How Culture Structures Opportunity: Adolescentss Approach to Learning Technology and Social Stratification

2015 ◽  
Author(s):  
Cassidy Puckett
2013 ◽  
pp. 1245-1254
Author(s):  
Susan Vajoczki ◽  
Susan Watt

This case examines the incremental introduction of lecture-capture as a learning technology at a research-intensive university with the goal of addressing issues created by increases in both undergraduate enrolments and disability accommodation needs. This process began with podcasting lectures, leading ultimately to a lecture capture system with closed captioning. At each step, the changes were evaluated in terms of their impact on student learning, acceptability to students and faculty, and application to different disciplines. This evidence-based approach is in keeping with the research culture of the academy and has been helpful in advocating for budgetary support and encouraging faculty participation. As a result of this project, the authors unexpectedly gained substantial knowledge about the complexity of students’ lives, the impact of that complexity on their approach to learning, instructor misperceptions about the impact of this form of learning, the presence of many unreported disabilities, and the many different ways in which students used the system.


10.29007/9bks ◽  
2019 ◽  
Author(s):  
Mncedisi Mabhele ◽  
Jean-Paul Van Belle

As learning technologies advance and become more ubiquitous, particularly in e- learning, new opportunities are emerging for higher education institutions to address significant academic and administrative challenges. Driven by increasing competition, changing environments and other market forces, institutions are considering learning technologies in order to thrive and remain relevant. This study gathered insights from existing literature to propose a conceptual model that supports decision making in the adoption of learning technologies by higher education institutions. The conceptual model adopts the Transformative Framework for Learning Innovation as its foundation and superimposes the Emerging Learning Technologies Model. The resulting model provides a clear guidance for higher education institution to achieve five key learning characteristics. This paper found that combining these two approaches provides a logical approach for higher education institutions to address organisational, strategic and learning-specific dimensions in a coherent format. Furthermore, academics and practitioners can benefit from valuable insights in the proposed alternative approach to learning technology adoption.


Author(s):  
Susan Vajoczki ◽  
Susan Watt

This case examines the incremental introduction of lecture-capture as a learning technology at a research-intensive university with the goal of addressing issues created by increases in both undergraduate enrolments and disability accommodation needs. This process began with podcasting lectures, leading ultimately to a lecture capture system with closed captioning. At each step, the changes were evaluated in terms of their impact on student learning, acceptability to students and faculty, and application to different disciplines. This evidence-based approach is in keeping with the research culture of the academy and has been helpful in advocating for budgetary support and encouraging faculty participation. As a result of this project, the authors unexpectedly gained substantial knowledge about the complexity of students’ lives, the impact of that complexity on their approach to learning, instructor misperceptions about the impact of this form of learning, the presence of many unreported disabilities, and the many different ways in which students used the system.


1988 ◽  
Vol 2 (1) ◽  
pp. 29-42
Author(s):  
Peter A. Walker

The traditional approach to learning will require a significant change in adaptability to increasingly diversified learner needs to meet future demand. New tools for learning (advanced learning technologies) apply advanced information and telecommunication technology to the support of learning, teaching and training. The EC has initiated DELTA, a programme of work directed to supporting advanced learning technologies. This article discusses the implementation of learning technology throughout the EEC, the EEC action programme and the role within this of DELTA.


Author(s):  
Stephen Downes

The purpose of this chapter is to outline some of the thinking behind new e-learning technology, including e-portfolios and personal learning environments. Part of this thinking is centered around the theory of connectivism, which asserts that knowledge - and therefore the learning of knowledge - is distributive, that is, not located in any given place (and therefore not ‘transferred’ or ‘transacted’ per se) but rather consists of the network of connections formed from experience and interactions with a knowing community. And another part of this thinking is centered around the new, and the newly empowered, learner, the member of the net generation, who is thinking and interacting in new ways. These trends combine to form what is sometimes called ‘e-learning 2.0’ - an approach to learning that is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather, as embedded in meaningful activities such as games or workflows.


ANCIENT LAND ◽  
2021 ◽  
Vol 03 (03) ◽  
pp. 47-49
Author(s):  
Nərgiz Nazim qızı Əhlimanova ◽  

STEAM Education is an approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking. Use of STEAM lessons in teaching process, increased critical thinking, improved student achievement and help to development of personality formation. This article discusses the advantage of the STEAM methods and shown that an example of a STEAM-based chemistry lesson model. Key words: STEAM education,critical thinking, science, technology, engineering, teaching of chemistry, chemical experiment


2020 ◽  
Vol 39 (4) ◽  
pp. 5699-5711
Author(s):  
Shirong Long ◽  
Xuekong Zhao

The smart teaching mode overcomes the shortcomings of traditional teaching online and offline, but there are certain deficiencies in the real-time feature extraction of teachers and students. In view of this, this study uses the particle swarm image recognition and deep learning technology to process the intelligent classroom video teaching image and extracts the classroom task features in real time and sends them to the teacher. In order to overcome the shortcomings of the premature convergence of the standard particle swarm optimization algorithm, an improved strategy for multiple particle swarm optimization algorithms is proposed. In order to improve the premature problem in the search performance algorithm of PSO algorithm, this paper combines the algorithm with the useful attributes of other algorithms to improve the particle diversity in the algorithm, enhance the global search ability of the particle, and achieve effective feature extraction. The research indicates that the method proposed in this paper has certain practical effects and can provide theoretical reference for subsequent related research.


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


Author(s):  
K. R. Ovchinnikova

The relevance of the issue under consideration in the article is connected with the confusion in scientific publications of the concepts of “electronic educational materials” and “electronic educational resources”. The article discusses the concept of “electronic educational materials” from the perspective of general systems theory. And their system character is proved. This allows them to be represented as a single complex of structured information of a specific subject area and didactic materials. These didactic materials support the learning process at all stages of its didactic cycle in accordance with the chosen learning technology based on the didactic capabilities of information technologies. It is concluded that the system of high school electronic materials allows to expand the boundaries of the design activity of the teacher, provide management of the student’s thinking activity, to implement a competence approach to the learning process at university


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