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JournalISSN: 1793-2068

Research and Practice in Technology Enhanced Learning 

SpringerOpen
About: Research and Practice in Technology Enhanced Learning is an academic journal published by SpringerOpen. The journal publishes majorly in the area(s): Educational technology & Computer science. It has an ISSN identifier of 1793-2068. It is also open access. Over the lifetime, 335 publications have been published receiving 6186 citations. The journal is also known as: RPTEL.


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Journal ArticleDOI
TL;DR: It is seen that ready-to-hand access creates the potential for a new phase in the evolution of technology-enhanced learning, characterized by "seamless learning spaces" and marked by continuity of the learning experience across different scenarios (or environments), and emerging from the availability of one device or more per student ("one- to-one").
Abstract: Over the next 10 years, we anticipate that personal, portable, wirelessly-networked technologies will become ubiquitous in the lives of learners - indeed, in many countries, this is already a reality. We see that ready-to-hand access creates the potential for a new phase in the evolution of technology-enhanced learning (TEL), characterized by "seamless learning spaces" and marked by continuity of the learning experience across different scenarios (or environments), and emerging from the availability of one device or more per student ("one-to-one"). One-to-one TEL has the potential to "cross the chasm" from early adopters conducting isolated design studies to adoption-based research and widespread implementation, with the help of research and evaluation that gives attention to the digital divide and other potentially negative consequences of pervasive computing. We describe technology-enhanced learning and the affordances of one-to-one computing and outline a research agenda, including the risks and challenges of reaching scale. We reflect upon how this compares with prior patterns of technology innovation and diffusion. We also introduce a community, called "G1:1," that brings together leaders of major research laboratories and one-to-one TEL projects. We share a vision of global research, inviting other research groups to collaborate in ongoing activities.

507 citations

Journal ArticleDOI
TL;DR: The phenomena of the emergence of the use of artificial intelligence in teaching and learning in higher education is explored and educational implications of emerging technologies on the way students learn and how institutions teach and evolve are investigated.
Abstract: This paper explores the phenomena of the emergence of the use of artificial intelligence in teaching and learning in higher education. It investigates educational implications of emerging technologies on the way students learn and how institutions teach and evolve. Recent technological advancements and the increasing speed of adopting new technologies in higher education are explored in order to predict the future nature of higher education in a world where artificial intelligence is part of the fabric of our universities. We pinpoint some challenges for institutions of higher education and student learning in the adoption of these technologies for teaching, learning, student support, and administration and explore further directions for research.

400 citations

Journal ArticleDOI
TL;DR: A rudimentary flipped classroom model is proposed and a set of 10 guidelines to address the potential challenges of flipped classroom approach are proposed to address student-related challenges, faculty challenges, and operational challenges.
Abstract: An increasing number of teachers are using flipped classroom approach in their teaching. This instructional approach combines video-based learning outside the classroom and interactive group learning activities inside the classroom. The purpose of the present review is to provide an overview of flipped classroom studies in K-12 education. Particularly, we put emphasis on revealing and addressing the potential challenges of flipped classroom approach. Fifteen journal publications of K-12 flipped classrooms were analyzed in terms of their flipped learning activities, student achievement, student attitude, and challenges encountered. The results suggested that a variety of pre-class (e.g., online exercises) and in-class (e.g., brief review, individual practices) activities were provided in addition to instructional videos and small-group activities respectively. The use of flipped classroom approach in K-12 education yielded a neutral or positive impact on student achievement when compared to traditional classroom. Mixed results of student attitude toward flipped classroom approach were discovered. Challenges of implementing flipped classrooms were identified and categorized into student-related challenges, faculty challenges, and operational challenges. Based on the suggestions of previous studies together with relevant empirical supports, we propose a rudimentary flipped classroom model and a set of 10 guidelines to address these challenges. Finally, several recommendations of future research are provided.

310 citations

Journal ArticleDOI
TL;DR: In this article, the authors define co-design as a highly-facilitated, team-based process in which teachers, researchers, and developers work together in defined roles to design an educational innovation, realize the design in one or more prototypes, and evaluate each prototype's significance for addressing a concrete educational need.
Abstract: Researchers in the learning sciences have explored a collaborative approach to developing innovations that fit into real classroom contexts. The co-design process relies on teachers’ ongoing involvement with the design of educational innovations, which typically employ technology as a critical support for practice. To date, investigators have described the application and results of co-design, but they have not defined the process nor explored how it plays out over time. In this paper, we define co-design as a highly-facilitated, teambased process in which teachers, researchers, and developers work together in defined roles to design an educational innovation, realize the design in one or more prototypes, and evaluate each prototype’s significance for addressing a concrete educational need. We suggest seven key process components and use data from a systematic set of interviews to illustrate the roles of teachers and researchers in co-design and describe how tensions in the process can unfold and be resolved over time.

246 citations

Journal ArticleDOI
TL;DR: Outcomes of research that examined students’ experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand revealed that Kahoot! enriched the quality of student learning in the classroom.
Abstract: Technology is being increasingly integrated into teaching environments in view of enhancing students’ engagement and motivation. In particular, game-based student response systems have been found to foster students’ engagement, enhance classroom dynamics and improve overall students’ learning experience. This article presents outcomes of research that examined students’ experience using a game-based student response system, Kahoot!, in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand. We conducted semi-structured interviews with students to learn about the extent to which Kahoot! influence classroom dynamics, motivation and students’ learning process. Key findings revealed that Kahoot! enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience. Our findings also suggest that the use of educational games in the classroom is likely to minimise distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms. Other factors that contributed to students’ enhanced learning included the creation and integration of appropriate content in Kahoot!, providing students with timely feedback, and game-play (gamification) strategies.

235 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
202322
202278
202127
202025
201926
201826