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Showing papers in "Research in Learning Technology in 2020"


Journal ArticleDOI
TL;DR: In this paper, the authors investigated the importance of student engagement with faculty, peers and course content in online teaching and learning and found that students valued engagement with their faculty more than engagement with other students or course content.
Abstract: Effective online teaching and learning requires a carefully designed classroom that promotes student engagement with faculty, peers and course content. This research included an investigation of the importance of faculty–student communication and collaboration; student–student communication and collaboration; active learning techniques; prompt feedback; appropriate time for tasks; high performance expectations; and respect for diverse learning styles (preferences) (Chickering and Ehrmann 1996) to faculty in their online teaching and to alumni in their online learning. The participants were 14 college faculty and 111 alumni, from the same graduate program. A 45-item Likert survey and two open-ended questions were presented to the participants to explore the important factors contributing to their online teaching and learning. The results demonstrated that holding students to high standards of performance, academic honesty and professional conduct was the most important factor to both faculty in their online teaching and alumni in their online learning. Additionally, alumni valued engagement with their faculty more than engagement with other students or course content. Students need an online instructor who is organised and communicative in the online classroom, and faculty need a solidly designed online classroom, with engaged students who are timely in their work. An analysis of the findings with specific application to online teaching and learning is presented in this article.

92 citations


Journal ArticleDOI
TL;DR: The results of the analysis suggest that using MMR-BIM can result in an enhanced learning environment that facilitates unique learning experiences, engagement and motivation and suggests that to understand the processes leading to these learning aspects, further empirical research on the topic is required.
Abstract: Mixed reality (MR) and mobile visualisation methods have been identified as important technologies that could reimagine spatial information delivery and enhance higher education practice. However, there is limited research on the impact of mobile MR (MMR) within construction education and improvement of the learners’ experience. With new building information modelling (BIM) workflows being adopted within the architecture, engineering and construction industry, innovative MMR pedagogical delivery methods should be explored to enhance this information-rich spatial technology workflow. This paper outlines qualitative results derived through thematic analysis of learner reflections from two technology-enhanced lessons involving a lecture and a hands-on workshop focussed on MMR-BIM delivered within postgraduate construction education. Seventy participants across the two lessons recruited from an Australian university participated to answer the research question: ‘Does applied mobile mixed reality create an enhanced learning environment for students?’ The results of the analysis suggest that using MMR-BIM can result in an enhanced learning environment that facilitates unique learning experiences, engagement and motivation. However, the study outcome suggests that to understand the processes leading to these learning aspects, further empirical research on the topic is required. This paper is part of the special collection Mobile Mixed Reality Enhanced Learning edited by Thom Cochrane, James Birt, Helen Farley, Vickel Narayan and Fiona Smart. More papers from this collection can be found here.

40 citations


Journal ArticleDOI
TL;DR: In this article, a specific valid and reliable instrument was devised for assessing perception of estudents from educational environment, that is, educational atmosphere, which consisted of 40 items covering six factors, including programme effectiveness, teaching quality, ethics and professionalism, learner support, safety and convenience, and awareness of the rules.
Abstract: Universities assess their academic learning environment to improve students’ learning. Students’ experience in e-learning environment is different from face-to-face educational environment. So, in this study a specific valid and reliable instrument was devised for assessing perception of e-students from educational environment, that is, educational atmosphere. Firstly, we devised the primary instrument based on factors constituting educational atmosphere. Then Instrument’s content and construct validity were assessed. Also, Cronbach’s alpha and test–retest were used for studying the internal consistency and reliability of the instrument respectively. The final instrument named ‘e-learning educational atmosphere measure’ (EEAM) consisted of 40 items covering six factors, including programme effectiveness, teaching quality, ethics and professionalism, learner support, safety and convenience, and awareness of the rules, which accounted for 68.53% of variances. Content validity ratio was more than 0.51 and content validity index score of all questions was above 0.81. Test–retest reliability was 0.85 (p = 0.001) and Cronbach’s alpha was 0.943. Assessing educational atmosphere in e-learning settings by EEAM could provide managers and investors with useful information to settle an effective education system by prioritising the necessary changes.

22 citations


Journal ArticleDOI
TL;DR: In this article, a Mobile Augmented Reality (MAR) application addressing the anatomic structure of the heart in a way suitable for laboratory learning for pre-service science teachers to achieve learning by constructing information in biology instruction is presented.
Abstract: The purpose of the current study is to design and develop a sample Mobile Augmented Reality (MAR) application addressing the anatomic structure of the heart in a way suitable for laboratory learning for pre-service science teachers to achieve learning by constructing information in biology instruction. The implementation of the MAR design activity was conducted with the participation of 30 pre-service teachers taking the biology laboratory course. The implementation process of the activity consists of four stages. The first stage includes the introduction of the MAR application program and marker; the second stage includes the use of the MAR application in a laboratory environment; the third stage includes the operation of dissection and the last stage includes the association of the MAR application with the operation of dissection and general evaluation. Then, semi-structured interviews were conducted by involving pre-service teachers and the data obtained from these interviews revealed that integration of heart dissection with MAR application helped the pre-service teachers to better understand the anatomic structure of the heart and the related concepts. Thus, a sample activity demonstrating how MAR, which is an instructional method with strong potential for reification and visualisation, can be integrated into the teaching of concepts in laboratory settings was developed.

22 citations


Journal ArticleDOI
TL;DR: This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License, allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
Abstract: In this article, we present a theoretical framework for mixed reality (MR/XR) self-determined learning to enhance ecological literacy in free-choice educational settings. The framework emerged from a research study in New Zealand which aimed to explore how learning experiences which incorporate mobile technologies within free-choice learning settings can be designed to enhance learner development of marine ecological literacy. An understanding of how mobile technology can be integrated into the teaching and learning of sustainability education that incorporates free-choice learning contexts, such as visitor centres, is of strategic importance to both education outside the classroom and adult learning. Following a design-based research methodology, the framework is presented in the form of a set of design principles and guidelines, informed by key theories in ecological literacy and free-choice learning, heutagogy, bring your own device and self-determined learning. We briefly describe how the framework provided the foundation for an educational intervention. This paper aims to assist researchers and developers of MR/XR immersive learning environments to consider design principles and processes that can enhance learning outcomes within free-choice settings, such as museums and visitor centres. This article is part of the special collection Mobile Mixed Reality Enhanced Learning edited by Thom Cochrane, James Birt, Helen Farley, Vickel Narayan and Fiona Smart. More articles from this collection can be found here.

22 citations


Journal ArticleDOI
TL;DR: This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International License, allowing third parties to copy and redistribute the material in any medium or format and to remix, transform, and build upon the material for any purpose, even commercially, provided the original work is properly cited and states its license.
Abstract: The free availability of online machine translation (OMT) on the Internet via computers, tablets and smartphones makes it convenient for use by language students of all levels. Google Translate has been widely listed as an independent language learning (ILL) resource and we cannot deny its role for ongoing education. We are aware of the fact that this developing piece of technology was not designed with language learning in mind and, as a consequence, has limited current abilities depending on the language pair, language direction, genre, etc. However, as educators, we cannot help but wonder how the students use it independently and what pedagogical implications this may have in the language class. This study sets to analyse how language learners assess the usefulness of machine translation output and what they think about the use of OMT (in combination with other online language resources) for oral and written comprehension and production (e.g. writing and translation). This will help determining whether its use by language learners can be counterproductive or whether, if used wisely, can assist ILL and help boosting language instant communication.

21 citations


Journal ArticleDOI
TL;DR: The authors explored the impact of Mentimeter on student satisfaction, enjoyment, voice and learning within small and large group settings across multiple disciplines drawing on 204 student survey responses, and explored staff experiences and reflections on the key practical and pedagogical thinking required in order to optimise the use of this platform in higher education.
Abstract: Research suggests that active and discussion driven dialogic approaches to teaching are more effective than passive learning methods. One way to encourage more participatory learning is through the adoption of simple, freely available audience response systems which allow instant and inclusive staff-student dialogue during teaching sessions. Existing literature is largely limited to exploring the impact of basic approaches to audience participation, using handheld cards or simple ‘clickers’. Limited research exists looking at the impact and best use of a new generation of online audience response systems which have significantly expanded functionality. This article will explore the impact of one of the most agile platforms, Mentimeter. It outlines impact on student satisfaction, enjoyment, voice and learning within small and large group settings across multiple disciplines drawing on 204 student survey responses. It also explores staff experiences and reflections on the key practical and pedagogical thinking required in order to optimise the use of this platform in Higher Education. The research responds to a need within the sector to react to rapid advances in teaching and learning technology, to provide evidence of impact for lecturers looking to improve student learning environments, whilst being cognisant of the underlying pedagogy supportive of new practices.

19 citations


Journal ArticleDOI
TL;DR: In this article, a conceptual analysis including an integrative overview of relevant literature, to provide a landscape perspective to support the development of academic training and curriculum design programs in higher education to contribute to civic participation and to the promotion of social justice.
Abstract: Participation in democracy, in today’s digital and datafied society, requires the development of a series of transversal skills, which should be fostered in higher education (HE) through critically oriented pedagogies that interweave technical data skills and practices together with information and media literacies. If students are to navigate the turbulent waters of data and algorithms, then data literacies must be featured in academic development programmes, thereby enabling HE to lead in the development of approaches to understanding and analysing data, in order to foster reflection on how data are constructed and operationalised across societies, and provide opportunities to learn from the analysis of data from a range of sources. The key strategy proposed is to adopt the use of open data as open educational resources in the context of problem and research-based learning activities. This paper introduces a conceptual analysis including an integrative overview of relevant literature, to provide a landscape perspective to support the development of academic training and curriculum design programmes in HE to contribute to civic participation and to the promotion of social justice.

18 citations


Journal ArticleDOI
TL;DR: In this article, the authors used the stories of two academics expressing experiences, motives and perceptions on benefits and challenges of using social media to support teaching and learning in the classroom and explored reasons, difficulties and positive as well as the negative sides of use.
Abstract: The increasing trend of using new media technologies and particularly social media (SM) among students provides an advantage for lecturers. Apparently their importance accelerated with the application of social distancing during a pandemic crisis such as the one World has been experiencing since the end of 2019. In this article, the stories of two academics are used expressing experiences, motives and perceptions on benefits and challenges of using SM to support teaching and learning in the classroom. The stories which form the data of the research describe how and why the participants started to use SM, their intended purpose and the ways of use. Besides, reasons, difficulties and positive as well as the negative sides are explored. The findings show that the virtual learning environments provided by SM facilitated the development of students’ enthusiasm and interaction with peers assertively, thus increasing the students’ participation. Because of emerging technologies, SM platforms surge and plummet quickly; therefore, it is important for institutions to either develop their platform or to subscribe to existing ones for effective knowledge sharing at an institutional level with clear ethical rules.

17 citations


Journal ArticleDOI
TL;DR: In this article, a group concept mapping study based on the contributions of experts in both virtual mobility and open education is conducted to identify the learner skills and competences that are supported by Open Virtual Mobility (OpenVM), a new trend in online education that builds upon these two concepts.
Abstract: Internationalisation has been a key theme in higher education (HE) for decades. Multiple initiatives across the world have contributed to creating offerings of high-quality online education, with collaborations across national borders. Two of the concepts that have proved to be influential are Virtual Mobility (VM) and Open Education (OE). Virtual mobility refers to study activities that students enrolled in HE in one country undertake online in other countries without physically moving. Such activities are certified and mutually acknowledged by participating institu-tions. Open education covers global initiatives increasing access to free online qual-ity education, without or with alternative forms of certification.The research presented in this article identifies the learner skills and competences that are supported by Open Virtual Mobility (OpenVM), a new trend in online education that builds upon these two concepts. A group concept mapping study based on the contributions of experts in both VM and OE resulted in defining seven learner skills and competence areas including: intercultural skills and atti-tudes; networked learning; active self-regulated learner skills; media and digital literacy; autonomy-driven learning, interactive and collaborative learning in an authentic international environment and open-mindedness. The study provided input for further conceptualising of OpenVM as a bridge between VM and OE.

16 citations


Journal ArticleDOI
TL;DR: In this paper, a multi-case study was presented to address an important gap in the current literature concerning the effective implementation of a flipped classroom (FC) model in a particular educational setting.
Abstract: A multi-case study will be presented in this publication which aimed to address an important gap in the current literature concerning the effective implementation of a flipped classroom (FC) model in a particular educational setting. There has been limited research focusing on utilising a FC model within the primary education context despite its potential benefits for young students, such as facilitating student-centred inquiry-based learning (IBL) and developing their higher order cognitive skills. This multi-case study has been drawn from authors’ collaborative action research project with other teacher participants, during which the authors explored the effective ways in which a FC model can be utilised to promote students’ IBL in primary school settings. The authors first develop an inquiry-based flipped classroom (IB-FC) model and applied the model into five primary schools in Cyprus for a school year (2017–2018). A total number of five teachers, 77 students and 48 of their parents were invited to participate in the project. A large volume of qualitative data was collected mainly through classroom observations and interviews. Data analysis of teachers’, students’ and parents’ experiences and perceptions led to the development of seven universal design principles. These principles can be used to support primary school teachers’ attempts to design effective instructions using the IB-FC model.

Journal ArticleDOI
TL;DR: In this paper, the authors investigate the influencing factors of ICT integration at secondary schools of Isfahan province in order to obtain a realistic view of the factors especially among those teachers who attended ICT training courses, a total sample of 180 secondary school teachers were recruited randomly and a survey was completed.
Abstract: The main purpose of this study is to investigate the influencing factors of ICT integration at secondary schools of Isfahan province In order to obtain a realistic view of the factors especially among those teachers who attended ICT training courses, a total sample of 180 secondary school teachers were recruited randomly and a survey was completed A researcher-approved questionnaire was developed to measure participants’ access rate to ICT resources, ICT skills and their ICT integration practices The content validity method was used for estimating the validity of the questionnaire and Cronbach’s alpha coefficient was calculated to verify its reliability The results were analysed using descriptive and inferential statistics methods Based on the results, teachers have adequate access to hardware at home and school However, the access rate to software is not of a desirable level In spite of attending ICT training courses, secondary teachers were not proficient in using ICT tools and their technology usage in education, research and communication domains is less than the desired level Results indicate that though there is a tendency to get computers and use the Internet, still using them in different areas remains an unsolved problem The findings address implications for teacher educators and professional development programme providers

Journal ArticleDOI
TL;DR: In this article, the authors investigated how the functionalities of Blackboard Learn were used in online courses and how students perceived the benefits of using them, and found that students who consider Blackboard tools more beneficial on their learning are most likely to have higher perceptions of teaching presence.
Abstract: Blackboard Learn is one of the learning management systems (LMSs), which is used in teaching to manage user learning interventions and assist in the planning, distribution and evaluation of a specific learning process. The purpose of this study was to investigate how the functionalities of Blackboard Learn were used in online courses and how students perceived the benefits of using them. Also, the study was to investigate how students’ perceptions of teaching, cognitive and social presences within the Community of Inquiry and perceived benefits of using Blackboard Learn were related to their learning efforts. The results revealed that students who consider Blackboard tools more beneficial on their learning are most likely to have higher perceptions of teaching presence. Moreover, students’ learning efforts were increased primarily by students’ perceptions on perceived benefits of using Blackboard and secondarily by students’ perceptions of social presences. In conclusion, utilising LMS tools effectively in online courses can benefit students’ course work and would motivate them to put more efforts on their learning.

Journal ArticleDOI
TL;DR: In this paper, the authors show no significant effect either on performance or on perceived cognitive load for the students watching a recorded lecture with added subtitles compared to watching without subtitles, while the same recorded lecture was watched in one of the four presentation modes (audio, video and video with two types of subtitles).
Abstract: Globally, online (or e-learning) environments are growing in popularity in schools and universities. However, the language of instruction in these environments is mostly English. This is a problem as most of the students enrolling into online learning environments in South Africa are non-native English speakers. For these students, English is their second or sometimes third proficient language, which puts them at a disadvantage while accessing information for certain modules. A possible solution is to add same-language subtitles (SLS) to recorded lectures in these online environments to facilitate student learning. Unfortunately, previous studies provided no conclusive evidence of the advantages or disadvantages of adding SLS to a recorded lecture with regard to performance. The participants in this study1 were first-year students (n = 64) in Academic Literacy, majoring in Economics. They were non-native speakers of English with an average English proficiency and were divided into four groups. Each group watched the same recorded lecture in one of the four presentation modes (PMs) (audio, video and video with two types of subtitles). The findings of the study showed no significant effect either on performance or on perceived cognitive load for the students watching a recorded lecture with added subtitles compared to watching without subtitles.

Journal ArticleDOI
TL;DR: In this article, the usage of lecture recordings can be characterised by usage frequency, repetitiveness and selectivity in watching, lecture attendance, and social context and location in which students watch the lecture recordings.
Abstract: Students’ usage of lecture recordings can be characterised by usage frequency, repetitiveness and selectivity in watching, lecture attendance, and social context and location in which students watch the lecture recordings. At the University of Munster (Germany), the lecture recording service was evaluated over three semesters. The data were combined and used for a cluster analysis with the aim of being able to describe the students’ distinct usage patterns. The cluster analysis was performed using partitioning around medoids with Gower distance. Five clusters of students were identified, which differed mainly on the amount of lecture recordings watched, whether the lecture recordings were watched completely or partially, whether the recordings were watched once or multiple times, and the number of lectures the students missed. The five clusters are interpreted as representing different ways of utilising lecture recordings. The clustering provides a basis for investigating the usage of lecture recordings in the context of different approaches to learning and learning strategies.

Journal ArticleDOI
TL;DR: Results indicate that the use of holographic videoconferencing can enhance the teaching presence of remote presenters, the engagement between participants and attendees’ enjoyment of a seminar, and the benefits of HoloLens may reduce over time.
Abstract: This study seeks to identify potential advantages of using holographic videoconferencing to deliver seminars within higher education as compared to the use of alternative non-holographic videoconferencing. Holographic videoconferencing offers opportunities to enhance attendees’ experience of remotely delivered seminars but has not been widely researched. Data were collected from 127 attendees attending one of three seminars, each of which featured a combination of physically present presenters and remote presenters participating via holographic videoconferencing. In this study, the holographic representations were three-dimensional and life-size. Monitors and holographic images were calibrated in a manner such that the remote presenters were able to point to and achieve eye-contact with members of the audience. Results indicate that the use of holographic videoconferencing can enhance the teaching presence of remote presenters, the engagement between participants and attendees’ enjoyment of a seminar. Almost all participants reported this to be their first experience of a holographic event and the positive results are partly explained by a sense of novelty. This suggests that the benefits of holographic videoconferencing may reduce over time. However, we argue that some benefit, resulting from an enhanced degree of teaching presence, will be sustained. The relative impact on learning gain is not explored in the current study. We believe that this would likely require a more controlled experiment in future research.

Journal ArticleDOI
TL;DR: In this article, the authors examined the effectiveness of the flipped learning strategy in the development of scientific research skills (SRS) in the procedural research course among higher education diploma students.
Abstract: There have been efforts to investigate the effectiveness of the flipped learning strategy in the development of scientific research skills (SRS) in the procedural research course among higher education diploma students. However, studies examining the effectiveness of the flipped learning strategy in the development of SRS are, thus far, rare. This study adopted a quasi-experimental design, with two types of teaching methods. One research group was assigned to the flipped learning teaching method (n = 30) and the other to the conventional teaching method (n = 30). A multiple-choice SRS test was developed and used. The results showed that the flipped learning teaching method was more effective than the conventional teaching method, in gauging students’ SRS.

Journal ArticleDOI
TL;DR: A method for capturing and providing cost-effective virtual reality experiences, used here as a tool to give students improved accessory data and context regarding geological lab samples and image quality was raised as an area for improvement.
Abstract: Virtual and augmented reality technology is becoming more commonly available within a plethora of environments in which we exist, including educational environments. With advances in technology, and more exposure to its capabilities, there is a greater expectations and reliance on it. However, much of the hardware (and some of the software) which makes this technology usable is expensive and inaccessible to many. This article introduces a method for capturing and providing cost-effective virtual reality experiences, used here as a tool to give students improved accessory data and context regarding geological lab samples. The method introduced utilises the Google Cardboard camera app and Google Cardboard viewers. The virtual reality environment created is a mini-immersive experience that could be provided to students, or collected by students for their own use. The article reports results from a study of 20 participants who answered a questionnaire outlining their experiences of implementing the method. They responded positively, highlighting the applicability of the method to the task, the ease of use of tool and the accessibility of technology. Image quality of the method was raised as an area for improvement.

Journal ArticleDOI
TL;DR: It is argued that, simply just using a descriptive, typological framework is not sufficient to identify signature digital capabilities of a subject without tending to their disciplinary aspects, and it is the combination of a typological DigiCap framework through the lens of signature pedagogies, which can be effective in identifying disciplinary digital capabilities.
Abstract: The development of digital capabilities has received significant attention in higher education (HE) in recent years, with various attempts made to develop digital frameworks to support curriculum design. However, few studies have articulated these generic capabilities in terms of specific disciplines. This paper addresses the gap by exploring how digital capabilities are planned in HE curricula in two professional disciplines, engineering and management, at the two UK universities. Originality of the study is achieved in part through a newly proposed conceptual framework that weaves Shulman’s notion of signature pedagogies together with Joint Information Systems Committee (JISC)’s Digital Capability Framework (DigiCap). This study employed a multiple-case study methodology, drawing on documentary sources and academic, professional and student perspectives via interviews and focus groups. This study offers insight into the digital capabilities in engineering and management education, as well as the digital practices of engineers and managers. Findings report on which DigiCap elements are prioritised, and how, in the two professions, followed by a discussion of their most distinct ‘signature digital capabilities’. These indicate that the development of digital capabilities is aligned with the respective discipline’s signature pedagogies. This study argues that, simply just using a descriptive, typological framework is not sufficient to identify signature digital capabilities of a subject without tending to their disciplinary aspects. It is the combination of a typological DigiCap framework through the lens of signature pedagogies, which can be effective in identifying disciplinary digital capabilities. This approach is one of the major outcomes of this study.

Journal ArticleDOI
TL;DR: In this paper, a flipped classroom lecture approach was used in an engineering mathematics course (118 students) to report on student viewing habits based on 104 videos over a period of 12 weeks.
Abstract: A flipped classroom lecture approach was utilised in an engineering mathematics course (118 students). This article reports on student viewing habits based on 104 videos over a period of 12 weeks. The video statistics indicate that many students waited until the last day before assignments to watch the required videos. There are also indications that the students would try to reduce the heavy workload induced by watching all videos on a single day by skipping videos perceived as less valuable. The data show a strong negative correlation between the length of a video and how much of that video the students watched per viewing setting. However, although students watched less of longer videos, the data also indicate that the students still watched, to a large degree, every part of the videos, just not in a single viewing session. Based on these results, recommendations on video creation and flipped classroom implementation are given.

Journal ArticleDOI
TL;DR: In this paper, the authors analyzed the use of a flipped classroom to develop the learning to learn competence in the university context and found no significant differences between the traditional and flipped classroom method, in the perception of the development of the "learning to learn" competence.
Abstract: This study analyses the use of a flipped classroom to develop the ‘learning to learn’ competence in the university context. This research was conducted on a subject about Applied Teaching Methodology included in the Physical Activity and Sports Science degree at the Polytechnic University of Madrid (Spain). A total of 110 university students (mean age 21.6 ± 3.0 years) participated in the research and were divided into two groups: one group (44 students) received an intervention based on the traditional method (with theoretical classes and resolved questions) and the other group (66 students) received an intervention using the flipped classroom method; self-perception of the level of development of the ‘learning to learn’ competence was analysed before and after the intervention. The design involved two groups that followed different types of teaching (traditional vs. flipped classroom) × two moments in time (before and after). This study did not find any significant differences between the traditional and flipped classroom method, in the perception of the development of the ‘learning to learn’ competence.

Journal ArticleDOI
TL;DR: It is argued that the collabo¬rative transdisciplinary design team model provides a transferable framework for designing MMR-enhanced clinical simulation environments and can be utilised to enhance wider clinical simulation contexts than the original context of Paramedicine education.
Abstract: This article evaluates the results of two prototype iterations of a design-based research project that explores the application of mobile mixed reality (MMR) to enhance critical care clinical health education simulation in Paramedicine. The project utilises MMR to introduce critical elements of patient and practitioner risk and stress into clinical simulation learning scenarios to create more authentic learning environments. Subjective participant feedback is triangulated against participant biometric data to validate the level of participant stress introduced to clinical simulation through the addition of MMR. Results show a positive impact on the learning experience for both novice and professional paramedic practitioners. The article highlights the development of implementation and data triangulation methodologies that can be utilised to enhance wider clinical simulation contexts than the original context of Paramedicine education. We argue that our collaborative transdisciplinary design team model provides a transferable framework for designing MMR-enhanced clinical simulation environments. This article is part of the special collection Mobile Mixed Reality Enhanced Learning edited by Thom Cochrane, James Birt, Helen Farley, Vickel Narayan and Fiona Smart. More papers from this collection can be found here.

Journal ArticleDOI
TL;DR: This paper explored the transition experiences of refugees to study online in Dublin City University (DCU) and found that asylum seekers face financial, structural, cultural and digital equity barriers to access higher education.
Abstract: This qualitative study explores the transition experiences of refugees to study online in Dublin City University (DCU). Asylum seekers face financial, structural, cultural and digital equity barriers to access higher education (HE). In response to these barriers to access, DCU became a ‘University of Sanctuary’ in 2017, offering scholarships to refugees. Data were collected via semi-structured interviews. Four themes were constructed in the data-led thematic analysis: asylum world, belong-ing to the DCU community, the personal impact of studying and study world. Overall, this study strengthens the idea that access programmes such as the University of Sanctuary scholarships can facilitate participation in HE for refugees, provided that the necessary support to address the financial, structural, cultural and digital equity barriers is in place.

Journal ArticleDOI
TL;DR: In this article, the authors propose a cross-pollination of two prominent lines of educational thought: open education (OE) and threshold concepts (TCs), and propose a theoretical framework that includes the transformative impact on identity in the process of becoming an open educator.
Abstract: In this article, we propose a cross-pollination of two prominent lines of educational thought: open education (OE) and threshold concepts (TCs). Open education has gained an increased profile through the growing popularity of open educational resources (OER) and massive online open courses (MOOCs). Educators who create or make use of such resources, or employ related open educational practices (OEP), are often suggested to have a transformative impact in educational settings. In recent years, educational research has increasingly discussed learning as a process of attaining or crossing certain conceptual thresholds, which involve such a significant shift that the learner eventually achieves a different and deeper understanding of core disciplinary knowledge, even a new identity. Of the eight characteristics of TCs identified in the core literature of this theory, we consider that three in particular offer the maximum potential for understanding the evolution of teachers towards the open educator identity: transformative, troublesome and liminal. This work presents a theoretical framework that includes the transformative impact on identity in the process of becoming an open educator, the troublesomeness inherent in this evolution and the liminal space through which the evolving teachers progress. It is argued that a focus on the development of open educator identity aligns with current reflective approaches to working on teachers’ professional identity, and at the same time supports a focus on teachers’ commitment to a democratic approach to education, which is necessary in neoliberal times.

Journal ArticleDOI
TL;DR: In this paper, the authors conducted a case study to determine the use of technology and the opinions of pre-service primary teachers regarding using technology in classroom activities in mathematics lessons in primary schools.
Abstract: Pre-service teachers who are future practitioners of the curriculum cannot be considered independent of their views on education and technology. The goal of this study is to determine the use of technology and the opinions of pre-service primary teachers (PPTs) regarding the use of technology in classroom activities in mathematics lessons. The research was conducted with 62 PPTs studying in a state university. The study is based on a case study. The PPTs designed and implemented activities with respect to the objective(s) in the primary school mathematics-teaching programme. These activities were observed and recorded in video. At the end of the semester, the opinion form prepared by the researchers was applied to the PPTs. Descriptive statistics, descriptive analysis and content analysis methods were used in the analysis of the data. According to the findings of the research, almost all of the PPTs expressed opinions about the positive and negative aspects of technology usage related to education. Furthermore, while 83.86% of the PPTs indicated that they wanted to use technology effectively in their professional lives in the future, only 19.35% of the observed activities benefited from the technology. PPTs advocated two main reasons for not using technology in classroom activities. The first was that concrete material is more effective where physical conditions are inadequate and the difficulty in accessing materials, especially at schools in rural areas. The second main reason concerned time constraints while following the curriculum.

Journal ArticleDOI
TL;DR: In this article, an anonymous question and answer mobile application with a large cohort of undergraduate students (460) enrolled on an Operations Strategy Management module was presented, which allowed students to pose anonymous questions to both peers and staff, create replies and vote on questions posted by other users.
Abstract: This article analyses the pilot of an anonymous question and answer mobile application with a large cohort of undergraduate students (460) enrolled on an Operations Strategy Management module. The mobile application allowed students to pose anonymous questions to both peers and staff, create replies and vote on questions posted by other users. The aim of the pilot was to evaluate how this application could be used to enhance communication, engagement and student learning both inside and outside of class time to overcome some of the challenges presented by large cohort teaching. An initial evaluation was undertaken exploring both the analytics attached to the platform and a thematic analysis of the posts. The initial findings of the pilot were positive, with the majority of students installing and regularly accessing the application with use increasing over time. The questions posed demonstrated engagement beyond surface-level memorisation of module content, and there were indications that the application could be beneficial in supporting student community awareness and interaction within large cohorts.

Journal ArticleDOI
TL;DR: In this paper, student attitudes towards the use of mobile technology and digital media assignments in undergraduate STEM education were studied and validated questionnaires measured student attitudes to digital media support and attitudes to technology, understanding of the assignment, knowledge construction and digital multimedia for learning and career development.
Abstract: Digital media assignments are a widely used method of assessing student learning in higher education. Despite their common use, the literature on digital media assignments has many gaps regarding theoretical frameworks to guide their design, implementation and evaluation. This research paper focuses on student attitudes towards the use of mobile technology and digital media assignments in undergraduate STEM education. The study used a set of novel theoretical frameworks to identify training needs in digital media production, development of assessment weightings, marking rubrics and student training and resources. Longitudinal data were captured over a period of 4 years (n = 1724) using a mixed-methods approach. Validated questionnaires measured student attitudes to digital media support and attitudes to technology, understanding of the assignment, knowledge construction and digital media for learning and career development. Open-ended questions helped gather suggestions from students for improving the assessment task. Questionnaire data were analysed by using descriptive statistics and qualitative data with thematic analysis. The results suggested that students enjoyed group work, found learning with digital media to be engaging and developed critical thinking and digital media skills. In conclusion, STEM students had a positive learning experience repurposing mobile technology as pedagogical devices that present knowledge by using a multi-modal approach mediated by digital media.

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TL;DR: In this article, correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented, and a range of demographic and educational factors, including age, gender, level of study and year of study, are calculated.
Abstract: Using a survey of higher education students (N = 2145), correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented. Correlations between graduate attribute attainment and a range of demographic and educational factors, including age, gender, level of study and year of study, are also calculated. While it is shown that there is no significant relationship between existing game play habits and graduate attribute attainment, several broad observations are made. Students who do not play video games tended to score best, while those students who play games in a variety of modes (online and local cooperative play, team-based and other cooperative play) also scored better on measures of graduate attribute attainment. Assumptions about the development of graduate attributes over time are also challenged by the data presented here, which suggest there is little correlation between attribute attainment and years spent at university. The work suggests that, while video games may be used to develop graduate skills on campus, there is no strong correlation between existing game play habits and the attainment of certain transferable skills.

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TL;DR: The authors found that students were most motivated to use the interactive educational resource by the opportunity to earn extra credit followed by desire to earn a good grade, and with a high likelihood would recommend future students to use it.
Abstract: Platforms are now becoming available to allow for incorporating interactive elements into open educational resources (OERs), but little has been published about their use and effectiveness. Students enrolled in online and on-campus sections of an intermediate human nutrition course at a public Midwestern University in the United States used an OER that was adapted to an online platform, where it included embedded videos and summative assessments (interactive educational resource). Data were collected from the learning management system, course performance, resource platform and a survey. Student course grades were positively correlated with use of the interactive educational resource and percentage of questions correctly answered. Overall survey response rate was 84/109 (77.1%). Student respondents reported higher use of the interactive educational resource and preferred it over a static PDF or hard copy. Students were most motivated to utilise the interactive educational resource by the opportunity to earn extra credit followed by desire to earn a good grade. Student respondents reported that they were satisfied with their experiences using the interactive educational resource, and with a high likelihood, would recommend future students to use it. While these findings are limited to one semester at one university, they support future research efforts into the efficacy of interactive educational resources and OER-enabled pedagogy.

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TL;DR: Cochrane et al. as mentioned in this paper addressed the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks and found that there are no significant differences between motivation and self-efficacy as it relates to three selected activities: Roboraid, Tutorial and Freeplay.
Abstract: This study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the southern part of the USA. Each study participant completed a questionnaire that consisted of 22 questions using a seven-point Likert scale. The results show that there are no significant differences between motivation and self-efficacy as it relates to three selected activities: Roboraid, Tutorial and Freeplay. The opportunity for meaningful learning through the use of the mixed reality is enticing; there is value in exploring facilitation of these learning opportunities through redistribution of cognitive load. This article is part of the special collection Mobile Mixed Reality Enhanced Learning edited by Thom Cochrane, James Birt, Helen Farley, Vickel Narayan and Fiona Smart. More articles from this collection can be found here.