Abstract: This study aims to reveal migrant women English instructors' workplace learning experiences in Canadian post-secondary institutions in Ontario. Migrant women English instructors in higher education are an understudied group of teachers. This study employs a qualitative research paradigm. Mezirow’s Transformative Learning Theory is an essential lens for the researcher to explain, analyze, and interpret the research data. It is a collaborative research project. The researcher and participants cooperatively create photographic or other artwork data responding to the research questions. Photovoice and arts-informed data collection methodology are the main methods. Research participants engage in the study as co-researchers and inquire about their own workplace learning experiences, actively utilizing their critical self-reflective and dialogic skills. Co-researchers individually select the forms of artwork they prefer to engage with to represent their transformative workplace learning experiences about the Canadian workplace cultures that they underwent while working with colleagues and administrators in the workplace. Once the co-researchers generate their cultural artifacts as research data, they collaboratively interpret their artworks with the researcher and other volunteer co-researchers. Co-researchers jointly investigate the themes emerging from the artworks. They also interpret the meanings of their own and others’ workplace learning experiences embedded in the artworks through interactive one-on-one or group interviews. The following are the research questions that the migrant women English instructor participants examine and answer: (1) What have they learned about their workplace culture and how do they explain their learning experiences? (2) How transformative have their learning experiences been at work? (3) How have their colleagues and administrators influenced their transformative learning? (4) What kind of support have they received? What supports have been valuable to them and what changes would they like to see? (5) What have their learning experiences transformed? (6) What has this arts-informed research process transformed? The study findings implicate English language instructor support currently practiced in post-secondary English language programs in Ontario, Canada, especially for migrant women English instructors. This research is a doctoral empirical study in progress. This study has the urgency to address the research problem that few studies have investigated migrant English instructors’ professional learning and support issues in the workplace, precisely that of English instructors working with adult learners in Canada. While appropriate social and professional support for migrant English instructors is required throughout the country, the present workplace realities in Ontario's English language programs need to be heard soon. For that purpose, the conceptualization of this study is crucial. It makes the investigation of under-represented instructors’ under-researched social phenomena, workplace learning and support, viable and rigorous. This paper demonstrates the robust theorization of English instructors’ workplace experiences using Mezirow’s Transformative Learning Theory in the English language teacher education field.
Abstract: The purpose of this paper is to describe how learning analytics approaches based on social semantic web techniques can be applied to enhance the lifelong learning experiences in a connectivist perspective. For this reason, a prototype of a system called SoLearn (Social Learning Environment) that supports this approach. We observed and studied literature related to lifelong learning systems, social semantic web and ontologies, connectivism theory, learning analytics approaches and reviewed implemented systems based on these fields to extract and draw conclusions about necessary features for enhancing the lifelong learning process. The semantic analytics of learning can be used for viewing, studying and analysing the massive data generated by learners, which helps them to understand through recommendations, charts and figures their learning and behaviour, and to detect where they have weaknesses or limitations. This paper emphasises that implementing a learning analytics approach based on social semantic web representations can enhance the learning process. From one hand, the analysis process leverages the meaning expressed by semantics presented in the ontology (relationships between concepts). From the other hand, the analysis process exploits the discovery of new knowledge by means of inferring mechanism of the semantic web.
Abstract: 'Driving What’s Next' is a strong campaign of the new administration of De La Salle Lipa in promoting social innovation in quality education. The new leadership directs social innovation in quality education in the institutional directions and initiatives to address real-world challenges with real-world solutions. This research under study aims to qualify the commitment of the institution to extend the Lasallian quality human and Christian education to all, as expressed in the Institution’s new mission-vision statement. The Classic Grounded Theory methodology is employed in the process of generating concepts in reference to the documents, a series of meetings, focus group discussions and other related activities that account for the conceptualization and formulation of the new mission-vision along with the new education innovation framework. Notably, Driving What’s Next is the emergent theory that encapsulates the commitment of giving quality human and Christian education to all. It directs the new leadership in driving social innovation in quality education initiatives. Correspondingly, Driving What’s Next is continually resolved through four interrelated strategies also termed as the institution's four strategic directions, namely: (1) driving social innovation in quality education, (2) embracing our shared humanity and championing social inclusion and justice initiatives, (3) creating sustainable futures and (4) engaging diverse stakeholders in our shared mission. Significantly, the four strategic directions capture and integrate the 17 UN sustainable development goals, making the innovative curriculum locally and globally relevant. To conclude, the main concern of the new administration and how it is continually resolved, provide meaningful and fun learning experiences and promote a new way of learning in the light of the 21st century skills among the members of the academic community including stakeholders and extended communities at large, which are defined as: learning together and by association (collaboration), learning through engagement (communication), learning by design (creativity) and learning with social impact (critical thinking).
Abstract: The campuses at tertiary institutes can act as a social environment for peer to peer connections. However, socialization is not the only aspect that campuses provide. The campus can act as a learning environment that has often been termed as the campus curriculum. Many tertiary institutes have taken steps to make their campus a ‘green campus’ whereby initiatives have been taken to reduce their impact on the environment. However, as visible as these initiatives are, it is debatable whether these have any effect on students’ and their understanding of sustainable campus operations. Therefore, research was conducted to evaluate the effectiveness of sustainable campus operations in raising students’ awareness of sustainability. Students at two vocational institutes participated in this interpretive research with data collected through surveys and focus groups. The findings indicated that majority of vocational education students remained oblivious of sustainability initiatives on campuses.
Abstract: Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.
Abstract: Having moved into the 21st century, it is way past being arguable that innovative technology needs to be incorporated into conventional classroom teaching. Though the Western world has found presumable success in achieving this, it is still a concept under battle in developing countries such as Sri Lanka. Reaching the acme of implementing interactive virtual learning within classrooms is a struggling idealistic fascination within the island. In order to overcome this problem, this study is set to reveal facts that limit the implementation of virtual, interactive learning within the school classrooms and provide hacks that could prove the augmented use of the Virtual World to enhance teaching and learning experiences. As each classroom moves along with the usage of technology to fulfill its functionalities, a few intense hacks provided will build the administrative onuses on a virtual system. These hacks may divulge barriers based on social conventions, financial boundaries, digital literacy, intellectual capacity of the staff, and highlight the impediments in introducing students to an interactive virtual learning environment and thereby provide the necessary actions or changes to be made to succeed and march along in creating an intellectual society built on virtual learning and lifestyle. This digital learning environment will be composed of multimedia presentations, trivia and pop quizzes conducted on a GUI, assessments conducted via a virtual system, records maintained on a database, etc. The ultimate objective of this study could enhance every child's basic learning environment; hence, diminishing the digital divide that exists in certain communities.
Abstract: The purpose of this study is to explore a case study of trainee teachers’ learning experience on innovating traditional games during the traditional game carnival. It explores issues arising from multiple case studies of trainee teachers learning experiences in innovating traditional games. A qualitative methodology was adopted through observations, semi-structured interviews and reflective journals’ content analysis of trainee teachers’ learning experiences creating and implementing innovative traditional games. Twelve groups of 36 trainee teachers who registered for Sports and Physical Education Management Course were the participants for this research during the traditional game carnival. Semi structured interviews were administrated after the trainee teachers learning experiences in creating innovative traditional games. Reflective journals were collected after carnival day and the content analyzed. Inductive data analysis was used to evaluate various data sources. All the collected data were then evaluated through the Nvivo data analysis process. Inductive reasoning was interpreted based on the Self Determination Theory (SDT). The findings showed that the trainee teachers had positive game participation experiences, game knowledge about traditional games and positive motivation to innovate the game. The data also revealed the influence of themes like cultural significance and creativity. It can be concluded from the findings that the organized game carnival, as a requirement of course work by the Institute of Teacher Training Malaysia, was able to enhance teacher trainers’ innovative thinking skills. The SDT, as a multidimensional approach to motivation, was utilized. Therefore, teacher trainers may have more learning experiences using the SDT.
Abstract: Universities’ push toward the production of high quality research is not limited to academic staff and experienced researchers. In this environment of research rich agendas, Higher Degree Research (HDR) students are increasingly expected to engage in the publishing of good quality papers in high impact journals. IFN001: Advanced Information Research Skills (AIRS) is a credit bearing mandatory coursework requirement for Queensland University of Technology (QUT) doctorates. Since its inception in 1989, this unique blended learning program has provided the foundations for new researchers to produce original and innovative research. AIRS was redeveloped in 2012, and has now been evaluated with reference to the university’s strategic research priorities. Our research is the first comprehensive evaluation of the program from the learner perspective. We measured whether the program develops essential transferrable skills and graduate capabilities to ensure best practice in the areas of publishing and data management. In particular, we explored whether AIRS prepares students to be agile researchers with the skills to adapt to different research contexts both within and outside academia. The target group for our study consisted of HDR students and supervisors at QUT. Both quantitative and qualitative research methods were used for data collection. Gathering data was by survey and focus groups with qualitative responses analyzed using NVivo. The results of the survey show that 82% of students surveyed believe that AIRS assisted their research process and helped them learn skills they need as a researcher. The 18% of respondents who expressed reservation about the benefits of AIRS were also examined to determine the key areas of concern. These included trends related to the timing of the program early in the candidature and a belief among some students that their previous research experience was sufficient for postgraduate study. New insights have been gained into how to better support HDR learners in partnership with supervisors and how to enhance learning experiences of specific cohorts, including international students and mature learners.
Abstract: Teaching of mathematics to engineering students is an
open ended problem in education. The main goal of mathematics
learning for engineering students is the ability of applying a wide
range of mathematical techniques and skills in their engineering
classes and later in their professional work. Most of the
undergraduate engineering students and faculties feels that no efforts
and attempts are made to demonstrate the applicability of various
topics of mathematics that are taught thus making mathematics
unavoidable for some engineering faculty and their students. The lack
of understanding of concepts in engineering mathematics may hinder
the understanding of other concepts or even subjects. However, for
most undergraduate engineering students, mathematics is one of the
most difficult courses in their field of study. Most of the engineering students never understood mathematics or
they never liked it because it was too abstract for them and they could
never relate to it. A right balance of application and concept based
teaching can only fulfill the objectives of teaching mathematics to
engineering students. It will surely improve and enhance their
problem solving and creative thinking skills. In this paper, some practical (informal) ways of making
mathematics-teaching application based for the engineering students
is discussed. An attempt is made to understand the present state of
teaching mathematics in engineering colleges. The weaknesses and
strengths of the current teaching approach are elaborated. Some of
the causes of unpopularity of mathematics subject are analyzed and a
few pragmatic suggestions have been made. Faculty in mathematics
courses should spend more time discussing the applications as well as
the conceptual underpinnings rather than focus solely on strategies
and techniques to solve problems. They should also introduce more
‘word’ problems as these problems are commonly encountered in
engineering courses. Overspecialization in engineering education
should not occur at the expense of (or by diluting) mathematics and
basic sciences. The role of engineering education is to provide the
fundamental (basic) knowledge and to teach the students simple
methodology of self-learning and self-development. All these issues
would be better addressed if mathematics and engineering faculty
join hands together to plan and design the learning experiences for
the students who take their classes. When faculties stop competing
against each other and start competing against the situation, they will
perform better. Without creating any administrative hassles these
suggestions can be used by any young inexperienced faculty of
mathematics to inspire engineering students to learn engineering
mathematics effectively.
Abstract: A Reading Comprehend (RC) Platform has been
constructed and developed to facilitate children-s English reading
comprehension. Like a learning bridge, the RC Platform focuses on
the integration of rich media and picture-book texts. The study is to
examine the effects of the project within the RC Platform for children.
Two classes of fourth graders were selected from a public elementary
school in an urban area of central Taiwan. The findings taken from the
survey showed that the students demonstrated high interest in the RC
Platform. The students benefited greatly and enjoyed reading via the
technology-enhanced project within the RC Platform. This Platform is
a good reading bridge to enrich students- learning experiences and
enhance their performance in English reading comprehension.
Abstract: The adoption of e-learning in Hong Kong has been
increasing rapidly in the past decade. To understand the e-learning
experiences of the students, the School of Professional and Continuing
Education of The University of Hong Kong conducted a survey. The
survey aimed to collect students- experiences in using learning
management system, their perceived e-learning advantages, barriers in
e-learning and preferences in new e-learning development. A
questionnaire with 84 questions was distributed in mid 2012 and 608
valid responds were received. The analysis results showed that the
students found e-learning helpful to their study. They preferred
interactive functions and mobile features. Blended learning mode,
both face-to-face learning mode integrated with online learning and
face-to-face learning mode supplemented with online resources, were
preferred by the students. The results of experiences of Hong Kong
students in e-learning provided a contemporary reference to the
e-learning practitioners to understand the e-learning situation in Asia.
Abstract: Bologna process has influenced enhancing studentcentered
learning in Estonian higher education since 2009, but there
is no information about what helps or hinders students to achieve
learning outcomes and how quality of student-centered learning
might be improved. The purpose of this study is to analyze two
questions from outcome-based course evaluation questionnaire which
is used in Estonian Entrepreneurship University of Applied Sciences.
In this qualitative research, 384 students from 22 different courses
described what helped and hindered them to achieve learning
outcomes. The analysis showed that the aspects that hinder students
to achieve learning outcomes are mostly personal: time management,
family and personal matters, motivation and non-academic activities.
The results indicate that students- learning is commonly supported by
school, where teacher, teaching and characteristics of teaching
methods help mostly to achieve learning outcomes, also learning
material, practical assignments and independent study was brought
up as one of the key elements.
Abstract: This paper discusses the use of explorative data
mining tools that allow the educator to explore new relationships
between reported learning experiences and actual activities,
even if there are multiple dimensions with a large number
of measured items. The underlying technology is based on
the so-called Compendium Platform for Reproducible Computing
(http://www.freestatistics.org) which was built on top the computational
R Framework (http://www.wessa.net).
Abstract: Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.