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Showing papers on "Learning sciences published in 2017"


Book
01 Jan 2017

2,909 citations


Journal ArticleDOI
TL;DR: This overview reviews theoretical underpinnings of multi-view learning and attempts to identify promising venues and point out some specific challenges which can hopefully promote further research in this rapidly developing field.

679 citations


Journal ArticleDOI
TL;DR: In spite of its motivating properties, learning science in VR may overload and distract the learner, resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance), according to EEG measures of cognitive load.

605 citations


Journal ArticleDOI
TL;DR: In this article, a systematic review of blended learning environments brings with it four key challenges: (1) incorporating flexibility, stimulating interaction, facilitating students' learning processes, and fostering an affective learning climate.

319 citations


Journal ArticleDOI
TL;DR: Despite the increasing popularity of FL and similar active learning models, there has been limited attention devoted to understanding the reasons for why students may or may not engage in pre-class activities.
Abstract: Prior education studies have consistently emphasized the importance of sustained and active student engagement to aid academic performance and achievement of learning outcomes (e.g., Hockings, Cooke, Yamashita, McGinty, & Bowl, 2008; Michael, 2006). The positive impact of such active learning models on academic outcomes has been well established, particularly, in the STEM (Science, Technology, Engineering andMathematics) disciplines. For example, Freeman et al. (2014) demonstrated that students undertaking STEM courses incorporating active learning models received (on average) higher academic grades and were less likely to fail in comparison to peers in more traditional and lecture based modes of teaching. While active learning has clear benefits for student learning outcomes, the process of implementation is often more complex than first anticipated (Gillies & Boyle, 2010; Hung, 2011). For instance, student engagement in active learning does not occur spontaneously and educators must employ careful consideration of the curriculum design, activity sequencing and progression as well as the diversity of learners, including learners' prior experience and motivation, background and knowledge. Flipped learning (FL) is a form of blended learning that requires students' active participation in learning activities both before and during face-to-face sessions with the teacher (Lage, Platt, & Tregua, 2000). However, students frequently lack the necessary skills, time, and/ormotivation to fully participate in pre-class activities and therefore do not commit to the level of involvement in the learning process that effectively complements the intended design (Lai & Hwang, 2016; Mason, Shuman, & Cook, 2013). Clearly, the reasoning for why students may or may not engage in pre-class activities is complex and multi-dimensional. However, if provided with a deeper insight into the types of learning strategies students employ in such active learning models, teaching staff can make better informed decisions regarding student support and course design processes (Stief & Dollar, 2009). Despite the increasing popularity of FL and similar active learning models, there has been limited attention devoted to understanding

232 citations


Posted Content
TL;DR: This joint survey reviews the personal ideas and views of several researchers on neural-symbolic learning and reasoning and presents the challenges facing the area and avenues for further research.
Abstract: The study and understanding of human behaviour is relevant to computer science, artificial intelligence, neural computation, cognitive science, philosophy, psychology, and several other areas. Presupposing cognition as basis of behaviour, among the most prominent tools in the modelling of behaviour are computational-logic systems, connectionist models of cognition, and models of uncertainty. Recent studies in cognitive science, artificial intelligence, and psychology have produced a number of cognitive models of reasoning, learning, and language that are underpinned by computation. In addition, efforts in computer science research have led to the development of cognitive computational systems integrating machine learning and automated reasoning. Such systems have shown promise in a range of applications, including computational biology, fault diagnosis, training and assessment in simulators, and software verification. This joint survey reviews the personal ideas and views of several researchers on neural-symbolic learning and reasoning. The article is organised in three parts: Firstly, we frame the scope and goals of neural-symbolic computation and have a look at the theoretical foundations. We then proceed to describe the realisations of neural-symbolic computation, systems, and applications. Finally we present the challenges facing the area and avenues for further research.

214 citations


Journal ArticleDOI
TL;DR: The present paper discusses the concept of blended learning, its main features and prerequisite of its implementation, and tries to explain how blended learning is an approach that needs to be adopted.
Abstract: Blended learning is an innovative concept that embraces the advantages of both traditional teaching in the classroom and ICT supported learning including both offline learning and online learning. It has scope for collaborative learning; constructive learning and computer assisted learning (CAI). Blended learning needs rigorous efforts, right attitude, handsome budget and highly motivated teachers and students for its successful implementation. As it incorporates diverse modes so it is complex and organizing it is a difficult task. The present paper discusses the concept of blended learning, its main features and prerequisite of its implementation. Scope of blended learning in Indian educational system is also discussed .The present paper also tries to explain that how blended learning is an approach that needs to be adopted.

204 citations


Journal ArticleDOI
TL;DR: Learning factories present a promising environment for education, training and research, especially in manufacturing related areas which are a main driver for wealth creation in any nation as mentioned in this paper. But, while n...

204 citations


Journal ArticleDOI
TL;DR: In this paper, the authors present a pedagogical framework for the twenty-first-century learning practices in teacher education and provide concrete case examples facilitating strategic learning skills, collaborative problem-solving skills, and the skills to use information and communication technologies.
Abstract: With regard to the growing interest in developing teacher education to match the twenty-first-century skills, while many assumptions have been made, there has been less theoretical elaboration and empirical research on this topic. The aim of this article is to present our pedagogical framework for the twenty-first-century learning practices in teacher education. We will first review the current status of policy frameworks for the twenty-first-century learning skills. Based on our previous work and current understanding in the field of learning sciences, we will next elaborate the processes and strategies for collaborative problem-solving skills and strategic learning skills to specify current, rather general claims presented regarding the discussion on twenty-first-century skills. We will also provide concrete case examples facilitating strategic learning skills, collaborative problem-solving skills, and the skills to use information and communication technologies in contexts of our previous studies.

201 citations


Posted Content
TL;DR: This work proposes Teacher–Student Curriculum Learning (TSCL), a framework for automatic curriculum learning, where the Student tries to learn a complex task, and the Teacher automatically chooses subtasks from a given set for the Student to train on.
Abstract: We propose Teacher-Student Curriculum Learning (TSCL), a framework for automatic curriculum learning, where the Student tries to learn a complex task and the Teacher automatically chooses subtasks from a given set for the Student to train on. We describe a family of Teacher algorithms that rely on the intuition that the Student should practice more those tasks on which it makes the fastest progress, i.e. where the slope of the learning curve is highest. In addition, the Teacher algorithms address the problem of forgetting by also choosing tasks where the Student's performance is getting worse. We demonstrate that TSCL matches or surpasses the results of carefully hand-crafted curricula in two tasks: addition of decimal numbers with LSTM and navigation in Minecraft. Using our automatically generated curriculum enabled to solve a Minecraft maze that could not be solved at all when training directly on solving the maze, and the learning was an order of magnitude faster than uniform sampling of subtasks.

201 citations


Journal ArticleDOI
TL;DR: This paper surveys the educational research literature to examine: How such technologies are perceived and used by K-12 learners and teachers with what impacts on pedagogy or students' learning.
Abstract: The increasingly widespread use of social network sites to expand and deepen one's social connections is a relatively new but potentially important phenomenon that has implications for teaching and learning and teacher education in the 21st century. This paper surveys the educational research literature to examine: How such technologies are perceived and used by K-12 learners and teachers with what impacts on pedagogy or students' learning. Selected studies were summarized and categorized according to the four types introduced by Roblyer (2005) as studies most needed to move the educational technology field forward. These include studies that establish the technology's effectiveness at improving student learning; investigate implementation strategies; monitor social impact; and report on common uses to shape the direction of the field. We found the most prevalent type of study conducted related to our focal topic was research on common uses. The least common type of study conducted was research that established the technology's effectiveness at improving student learning. Implications for the design of future research and teacher education initiatives are discussed.

Journal ArticleDOI
TL;DR: The findings reveal that 40% of the time researchers designed mobile learning activities aligning with the behaviorist approach to learning, which has the students consuming knowledge and not using the full potential of the mobile devices to have students become producers, collaborators, and creators of knowledge.
Abstract: With the increase in mobile device affordances, there has been a concomitant rise in the level of interest in investigating the breadth, purpose and extent of mobile learning in education. This systematic review provides a current synthesis of mobile learning research across 20102015 in PK-12 education. This includes a aggregated quantitative and qualitative analysis of the specific mobile learning activities as they connect to learning theories, specifically behaviorist, constructivist, situated, and collaborative learning. Major findings include that the majority of the studies focused on student learning followed by designing systems. Science was the most common subject researched and elementary schools was the most often studies setting. The findings reveal that 40% of the time researchers designed mobile learning activities aligning with the behaviorist approach to learning. This has the students consuming knowledge and not using the full potential of the mobile devices to have students become producers, collaborators, and creators of knowledge. Qualitative coding show 40% of researchers designed mobile activities that fit with the behaviorist approach to learning.Science was the most common subject researched at 53%.Elementary schools were the most often studied setting comprising 56% of the studies.63% of the studies focused on the student learning rather than the device.The majority of the studies took place in formal educational contexts at 50%.

Journal ArticleDOI
Abstract: The aim of this article is to review the state of the art of research and theory development on student learning patterns in higher education and beyond. First, the learning patterns perspective and the theoretical framework are introduced. Second, research published since 2004 on student learning patterns is systematically identified and reviewed. This part includes two main sections. In the first section, new evidence on internal and external relationships of learning patterns is reviewed. Four themes are covered here: the dimensionality and the internal relationships of learning patterns and relationships of learning patterns with personal, contextual, and outcome variables. In the second section, new directions in learning patterns research are examined. These include studies on learning patterns in new international contexts and populations, longitudinal development of learning patterns over time, methodological advances in learning patterns research, and studies on fostering the quality of students’ learning patterns. Next, relationships with adjacent theories on student learning are discussed, the learning patterns perspective is critically examined, and pathways are derived to move the model forward. Finally, future conceptual and methodological directions for learning patterns research are derived.

Journal ArticleDOI
TL;DR: A FL design model for higher education that could systematically guide instructors or designers in creating an appropriate blend of individualized online lectures and collaborative face-to-face learning activities is developed.
Abstract: In response to pedagogical challenges in higher education, blended learning has become a prevalent practice in colleges and universities. Flipped learning (FL) represents a newly emerging form of blended learning, where students individually watch online lectures prior to class and then engage in classroom learning activities interacting with peers and instructors. Although the conceptual framework of FL may be intuitively appealing, its design and implementation involve considerable intricacy. The purpose of this study was to develop a FL design model for higher education that could systematically guide instructors or designers in creating an appropriate blend of individualized online lectures and collaborative face-to-face learning activities. Using an established method for model development research, a theoretically constructed initial model was iteratively improved and underwent internal and external validation through model usability tests, expert review, and field evaluation. The implementation of an algebra class in a Korean university designed by the final model resulted in significant increases in the maturity of mathematical views, quality of reflections, and satisfactions of students. Features of the model are discussed, along with theoretical and practical implications and suggestions for further research.


Journal ArticleDOI
TL;DR: Results show that using CBAfL in the classroom, via the Internet, or embedded in a game, generally enhances learning and other outcomes across a range of content areas, and one conclusion is that feedback, to be most beneficial to learning, should not be overly complex and must be used to be effective.
Abstract: In this paper, we review computer-based assessment for learning (CBAfL), in elementary and secondary education, as a viable way to merge instruction and assessment of students' developing proficiencies. We begin by contextualizing our topic relative to summative and formative assessment before presenting the current literature, which we categorized into the following: (a) supplementary use in classrooms, (b) web-based, and (c) data-driven, continuous CBAfL. Examples of research studies per category are provided. Findings show that using CBAfL in the classroom, via the Internet, or embedded in a game, generally enhances learning and other outcomes across a range of content areas (e.g. biology, math, and programming). One conclusion is that feedback, to be most beneficial to learning, should not be overly complex and must be used to be effective. Findings also showed that the quality of the assessment (i.e. validity, reliability, and efficiency) is unimpaired by the inclusion of feedback. The possibilities created by advances in the learning sciences, measurement, and technology have paved the way toward new assessment approaches that will support personalized learning and that can accurately measure and support complex competencies. The next steps involve evaluating the new assessments regarding their psychometric properties and support of learning. Lay Description What is currently known about computer-based assessment for learning (CBAfL)? Early CBAfL systems were divided into linear and branching programs with no diagnostics and evolved into systems possessing more personalized/adaptive remediation with AI. Current CBAfL can support a range of competencies in various digital environments. Advanced learning analytic methods include learning analytics and stealth assessment. What our paper adds to what is already known about CBA for learning? Trends in our review suggest CBAs will improve in personalizing learning in a variety of contexts. Innovative CBAfL techniques will move beyond the laboratory and into the mainstream. Boundaries between instruction, learning and assessment will eventually become blurred, thus removing the need for high-stake tests of learning. What are the implications of our topic for practitioners? With CBAfL advances, teachers will have more time to provide targeted support to learners. Students would not need to worry about taking exams if CBAfL is continuous and formative. Educators will be able to provide personalized learning experiences for diverse students. Students will be equipped with the knowledge and skills needed to succeed in the 21st century.

Journal ArticleDOI
TL;DR: In this article, the authors argue for a conception of scientific reasoning based on six "styles of science reasoning" and argue that science education requires the development of not only content knowledge but also procedural knowledge, and epistemic knowledge.
Abstract: In this paper, we contend that what to teach about scientific reasoning has been bedeviled by a lack of clarity about the construct. Drawing on the insights emerging from a cognitive history of science, we argue for a conception of scientific reasoning based on six “styles of scientific reasoning.” Each “style” requires its own specific ontological and procedural entities, and invokes its own epistemic values and constructs. Consequently, learning science requires the development of not just content knowledge but, in addition, procedural knowledge, and epistemic knowledge. Previous attempts to develop a coherent account of scientific reasoning have neglected the significance of either procedural knowledge, epistemic knowledge, or both. In contrast, “styles of reasoning” do recognize the need for all three elements of domain-specific knowledge, and the complexity and situated nature of scientific practice. Most importantly, “styles of reasoning” offer science education a means of valorizing the intellectual and cultural contribution that the sciences have made to contemporary thought, an argument that is sorely missing from common rationales for science education. Second, the construct of “styles of reasoning” offers a more coherent conceptual schema for the construct of scientific reasoning—one of the major goals of any education in the sciences.

Book ChapterDOI
12 Sep 2017
TL;DR: Evidence is found that current designs foster competition between learners rather than knowledge mastery, offering misguided frames of reference for comparison, and the most common educational concepts and the context in which they have been applied are revealed.
Abstract: It has been long argued that learning analytics has the potential to act as a “middle space” between the learning sciences and data analytics, creating technical possibilities for exploring the vast amount of data generated in online learning environments. One common learning analytics intervention is the learning dashboard, a support tool for teachers and learners alike that allows them to gain insight into the learning process. Although several related works have scrutinised the state-of-the-art in the field of learning dashboards, none have addressed the theoretical foundation that should inform the design of such interventions. In this systematic literature review, we analyse the extent to which theories and models from learning sciences have been integrated into the development of learning dashboards aimed at learners. Our critical examination reveals the most common educational concepts and the context in which they have been applied. We find evidence that current designs foster competition between learners rather than knowledge mastery, offering misguided frames of reference for comparison.

Journal ArticleDOI
TL;DR: In this article, the effect of project-based learning and problem based learning on student's creativity and critical thinking was investigated in a quasi-experiment using non-equivalent control-group design.
Abstract: The study aims at finding (1) the effect of project-based learning and problem-based learning on student’s creativity and critical thinking and (2) the difference effect of project-based learning and problem-based learning on student’s creativity and critical thinking. This study is quasi experiment using non-equivalent control-group design. Research population of this study was all classes in eleventh grade of mathematics and natural science program of SMA N 1 Temanggung. The participants were 102 students. This study used three classes as research sample which implemented three different kinds of learning models in respiratory system. XI MIPA 3 was as an experimental group implementing project- based learning and XI MIPA 5 was as an experimental group implementing problem- based learning, while XI MIPA 1 was as control group. Data was collected using two instruments to measure student’s creativity and student’s critical thinking. Data was analysed using t- test, multivariate analysis, and univariate analysis. The results reveal that (1) project-based learning and problem-based learning affect student’s creativity and critical thinking; (2) there is a difference effect of project-based learning and problem- based learning on student’s creativity; and (3) there is no difference effect of project-based learning and problem-based learning on student’s critical thinking.

Journal ArticleDOI
TL;DR: The principles of instructional systems design (ISD) and systems approach were integrated into the design and assessment phases of model development, which resulted in more effective management of relevant instructional courses and materials and results in higher satisfaction.
Abstract: The primary objective of this research was the development of a problem-based learning model using a virtual learning environment (VLE) for undergraduate students in the Photography for Communication Arts course. The model supports and enhances students' learning, achievements and problem-solving skills. An efficiency test for the model revealed an above average set of criteria at 80/83.93, which conformed to the research hypothesis. The principles of instructional systems design (ISD) and systems approach were integrated into the design and assessment phases of model development, which resulted in more effective management of relevant instructional courses and materials. Based on its efficiency and potential application to real-life situations, the model has been deemed suitable by experts. The selected student group in the problem-based learning model via VLE achieved higher test scores compared to a group of students in a normal classroom with a statistical significance of .05. Because students learn using models that promote self-awareness and make it possible to choose their own topic of study employing resources provided by VLE, an assessment of their work quality found that they gained more knowledge of information technology as well as access to up-to-date information. Students are able to choose the most comfortable time to study. The model encourages students to learn through participation, practice problem-solving skills on an individual basis, and exchange ideas with other members of a group. The virtual environment involves many forms of media and materials that stimulate students' interest in learning and results in higher satisfaction. The gap in the communication channel between students and teachers is reduced due to easier and more informal communication.

Journal ArticleDOI
01 Jan 2017
TL;DR: This research presents a meta-anatomy of the human microbiome, a probabilistic model of the immune response to infectious disease, which helps doctors and researchers better understand the immune system and formulate treatment plans.
Abstract: Department of Learning Health Sciences, Medical School, University of Michigan, Ann Arbor, Michigan Taubman Health Sciences Library, University Library and Department of Learning Health Sciences, Medical School, University of Michigan, Ann Arbor, Michigan Medical Informatics and Decision Making, Imperial College, London, UK Medical Informatics, Tempus and Kanter Health Foundation, Chicago, Illinois Department of Computer Science, School of Engineering and Applied Science, University of Virginia, Charlottesville, Virginia Correspondence Charles P. Friedman, PhD, Department of Learning Health Sciences, Medical School, University of Michigan, Ann Arbor, MI 48109. Email: cpfried@umich.edu

Journal ArticleDOI
TL;DR: Examining students' motivation and learning-strategy use across a number of online language courses and investigating the role of motivation and such strategies within the framework of self-regulated learning indicated that online learning strategies operated at a moderate level in the process of foreign language-learning.
Abstract: Students' active regulation of learning, through being motivated and a variety of cognitive and metacognitive strategies, is crucial to their online learning success Despite the large numbers enrolled in online language courses, very little is known about students' motivation and strategy use in these learning environments, or how they may affect their online learning outcomes This study helps fill this gap by examining students' motivation and learning-strategy use across a number of online language courses, and investigating the role of motivation and such strategies within the framework of self-regulated learning Based on data about online language-learning strategies collected from 466 high-school-level online language students in a Midwestern virtual school, our findings indicated that online learning strategies operated at a moderate level in the process of foreign language-learning Further analysis using structural equation modeling revealed that the use of online learning strategies predicted students’ online learning outcomes


Journal ArticleDOI
TL;DR: This paper intends to provide insights into the research trends and issues in the studies of M-Learning through content analysis of selected journals from January, 2010 to December, 2015, covering six major journals.
Abstract: Introduction With the advent of mobile technologies, new paradigm of teaching and learning with technology aid had been emerged, that is mobile learning (M-Learning). Mobile technologies purvey opportunities to hold new and interesting methods of teaching and learning, both beyond and inside the classroom. Apropos to the teaching-learning process, the integration of mobile devices into educational context has considerable benefits and profoundly potential which consistence with Valero et al. (2012) who claimed that the technological features of M-Learning are portability, immediacy, connectivity, ubiquity and adaptability. It enables collaboration among pupils, knowledge creation, information searching and improved interaction and communication between teacher and student. Moreover, it facilitates access to learning anytime and anywhere by enabling connectivity and the employ of multiple apps for educational purposes (Fundacion Telefonica, 2013). In short, M-Learning has been recognized as one of the most influential technologies for education (Johnson, Adams, & Cummins, 2012). Therefore, this paper intends to provide insights into the research trends and issues in the studies of M-Learning through content analysis of selected journals from January, 2010 to December, 2015, covering six major journals: (1) Computer & Education (CE Keengwe, 2014) that integrates several software and firmware technology in multimedia applications (Lavin-Mera et al., 2008) which facilitate learning through a variety of wireless mobile devices (Kukulska-Hulme, 2005; Stevens & Kitchenham, 2011) using wireless networks (WiFi) or broadband services (Caudill, 2007) without limit in terms of location or time. (Kukulska-Hulme, 2005; Hussin et al., 2012; Quinn, 2000). Furthermore, Keegan (2002) contemplates the possibility of M-Learning as a harbinger of the future of learning. M-Learning research The use of mobile devices for educational purposes, recognized as M-Learning has gained substantial attention from researchers in the technology-enhanced learning discipline. Recent research findings on using mobile devices in different learning environments have exemplified their ability to effectively enhance students' learning knowledge. …

Journal ArticleDOI
23 Jan 2017
TL;DR: The ScratchMaths (SM) project as discussed by the authors has designed curriculum materials and professional development (PD) to support mathematical learning through programming for pupils aged between 9 and 11 years, which was framed by the particular context of computing in the English education system alongside the long history of research and development in programming and mathematics.
Abstract: In this paper we present the background, aims and methodology of the ScratchMaths (SM) project, which has designed curriculum materials and professional development (PD) to support mathematical learning through programming for pupils aged between 9 and 11 years. The project was framed by the particular context of computing in the English education system alongside the long history of research and development in programming and mathematics. In this paper, we present a “framework for action” (diSessa and Cobb, Journal of the Learning Sciences, 13, 77–103, 2004) following design research that looked to develop an evidence-based curriculum intervention around carefully chosen mathematical and computational concepts. As a first step in teasing out factors for successful implementation and addressing any gap between our design intentions and teacher delivery, we focus on two key foundational concepts within the SM curriculum: the concept of algorithm and of 360° total turn. We found that our intervention as a whole enabled teachers with different backgrounds and levels of confidence to tailor the delivery of the SM in ways that can make these challenging concepts more accessible for both themselves and their pupils.

Book ChapterDOI
13 Sep 2017
TL;DR: In this paper, a brief history is presented of psychological theories of instruction from the viewpoints of E. L. Thorndike, B. F. Skinner, Gestalt psychology, and Piaget, and three components of such a theory of instruction are described and analyzed: (1) specification of capabilities to be acquired; (2) description of the acquisition processes; and (3) principles of intervention.
Abstract: An inquiry attempted to build an agenda for research that would result in _a cognitive theory of instruction capable of informing educational practice and extending the limits of knowledge about how people learn and develop. What would such a theory look like, how close are we to having one, and what directions must be followed to further its development are among the questions explored. A brief history is presented of psychological theories of instruction from the viewpoints of E. L. Thorndike, B. F. Skinner, Gestalt psychology, and Piaget. It is pointed out that a cognitive theory of instruction must be both descriptive (explaining why instruction works and why it does not) and prescriptive (suggesting what to do next time for better results). Within this framework, three components of such a theory of instruction are described and analyzed: (1) specification of capabilities to be acquired; (2) description of the acquisition processes; and (3) principles of intervention. (JD) *********************************************************************** Reproductions supplied by EDRS are the best that can be made from the original document. ***********************************************************************

Book ChapterDOI
01 Jan 2017
TL;DR: A comprehensive review of the past decade of research on retrieval-based learning can be found in this paper, where the authors describe common approaches used to study retrieval practice and outline theoretical accounts of retrievalbased learning.
Abstract: This chapter provides a comprehensive review of the past decade of research on retrieval-based learning. It describes common approaches used to study retrieval practice and outlines theoretical accounts of retrieval-based learning. This chapter reviews research that has manipulated initial retrieval practice activities in a wide variety of ways, extended the benefits of retrieval practice to final assessments that measure educationally meaningful learning outcomes, and generalized retrieval-based learning across learner populations, to different types of materials, and to authentic educational contexts.

15 Dec 2017
TL;DR: In this article, the difference in creative thinking skills between male and female students who were given three different science learning models i.e., differentiated learning science inquiry (DSI), integrated with mind map (DSIMM), and the conventional model was determined.
Abstract: In inquiry-based learning, teachers usually only apply one level of inquiry from the four available levels. The diversity of students should be a serious consideration. Differentiated Learning Science Inquiry (DSI) implements the four levels of inquiry. To train students’ creative thinking, inquiry can be integrated with mind maps. This research aims to determine the difference in creative thinking skills between male and female students who were given three different science learning models i.e., DSI, DSI integrated with mind map (DSIMM), and the conventional model. This research was a quasi-experimental research, which used a nonequivalent pretest posttest control group design. The samples of the research were 96 students from three classes spreading across three junior high schools in Kediri, Indonesia. The data on students’ creative thinking skills were taken from an essay test on science learning assessed using a creative thinking skills rubric. The results of the research showed that there was a difference in students' creative thinking skills for different models. The highest creative thinking skills were exhibited by the students taught using the DSIMM model. The results of the research also showed that there was a difference in creative thinking skills between the male and the female students. The male students had higher creative thinking skills than the female students. This was presumably because in the differences of brain anatomy affecting the students’ pattern of learning and activities.

Journal ArticleDOI
TL;DR: Findings from a qualitative study that investigated the design processes of 30 teachers from 16 Australian universities show design as a top-down iterative process, beginning with a broad framework to which detail is added through cycles of elaboration.
Abstract: Interest in how to support the design work of university teachers has led to research and development initiatives that include technology-based design-support tools, online repositories, and technical specifications. Despite these initiatives, remarkably little is known about the design work that university teachers actually do. This paper presents findings from a qualitative study that investigated the design processes of 30 teachers from 16 Australian universities. The results show design as a top-down iterative process, beginning with a broad framework to which detail is added through cycles of elaboration. Design extends over the period before, while, and after a unit is taught, demonstrating the dynamic nature of design and highlighting the importance of reflection in teachers’ design practice. We present a descriptive model of the design process, which we relate to conceptualizations of higher education teaching and learning, and compare with the characteristics of general design and instructional design. We also suggest directions for future research and development.

Journal ArticleDOI
TL;DR: This perspective proposes a transformative call for reform framed across 3 core categories: (1) creating a culture of excellence, leadership, and partnership, (2) advancing the learning sciences and understanding and enacting the social contract, and (3) implementing organizational imperatives.
Abstract: This perspective shares recommendations that draw from (1) the National Study of Excellence and Innovation in Physical Therapist Education research findings and a conceptual model of excellence in physical therapist education, (2) the Carnegie Foundation's Preparation for the Professions Program (PPP), and (3) research in the learning sciences. The 30 recommendations are linked to the dimensions described in the conceptual model for excellence in physical therapist education: Culture of Excellence, Praxis of Learning, and Organizational Structures and Resources. This perspective proposes a transformative call for reform framed across 3 core categories: (1) creating a culture of excellence, leadership, and partnership, (2) advancing the learning sciences and understanding and enacting the social contract, and (3) implementing organizational imperatives. Similar to the Carnegie studies, this perspective identifies action items (9) that should be initiated immediately in a strategic and systematic way by the major organizational stakeholders in physical therapist education. These recommendations and action items provide a transformative agenda for physical therapist education, and thus the profession, in meeting the changing needs of society through higher levels of excellence.