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Showing papers on "Experiential learning published in 2013"


BookDOI
15 Apr 2013
TL;DR: In this paper, a generic view of learning is proposed for reflective and experiential learning, and the framing of learning: emotion and learning, taking stock, and depth quality of reflective learning.
Abstract: Introduction Part 1: A generic view of learning 1. The process of learning: the development of a generic view of learning 3. The framing of learning: the conception of the structure of knowledge 4. The framing of learning: emotion and learning 5. The framing of learning: approaches to learning Part 2: Exploring reflective and experiential learning 6. Reflective and experiential learning: taking stock 7. The nature of reflective learning 8. The depth quality of reflective learning 9. Exploring experiential learning: the literature Part 3: Working with reflective and experiential learning 11. Introducing reflective activities to learners 12. Assessment issues 13. Enhancing reflective and experiential learning. Resources Glossary of terms. Bibliography. Index.

1,289 citations


Journal ArticleDOI
TL;DR: A discussion of what learners need to understand in order to become effective stewards of their own learning and a discussion of societal assumptions and attitudes that can be counterproductive in terms of individuals becoming maximally effective learners.
Abstract: Knowing how to manage one's own learning has become increasingly important in recent years, as both the need and the opportunities for individuals to learn on their own outside of formal classroom settings have grown. During that same period, however, research on learning, memory, and metacognitive processes has provided evidence that people often have a faulty mental model of how they learn and remember, making them prone to both misassessing and mismanaging their own learning. After a discussion of what learners need to understand in order to become effective stewards of their own learning, we first review research on what people believe about how they learn and then review research on how people's ongoing assessments of their own learning are influenced by current performance and the subjective sense of fluency. We conclude with a discussion of societal assumptions and attitudes that can be counterproductive in terms of individuals becoming maximally effective learners.

942 citations


Journal ArticleDOI
TL;DR: The Guide is designed for those new to education, in the hope that it can unravel the difficulties in understanding and applying the common learning theories, whilst also creating opportunities for debate as to the best way they should be used.
Abstract: There are many theories that explain how adults learn and each has its own merits. This Guide explains and explores the more commonly used ones and how they can be used to enhance student and faculty learning. The Guide presents a model that combines many of the theories into a flow diagram which can be followed by anyone planning learning. The schema can be used at curriculum planning level, or at the level of individual learning. At each stage of the model, the Guide identifies the responsibilities of both learner and educator. The role of the institution is to ensure that the time and resources are available to allow effective learning to happen. The Guide is designed for those new to education, in the hope that it can unravel the difficulties in understanding and applying the common learning theories, whilst also creating opportunities for debate as to the best way they should be used.

736 citations


Book
01 Jan 2013
TL;DR: In this article, the authors present a research synthesis report of the Connected Learning Research Network (CLRN), which is based on the work of the authors of this paper. Page de titre
Abstract: " a research synthesis report of the Connected Learning Research Network " -- Page de titre.

673 citations


Journal ArticleDOI
TL;DR: A review of literature addresses the challenges of engaging today's students in lecture-based classrooms and presents an argument for application of the flipped classroom model hy educators in the disciplines of family and consumer sciences.
Abstract: "Flipping" the classroom employs easy-to-use, readily accessihle technology in order to free class time from lecture. This allows for an expanded range of learning activities during class time. Using class time for active learning versus lecture provides opportunities for greater teacher-to-student mentoring, peer-to-peer collaboration and cross-disciplinary engagement. This review of literature addresses the challenges of engaging today's students in lecture-based classrooms and presents an argument for application of the "flipped classroom" model hy educators in the disciplines of family and consumer sciences.

633 citations


Journal ArticleDOI
TL;DR: In this paper, the authors identify two major approaches of utilizing AR technology in science education, which are named as image-based and location-based AR and find that students' spatial ability, practical skills, and conceptual understanding are often afforded by image based AR and location based AR usually support inquiry-based scientific activities.
Abstract: Augmented reality (AR) is currently considered as having potential for pedagogical applications. However, in science education, research regarding AR-aided learning is in its infancy. To understand how AR could help science learning, this review paper firstly has identified two major approaches of utilizing AR technology in science education, which are named as image-based AR and location-based AR. These approaches may result in different affordances for science learning. It is then found that students’ spatial ability, practical skills, and conceptual understanding are often afforded by image-based AR and location-based AR usually supports inquiry-based scientific activities. After examining what has been done in science learning with AR supports, several suggestions for future research are proposed. For example, more research is required to explore learning experience (e.g., motivation or cognitive load) and learner characteristics (e.g., spatial ability or perceived presence) involved in AR. Mixed methods of investigating learning process (e.g., a content analysis and a sequential analysis) and in-depth examination of user experience beyond usability (e.g., affective variables of esthetic pleasure or emotional fulfillment) should be considered. Combining image-based and location-based AR technology may bring new possibility for supporting science learning. Theories including mental models, spatial cognition, situated cognition, and social constructivist learning are suggested for the profitable uses of future AR research in science education.

582 citations


Book
01 Jan 2013
TL;DR: This book argues that good games teach through well-designed problem-solving experiences and proves that game-based learning must involve more than software and technology and engage with the design of passionate-affinity spaces where people mentor each other's learning and engagement.
Abstract: Good Video Games and Good Learning presents the most important essays by James Paul Gee devoted to the ways in which good video games create good learning. The chapters in this book argue that good games teach through well-designed problem-solving experiences. They also prove that game-based learning must involve more than software and technology and engage with the design of passionate-affinity spaces where people mentor each other's learning and engagement. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.

566 citations


Journal ArticleDOI
TL;DR: The results reveal that the high level of interactivity with peers and with the teacher that is promoted by the use of clickers positively influences active collaborative learning and engagement, which, in turn, improves student learning performance.
Abstract: As more and more educational institutions are integrating new technologies (e.g. audience response systems) into their learning systems to support the learning process, it is becoming increasingly necessary to have a thorough understanding of the underlying mechanisms of these advanced technologies and their consequences on student learning performance. In this study, our primary objective is to investigate the effect of clickers (i.e. audience response systems) on student learning performance. To do so, we develop a conceptual framework in which we propose that interactivity, active collaborative learning and engagement are three key underlying forces that explain the positive effects and benefits of clickers in enhancing student learning performance. We test these relationships empirically in a university class setting using data from a survey answered by students in a social sciences degree. The results provide strong support for our proposed framework and they reveal that the high level of interactivity with peers and with the teacher that is promoted by the use of clickers positively influences active collaborative learning and engagement, which, in turn, improves student learning performance. These results show the importance of clickers in improving the student learning experience and recommend their use in educational settings to support the learning process. Highlights? To investigate the impact of clickers on student learning performance. ? Interactivity as a result of using clickers promotes active collaborative learning. ? Interactivity as a result of using clickers promotes engagement. ? Engagement improves students' learning performance. ? Active collaborative learning improves students' engagement and learning performance.

451 citations


Journal ArticleDOI
TL;DR: These two experiments demonstrate that a serious game environment can promote learning and motivation, providing it includes features that prompt learners to actively process the educational content.
Abstract: Although many studies have investigated the effects of digital game-based learning (DGBL) on learning and motivation, its benefits have never been systematically demonstrated. In our first experiment, we sought to identify the conditions under which DGBL is most effective, by analyzing the effects of two different types of instructions (learning instruction vs. entertainment instruction). Results showed that the learning instruction elicited deeper learning than the entertainment one, without impacting negatively on motivation. In our second experiment, we showed that if learners are given regular feedback about their performance, the entertainment instruction results in deep learning. These two experiments demonstrate that a serious game environment can promote learning and motivation, providing it includes features that prompt learners to actively process the educational content. We examined the effects of two types of instructions on digital game-based learning.Experiment 1 showed that learning is deeper with a learning instruction.Experiment 2 showed that an entertainment instruction with feedback is beneficial.These results are discussed in terms of motivation and learning processes.

449 citations


Journal ArticleDOI
TL;DR: The role of regulatory processes in collaborative learning and how CSCL environments can be used for shared regulation of learning are examined and two strands of seemingly diverse research are illuminated that lay an important foundation for supporting and researching regulation in CSCL contexts.
Abstract: Despite intensive research in computer-supported collaborative learning (CSCL) over the last decade, there is relatively little research about how groups and individuals in groups engage, sustain, support, and productively regulate collaborative processes. This article examines the role of regulatory processes in collaborative learning and how CSCL environments can be used for shared regulation of learning. First, we establish the importance of regulation processes and introduce three types of regulation contributing to successful collaboration: self-, co-, and socially shared regulation of learning. Second, we illuminate two strands of seemingly diverse research that lay an important foundation for supporting and researching regulation in CSCL contexts establishing that (a) computer-based pedagogical tools used to successfully support regulation in individual learning contexts can be leveraged for collaborative task contexts, and (b) computer-based tools for supporting collaborative knowledge constructio...

448 citations


Journal ArticleDOI
TL;DR: From the experimental results, it is found that the Mindtool-integrated collaborative educational game not only benefits the students in promoting their learning attitudes and learning motivation, but also improves their learning achievement and self-efficacy owing to the provision of the knowledge organizing and sharing facility embedded in the collaborative gaming environment.
Abstract: In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the students' performance in terms of their learning attitudes, learning motivation, self-efficacy and learning achievements. From the experimental results, it is found that the Mindtool-integrated collaborative educational game not only benefits the students in promoting their learning attitudes and learning motivation, but also improves their learning achievement and self-efficacy owing to the provision of the knowledge organizing and sharing facility embedded in the collaborative gaming environment.

Journal ArticleDOI
TL;DR: It is argued that to move from small-scale practice to broad scale applicability, there is a need to establish a contextual framework that helps teachers interpret the information that analytics provides.
Abstract: This article considers the developing field of learning analytics and argues that to move from small-scale practice to broad scale applicability, there is a need to establish a contextual framework that helps teachers interpret the information that analytics provides. The article presents learning design as a form of documentation of pedagogical intent that can provide the context for making sense of diverse sets of analytic data. We investigate one example of learning design to explore how broad categories of analytics—which we call checkpoint and process analytics—can inform the interpretation of outcomes from a learning design and facilitate pedagogical action.

Journal ArticleDOI
TL;DR: A concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process.
Abstract: Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach.

Journal ArticleDOI
TL;DR: The research evidence supports the view that children enjoyed the engaging learning activities and had opportunities to develop mathematical concepts, problem solving and social skills and the study also provides proposals for the design of future research.
Abstract: Computer programming is considered an important competence for the development of higher-order thinking in addition to algorithmic problem solving skills. Its horizontal integration throughout all educational levels is considered worthwhile and attracts the attention of researchers. Towards this direction, an exploratory case study is presented concerning dimensions of problem solving using computer programming by 5-6 years old kindergarten children. After a short introductory experiential game the children were involved in solving a series of analogous computer programming problems, using a Logo-based environment on an Interactive White Board. The intervention was designed as a part of the structured learning activities of the kindergarten which are teacher-guided and are conducted in a whole-class social mode. The observation of the video recording of the intervention along with the analysis of teacher's interview and the researcher's notes allow for a realistic evaluation of the feasibility, the appropriateness and the learning value of integrating computer programming in such a context. The research evidence supports the view that children enjoyed the engaging learning activities and had opportunities to develop mathematical concepts, problem solving and social skills. Interesting results about children learning, difficulties, interactions, problem solving strategies and the teacher's role are reported. The study also provides proposals for the design of future research.

DOI
11 Jan 2013
TL;DR: Games are competitive exercises in which the objective is to win and players must apply subject matter or other relevant knowledge in an effort to advance in the exercise and win, and Simulations are open-ended evolving situations with many interacting variables.
Abstract: Educational games and simulations are experiential exercises that transport learners to another world. There they apply their knowledge, skills, and strategies in the execution of their assigned roles. For example, children may search for vocabulary cues to capture a wicked wizard (game), or engineers may diagnose the problems in a malfunctioning steam plant (simulation).

Proceedings Article
15 Mar 2013
TL;DR: It is proposed that it is now appropriate for the AI community to move beyond learning algorithms to more seriously consider the nature of systems that are capable of learning over a lifetime.
Abstract: Lifelong Machine Learning, or LML, considers systems that can learn many tasks from one or more domains over its lifetime. The goal is to sequentially retain learned knowledge and to selectively transfer that knowledge when learning a new task so as to develop more accurate hypotheses or policies. Following a review of prior work on LML, we propose that it is now appropriate for the AI community to move beyond learning algorithms to more seriously consider the nature of systems that are capable of learning over a lifetime. Reasons for our position are presented and potential counter-arguments are discussed. The remainder of the paper contributes by defining LML, presenting a reference framework that considers all forms of machine learning, and listing several key challenges for and benefits from LML research. We conclude with ideas for next steps to advance the field.

Journal ArticleDOI
TL;DR: In this paper, a theoretical model of the relationship between problem-or project-based learning and self-regulated learning is presented, along with research-driven guidelines on how to promote student responsibility for learning in PBL.
Abstract: In order to be successful in problemor project-based learning (PBL), students must take responsibility for the learning process by setting goals, monitoring, reflecting, and sustaining their motivation from the beginning of the project until the end. However, for many students, these processes do not occur naturally or easily. Therefore, the learning environment and teaching practices in PBL must be designed with intention to support students’ self-regulated learning (SRL). This paper describes specific learning environment features and teaching practices that have been shown to foster student responsibility for learning in each phase of PBL, with the purpose of providing educators with guidance for developing SRL in PBL, and ultimately, student motivation and ability to learn. To accomplish this, a theoretical model of the relationship between PBL and SRL is presented, along with research-driven guidelines on how to promote student responsibility for learning in PBL.

Journal ArticleDOI
TL;DR: In this paper, the authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as mixed reality (MR), where, for example, students can use their bodies to simulate an orbit around a virtual planet.
Abstract: The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as mixed reality (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent research supports the idea that body activity can be an important catalyst for generating learning, and new technologies are being developed that use natural human physicality and gesture as input. However, existing research on embodied learning technologies has been disparate, driven largely by specific technical innovations and constraints, and often lacking a clear focus on establishing their efficacy in educational contexts. On the basis of the unique characteristics of these technologies and on their own experiences conducting research in this area, the authors put forth six precepts for embodied learning technology researchers that pertain to the rationale, design, and...


Journal ArticleDOI
TL;DR: Demographic variables, such as the number of online courses taken, gender, and academic status were found to predict online learning self-efficacy and it was found that online learning Selfefficacy predicted students' online learning satisfaction.
Abstract: Self-efficacy is believed to be a key component in successful online learning; however, most existing studies of online self-efficacy focus on the computer. Although computer self-efficacy is important in online learning, researchers have generally agreed that online learning entails self-efficacy of multifaceted dimensions; therefore, one of the purposes of the current study was to identify dimensions of online learning self-efficacy. Through exploratory factor analysis, we identified five dimensions of online learning self-efficacy: (a) self-efficacy to complete an online course, (b) self-efficacy to interact socially with classmates, (c) self-efficacy to handle tools in a Course Management System (CMS), (d) self-efficacy to interact with instructors in an online course, and (e) self-efficacy to interact with classmates for academic purposes. In addition, the role of demographic variables in online learning self-efficacy was investigated. Demographic variables, such as the number of online courses taken, gender, and academic status were found to predict online learning self-efficacy. Furthermore, we found that online learning self-efficacy predicted students' online learning satisfaction. Results are discussed, and implications for online teaching and learning are provided.

Journal ArticleDOI
TL;DR: It is found that instructional support in game-based learning environments improved learning and was largest when learning of skills was involved and when the instructional support aimed at the selection of relevant new information.
Abstract: Computer games can be considered complex learning environments in which players require instructional support to engage in cognitive processes such as selecting and actively organizing/integrating new information. We used meta-analytical techniques to test if instructional support enhances learning in game-based learning (k = 107, N"a"d"j = 3675). We found that instructional support in game-based learning environments improved learning (d = .34, p < .001). Additional moderator analyses revealed that the learning effect was largest when learning of skills was involved (d = .62, p < .001) and when the instructional support aimed at the selection of relevant new information (d = .46, p < .001). Furthermore, we found some evidence for a publication bias since the effect sizes for studies in peer-reviewed journals was significantly higher than for studies in proceedings and unpublished studies (journals: d = .44; proceedings: d = .08; unpublished: d = .14).

Journal ArticleDOI
TL;DR: A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies as mentioned in this paper, which indicated that cognitivism and constructivism were the major theoretical foundations employed by the researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years.
Abstract: The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students’ problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.

Journal ArticleDOI
TL;DR: The learning approaches suggest a positive shift towards deep and strategic learning in postgraduate students, however a similar difference was not observed in undergraduate students from first year to final year, suggesting that their curriculum may not have influenced learning methodology over a five year period.
Abstract: The challenge of imparting a large amount of knowledge within a limited time period in a way it is retained, remembered and effectively interpreted by a student is considerable. This has resulted in crucial changes in the field of medical education, with a shift from didactic teacher centered and subject based teaching to the use of interactive, problem based, student centered learning. This study tested the hypothesis that learning styles (visual, auditory, read/write and kinesthetic) and approaches to learning (deep, strategic and superficial) differ among first and final year undergraduate medical students, and postgraduates medical trainees. We used self administered VARK and ASSIST questionnaires to assess the differences in learning styles and approaches to learning among medical undergraduates of the University of Colombo and postgraduate trainees of the Postgraduate Institute of Medicine, Colombo. A total of 147 participated: 73 (49.7%) first year students, 40 (27.2%) final year students and 34(23.1%) postgraduate students. The majority (69.9%) of first year students had multimodal learning styles. Among final year students, the majority (67.5%) had multimodal learning styles, and among postgraduates, the majority were unimodal (52.9%) learners. Among all three groups, the predominant approach to learning was strategic. Postgraduates had significant higher mean scores for deep and strategic approaches than first years or final years (p < 0.05). Mean scores for the superficial approach did not differ significantly between groups. The learning approaches suggest a positive shift towards deep and strategic learning in postgraduate students. However a similar difference was not observed in undergraduate students from first year to final year, suggesting that their curriculum may not have influenced learning methodology over a five year period.

Journal ArticleDOI
TL;DR: The taxonomy of questions is summarized, strategies for formulating effective questions are provided, and practical considerations to enhance student engagement and promote critical thinking are explored.
Abstract: Questions have long been used as a teaching tool by teachers and preceptors to assess students' knowledge, promote comprehension, and stimulate critical thinking Well-crafted questions lead to new insights, generate discussion, and promote the comprehensive exploration of subject matter Poorly constructed questions can stifle learning by creating confusion, intimidating students, and limiting creative thinking Teachers most often ask lower-order, convergent questions that rely on students' factual recall of prior knowledge rather than asking higher-order, divergent questions that promote deep thinking, requiring students to analyze and evaluate concepts This review summarizes the taxonomy of questions, provides strategies for formulating effective questions, and explores practical considerations to enhance student engagement and promote critical thinking These concepts can be applied in the classroom and in experiential learning environments

Joanna Poon1
01 Jun 2013
TL;DR: In this paper, the authors report on a case study regarding the use of blended learning as a delivery method at Nottingham Trent University in the United Kingdom and examine the benefits that blended learning provides to students' learning experiences.
Abstract: Since the mid 1990s, larger student enrollments and more diverse student populations have resulted in a greater emphasis on enhancing students' learning experiences in higher education. The approaches used for teaching and learning have been shown to both directly impact and substantially enhance students' learning experiences. Blended learning, which is usually viewed as a combination of face-to-face and online delivery methods, can influence students' perceptions of the learning environment and, subsequently, their study experiences, learning outcomes, and ultimate academic achievement. In this paper, the author has reported on a case study regarding the use of blended learning as a delivery method at Nottingham Trent University in the United Kingdom. The author aimed to examine the benefits that blended learning provides to students' learning experiences. The discussion in this paper has focused on lessons learned from academics in developing blended learning, and has reported students' perceptions of the blended learning environment. The data collected for this study included interviews with academics and responses from students to a questionnaire survey. The research findings formed the basis of recommendations for the development of learning and teaching practices and approaches that will enhance students' learning experiences.

Journal ArticleDOI
TL;DR: Lessons learned from the grassroots spreading of the "maker movement" can help us reimagine schools and foster a mindset of creativity and innovation in educational settings as mentioned in this paper, and we can use these lessons in our own schools.
Abstract: Lessons learned from the grassroots spreading of the “maker movement” can help us reimagine schools and foster a mindset of creativity and innovation in educational settings.

Journal ArticleDOI
TL;DR: In this article, a constructivist, collaborative experiential learning approach to education and training of global managers is presented, where an on-line, 4-week virtual multicultural team project is designed and tested.
Abstract: Taking a constructivist, collaborative experiential learning approach to education and training of global managers, we designed an on-line, 4-week virtual multicultural team project and tested its ...

Journal ArticleDOI
TL;DR: The authors explore how learning theories inform the development of master learners and how to translate these theories into practical strategies for the learner, the teacher, and the learning environment so as to optimize this development.
Abstract: As a result of the paradigm shift to a competency-based framework, both self-directed lifelong learning and learner-centeredness have become essential tenets of medical education. In the competency-based framework, learners drive their own educational process, and both learners and teachers share the responsibility for the path and content of learning. This learner-centered emphasis requires each physician to develop and maintain lifelong learning skills, which the authors propose culminate in becoming a "master leaner." To better understand the development of these skills and the attainment of that goal, the authors explore how learning theories inform the development of master learners and how to translate these theories into practical strategies for the learner, the teacher, and the learning environment so as to optimize this development.The authors begin by exploring self-determination theory, which lays the groundwork for understanding the motivation to learn. They next consider the theories of cognitive load and situated cognition, which inform the optimal context and environment for learning. Building from this foundation, the authors consider key educational theories that affect learners' abilities to serve as primary drivers of their learning, including self-directed learning (SDL); the self-assessment skills necessary for SDL; factors affecting self-assessment (self-concept, self-efficacy, illusory superiority, gap filling); and ways to mitigate the inaccuracies of self-assessment (reflection, self-monitoring, external information seeking, and self-directed assessment seeking).For each theory, they suggest practical action steps for the learner, the teacher, and the learning environment in an effort to provide a road map for developing master learners.

Journal ArticleDOI
TL;DR: The current debate over whether early quantitative learning is supported by an inherent system for representing approximate magnitudes, an attentional-control system that enables explicit processing of quantitative symbols, such as Arabic numerals, or the logical problem-solving abilities that facilitate learning of the relations among numerals is reviewed.
Abstract: Children's quantitative competencies upon entry into school can have lifelong consequences. Children who start behind generally stay behind, and mathematical skills at school completion influence employment prospects and wages in adulthood. I review the current debate over whether early quantitative learning is supported by (a) an inherent system for representing approximate magnitudes, (b) an attentional-control system that enables explicit processing of quantitative symbols, such as Arabic numerals, or (c) the logical problem-solving abilities that facilitate learning of the relations among numerals. Studies of children with mathematical learning disabilities and difficulties have suggested that each of these competencies may be involved, but to different degrees and at different points in the learning process. Clarifying how and when these competencies facilitate early quantitative learning and developing interventions to address their impact on children have the potential to yield substantial benefits for individuals and for society.

Journal ArticleDOI
TL;DR: In this paper, the authors report the results of a quasi-experimental real-life intervention with cooperative learning in an undergraduate course, where in-class participation and student approaches to learning were measured before and after the intervention to assess the impact on students' engagement levels.
Abstract: With an increasing awareness that many undergraduates are passive during teaching sessions, calls for instructional methods that allow students to become actively engaged have increased. Cooperative learning has long been popular at the primary and secondary level and, within recent years, higher education. However, empirical evidence of the impact of cooperative learning at the university level is still limited. This study reports the result of a quasi-experimental real-life intervention with cooperative learning in an undergraduate course. In-class participation and student approaches to learning were measured before and after the intervention to assess the impact on 140 students’ engagement levels. In addition, open-ended comments were analysed, revealing what faculty adopting cooperative learning principles in higher education should be especially aware of.