kontext wurden in den Within-Case-Analysen die Daten induktiv verdichtet und diese Ergebnisse in der Cross-Case-Synthese miteinander verglichen und abstrahierend zusammengeführt. Ergebnisse: Die Synthese zeigt, dass die Implementierung von Kinästhetik innerhalb der Einrichtung auf drei verschiedenen Ebenen – der Leitungs-, Pflegeteam- und Pflegeperson-Ebene – als auch durch externe Faktoren negativ beeinflusst werden kann. Schlussfolgerungen: In der Pflegepraxis und -wissenschaft sowie im Gesundheitswesen benötigt es ein grundlegendes Verständnis von Kinästhetik und wie dieses im Kontext des professionellen Pflegehandelns einzuordnen ist. Insbesondere Leitungs- und implementierungsverantwortliche Personen müssen mögliche Hemmnisse kennen, um entsprechende Strategien entwickeln zu können.


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