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djplaner

About | Useful Science - 2 views

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    Summarises research findings into small regular posts. Useful for keeping up to date, but perhaps also as a starter activity?
cddoran

Child's play: The role of technology in early education | TahoeDailyTribune.com - 6 views

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    TAHOE-TRUCKEE, Calif. - There is a swirl of attention being paid to rapidly evolving technology and its role in early education. Research continues to bear out that young children
elleroch

http://www.watertown.k12.ma.us/dept/ed_tech/research/pdf/ChrisDede.pdf - 7 views

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    This is from a modern theorist referenced in the Australian Curriculum. I have not finished the article yet but sharing as it has some great information for assignment 1
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    Thanks for sharing the resource. It clarifies key stakeholders' perspectives regarding ICT skills and the (in-)assessability of such through current testing options. Although Dede expresses cautious cynicism over the self serving nature behind each stakeholder contribution, it does indicate shared emphasis upon the importance of ICTs for the development of transferrable life skills which are reflected in the Australian Curriculum's General Capabilities. As with anything in the curriculum, interpretation of how these capabilities should be taught and assessed is subjective. Be it an impossible task or not, the key edict seems to be that educators are to provide integrated ICT/core content learning episodes that allow learners to develop universally current skills in personally authentic contexts but to also alert the learner to the transferable use of such skills for a global context.
djplaner

The MindShift Guide to Digital Games and Learning | MindShift - 5 views

  • Much of the research around digital games and screen time is evolving. Pediatricians, academics, educators, and researchers are working to find answers to how games and technology affect learners of all ages.
    • djplaner
       
      Potentially a good source of reasons for why you would use ICT (in particular games)
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    Overview of a longer PDF "Guide to Digital Games and Learning" that provides a good starting point if you're thinking of incorporating games into your learning and teaching
jwalker81

Articulating the pedagogical content knowledge of accomplished geography teachers - Goo... - 1 views

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    Research article comparing two experienced Geography teachers use of PCK. The article argues Geography teachers need extensive content knowledge, understand how knowledge is constructed and in particular that teachers need to address students preconceptions and incorporate them into teaching and learning.
djplaner

"Slowmation" by Kathryn Paige, Brendan Bentley et al. - 2 views

shared by djplaner on 25 Feb 16 - No Cached
nruthie liked it
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    Journal paper that talks about a particular use of ICT in learning. May be referenced a bit in the week 2 learning path to touch on "why" ICT is used with pedagogy. *Abstract* Slowmation is a twenty-first century digital literacy educational tool. This teaching and learning tool has been incorporated as an assessment strategy in the curriculum area of science and mathematics with pre-service teachers (PSTs). This paper explores two themes: developing twenty-first century digital literacy skills and modelling best practice assessment tools. In the growing debate about the impact of multi-model representations, researchers such as Hoban and Nielsen, and Brown, Murcia and Hackling emphasise the development of conceptual understandings and semiotics. This paper focuses on PSTs' experiences of and reflections on Slowmation as an educational tool. Data was collected from a cohort of final year PSTs who created, presented and reflected on their Slowmation process.
djplaner

Conceptual Change - Emerging Perspectives on Learning, Teaching and Technology - 1 views

  • Teaching for conceptual change primarily involves 1) uncovering students' preconceptions about a particular topic or phenomenon and 2) using various techniques to help students change their conceptual framework
  • However, outside of school, students develop strong (mis)conceptions about a wide range of concepts related to non-scientific domains, such as how the government works, principles of economics, the utility of mathematics, the reasons for the Civil Rights movement, the nature of the writing process, and the purpose of the electoral college
  • Conceptual change is not only relevant to teaching in the content areas, but it is also applicable to the professional development of teachers and administrators
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  • In the early 1980's, a group of science education researchers and science philosophers at Cornell University developed a theory of conceptual change (Posner, Strike, Hewson, & Gertzog, 1982)
  • Researchers have found that learners' preconceptions can be extremely resilient and resistant to change,
  • Affective, social, and contextual factors also contribute to conceptual change. All of these factors must be considered in teaching or designing learning environments that foster conceptual change (Duit, 1999).
  • Teaching for conceptual change requires a constructivist approach in which learners take an active role in reorganizing their knowledge.
  • That is, learners must become dissatisfied with their current conceptions and accept an alternative notion as intelligible, plausible, and fruitfu
  • Nussbaum and Novick (1982): Reveal student preconceptions Discuss and evaluate preconceptions Create conceptual conflict with those preconceptions Encourage and guide conceptual restructuring
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    Introduces the idea of conceptual change in the context of science. During week 1 of EDC3100 we will be looking at conceptual change as it applies to learning how to use an ICT.
djplaner

Understanding student weaknesses | Harvard Gazette - 3 views

  • It turns out that for most major scientific concepts, kids come into the classroom — even in middle school — with a whole set of beliefs that are commonly at odds with what scientists, and their science teachers, know to be true
  • you had to explain what causes the change in seasons, could you? Surprisingly, studies have shown that as many as 95 percent of people — including most college graduates — hold the incorrect belief
  • If teachers are to help students change their incorrect beliefs, they first need to know what those are
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  • Ultimately, Sadler said, he hopes teachers will be able to use the tests to help design lessons that change students’ incorrect ideas and help them learn science more quickly and easily.
  • One of the reasons for this is that teachers can be unaware of what is going on in their students’ heads, even though they may have had exactly the same ideas when they were students themselves. Knowledge of student misconceptions is a critical tool for science teachers
  • It ain’t what they don’t know that gives them trouble, it’s what they know that ain’t so
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    Article describing research about student weakness in Science and its causes. Used as an optional reading during Week 1.
jmiledc3100

Pragmatic Education | *Ideas are the currency of the 21st century* - 0 views

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    this person has an enormous amount of insight, research, and range of resources that are astounding!
talithagraceking

Games and Virtual Worlds | - 0 views

  • Computer-based games and virtual worlds provide opportunities for learners to be immersed in situations in which they can experience and get close to phenomena and processes
  • This immersion helps them develop tacit/implicit understanding and intuitions about such phenomena and processes as they think about choices, take action, and see the impact of their decisions in a meaningful context.
  • It is difficult to get the integration of games and learning right.
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  • Some of the best results in recent years have emerged from virtual worlds through thoughtful design of the learning environment that leveraged what we know about how children learn, especially in collaborative, technology-mediated spaces.
  • In the design perspective with the longest history, games have been viewed as conduits or vehicles for the delivery of curricular content
  • The research literature suggests three different perspectives on designing games for learning
  • Second, with the growing sophistication of game play and its rise in the general population, educators have looked for game elements or “game mechanics” that can be borrowed and transferred to educational settings to improve engagement
  • A third perspective on the role of games and virtual worlds in education is organic: looking for and exploiting curricular topics inherent in popular games
  • Virtual worlds are typically more focused on exploration than a specific game mechanic and they open up other possibilities for learning
  • Research on science learning in these multi-user immersive virtual environments (Barab, et al., 2010; Dede, 2009; Neulight et al., 2007) suggests that authentic designs and contextual narratives around science phenomena are not only engaging but also help learners acquire deep science inquiry skills and conceptual knowledge
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    Article describing games and virtual worlds and their application to learning and teaching.
studentmumma1

Professional development to enhance teachers' practices in using information and commun... - 12 views

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    Hi All, I found this article to be very pertinent to this weeks content in EDC3100. I hope some of you can benefit as well: ABSTRACT (Copied from Sciencedirect) Technology integration in K-12 classrooms is usually overly teacher-centered and has insufficient impact on students' learning, especially in enhancing students' higher-order cognitive skills. The purpose of this project is to facilitate science teachers' use of information and communication technologies (ICTs) as cognitive tools to shift their practices from traditional teacher-centered methods to constructivist, student-centered ones. This paper describes the outcomes and lessons learned from an application of design-based research (DBR) in the implementation and refinement of a teacher professional development (PD) program that is a key component of the overall project. This DBR study involved 25 middle-school science teachers from 24 schools whose implementation of cognitive tools with their students in science classrooms and virtually through a social networking site were observed over four years. A mixed-methodology was utilized to examine the impact of the cognitive tools intervention on teachers' classroom practices and students' development of new literacy skills. Identifying reusable design principles related to technology integration was another focus of the DBR study. The results revealed teachers' positive changes in their classroom practices by gradually allowing students to take control over the use of technology, and positive impact on students' ICT skills and science learning. Design principles for future professional development programs aimed at preparing teachers to adopt a cognitive tools approach are described.
Jacquie Twidale

Innovative Technology for Autism Initiative | Science/Research Initiatives | Autism Speaks - 0 views

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    Tecnology doing great things in autism!!
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    Isn't it incredible what technology is doing for people with autism! Imagine what it would have been like for them 50years ago? 20 years ago? Even ten years ago!!! This knowledge is so crucial as a special needs teacher, there could be nonverbal students in the class who have deeper communication desires and intellectual abilities than we realise! This opens so many doors and opportunities for them, allowing them to participate in class, make learning their own, to engage in conversations and learn in a whole new way!! What a really useful tool that could be so easily incporporated in a classroom. Ipads now have apps that make this kind of technology really really accessible! http://www.autismspeaks.org/autism-apps
belindaanstey

8 Studies Show iPads in the Classroom Improve Education - 1 views

  • A research study, conducted in Auburn, Maine showed that Kindergartner students using iPads scored much higher on literacy tests than students that didn’t use the device
    • belindaanstey
       
      Interesting to see! My brother has just starting using an Ipad at school and his literacy has improved so much
Gen Sly

Why teachers should use Technology in his/her Mathematics class. - 2 views

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    Currently using this for my blog and wanted to bookmark it. Interesting reading!
Jacquie Twidale

"Teachnology is changing the landscape of the Education Landscape" - 1 views

When I began this course I was really hesitant even opposed to ICT in classrooms. After researching and watching videos such as this I'm starting to realise the benefits especially in education! "J...

http:__www.youtube.com_watch?feature=player_embedded&v=GZ4OeOJ10W4

started by Jacquie Twidale on 07 Mar 13 no follow-up yet
djplaner

Direct Instruction rocks: Or does it - 3 views

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    There is a fair bit of argument about the relative merits of Direct Instruction versus Discovery Learning. This article makes the point that depending on the learning outcome and the specific details of the learning approach used that either approach can have its sweet spot.
djplaner

Sage on the Stage or Guide or the Side: Finding the Middle Ground - 1 views

  • White et al, argues that the belief systems of teachers form a barrier to new techniques and pedagogy. Moreover, they highlight research that indicates that the teaching style of individual teachers tends to reflect the “manner that they were taught during their own educational experiences (White et al, 2008, p. 41). As a result, White et al indicate that many teachers implement ideas based on their own experiences within a traditional, teacher-centred pedagogy.
    • djplaner
       
      One of the reasons for the EDC3100 approach
    • djplaner
       
      i.e. to give you an experience of something different.
  • where the teacher is still able to be a knowledgeable guide but also a co-creator of knowledge.
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    • djplaner
       
      Important point, I am learning as much from teaching this course as you are from taking it.  
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    Blog post reflecting on the comparison between teacher as sage, guide and meddler. Some interesting things to say how we teach.  Will use in lecturer 1 2013 (I think). Also has some interesting references on the benefits of video.
djplaner

Exploring using the Wii/Augmented Reality to teach proportion « The Weblog of... - 0 views

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    A bit more information about Innovation #96 from the Decoding Learning innovation list. Using a Wii controller to help primary school kids develop an understand of proportion. Found a video that shows it in action.
Kate Petty

http://www.aare.edu.au/04pap/dwy04514.pdf - 4 views

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    Comparing Computer based learning needs of Primary and Early Years.
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    Joanne Dwyer (2004) writes that some schools seem to give its students in the upper primary years priority over students in the early school years resulting in a reduced potential for learning with computer based technologies in the school environment. She expresses the concern that for equitability all students regardless of age or learning needs should be given maximum support and access to computer-based learning environments. This is obviously an issue that needs to be addressed as we intergrate ICT in to the curriculum. Nice read Kate. Thanks.
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    Unfortunately early years education often takes a back burner to higher levels of primary education across a range of areas and especially with regard to ICT. I am not sure whether it is a lack of understanding of the importance of early childhood education or just battling to get resources. Even with all of the research about the advantages of good quality early childhood education many still see these years as not containing any 'real' learning, just play. If young learners are viewed as 'just playing' then why would people use ICT budgets on them? As early years teachers one of our biggest battles will be to fight for recognition of early childhood education and the resources to support it.
jac19701212

Digital Childhood: Realistic Screen Time Limits for Children | Altarum Institute - 1 views

  • Rideout
  • The announcement said, “Scientific research and policy statements lag behind the pace of digital innovation,” and noted that the organization’s screen time policies were written before the rise of the iPad (Brown, Shifrin, & Hill, 2015)
  • The AAP’s current guidelines are that television and other entertainment media should be avoided for children younger than 2 years old and that older children and teens should limit screen time to 2 hours per day (AAP, 2015)
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  • Is abstinence from screen time realistic for children younger than 2? Can older children navigate a digital world with no more than 2 hours per day of screen time?
  • “The question before us is whether electronic media use in children is more akin to diet or to tobacco use. With diet, harm reduction measures seem to be turning the tide of the obesity epidemic. With tobacco, on the other hand, there really is no safe level of exposure at any age. My personal opinion is that the diet analogy will end up being more apt” (Kamenetz, 2016).
  • The risks of excessive screen time have been well-studied, although many of the cornerstone studies in this area focus on television viewing rather than the use of mobile media devices like smartphones and tablets.
  • n general, screen time exposure is associated with less physical activity, poorer diet choices, disrupted sleep cycles, and a higher body mass index (BMI)
  • Even with the evidence above, it is difficult to say exactly how much screen time is excessive screen time and how newer forms of digital media compare with traditional media like television.
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    2016 article looking at screen-time and how much is too much. Picks up on moves to change recommendations, but includes discussion of problems and strategies.
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    About screen times
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