Abstract: Pedagogy has always been open to other disciplines
that reflect about the educational process (philosophy, sociology,
psychology, anthropology, technology, etc.). Its interdisciplinary
openness puts education, as the subject of pedagogy within a broader
context of the community, enabling the knowledge of other
disciplines to contribute to a better understanding of the fundamental
pedagogical notion of education. The purpose of pedagogy as a
science serves humans, strives towards humans, must be for humans,
and this is its ultimate goal. Humans are essentially dependent on
education, which is also considered as a category of humans’ being,
because through education an entire world develops in humans.
Anthropological assumptions of humans as "deficient beings" see the
solution in education, but they also indicate a wealth of shortcomings,
because they provide an opportunity for enrichment and formation of
culture, living and the self. In that context, this paper illustrates the
determination of pedagogy through an anthropological conception of
humans and the phenomenon of education. It presents a review of
anthropological ideas about education, by providing an analysis of
relevant literature dealing with the anthropological notion of humans,
which provides fruitful conditions for a pedagogical reconsideration
of education.
Abstract: An exploration of the related literature reveals that all
instruction methods aim at training autonomous learners. After the
turn of second language pedagogy toward learner-oriented strategies,
learners’ needs were more focused. Yet; the historical, social and
political aspects of learning were still neglected. The present study
investigates the notion of autonomous learning and explains its
various facets from a pedagogical point of view. Furthermore;
different elements, fields and scopes of autonomous learning will be
explored. After exploring different aspects of autonomy, it is
postulated that liberatory autonomy is highlighted since it not only
covers social autonomy but also reveals learners’ capabilities and
human potentials. It is also recommended that learners consider
different elements of autonomy such as motivation, knowledge,
confidence, and skills.
Abstract: It is well documented that introductory computer
programming courses are difficult and that failure rates are high. The
aim of this project was to reduce the high failure and withdrawal rates
in learning to program. This paper presents a number of changes in
module organization and instructional delivery system in teaching
CS1. Daily out of class help sessions and tutoring services were
applied, interactive lectures and laboratories, online resources, and
timely feedback were introduced. Five years of data of 563 students
in 21 sections was collected and analyzed. The primary results show
that the failure and withdrawal rates were cut by more than half.
Student surveys indicate a positive evaluation of the modified
instructional approach, overall satisfaction with the course and
consequently, higher success and retention rates.
Abstract: Discussions on bilingualism have always dwelt on how the mother tongue interferes with the target language. This interference is considered a serious problem in second language learning. Usually, the interference has been phonological. But the objective of this research is to explore how the target language interferes with the mother tongue. In the case of the Igbo language, it interferes with English mostly at the phonological level while English interferes with Igbo at the realm of vocabulary. The result is a new language \"Engligbo\" which is a hybrid of English and Igbo. The Igbo language spoken by about 25 million people is one of the three most prominent languages in Nigeria. This paper discusses the phenomenal Engligbo, and other implications for Igbo learners of English. The method of analysis is descriptive. A number of recommendations were made that would help teachers handle problems arising from such mutual interferences.
Abstract: There is widespread emphasis on reform in the teaching of introductory statistics at the college level. Underpinning this reform is a consensus among educators and practitioners that traditional curricular materials and pedagogical strategies have not been effective in promoting statistical literacy, a competency that is becoming increasingly necessary for effective decision-making and evidence-based practice. This paper explains the historical context of, and rationale for reform-oriented teaching of introductory statistics (at the college level) in the health, social and behavioral sciences (evidence-based disciplines). A firm understanding and appreciation of the basis for change in pedagogical approach is important, in order to facilitate commitment to reform, consensus building on appropriate strategies, and adoption and maintenance of best practices. In essence, reform-oriented pedagogy, in this context, is a function of the interaction among content, pedagogy, technology, and assessment. The challenge is to create an appropriate balance among these domains.
Abstract: Problem-based learning (PBL) is one of the student
centered approaches and has been considered by a number of higher
educational institutions in many parts of the world as a method of
delivery. This paper presents a creative thinking approach for
implementing Problem-based Learning in Mechanics of Structure
within a Malaysian Polytechnics environment. In the learning
process, students learn how to analyze the problem given among the
students and sharing classroom knowledge into practice. Further,
through this course-s emphasis on problem-based learning, students
acquire creative thinking skills and professional skills as they tackle
complex, interdisciplinary and real-situation problems. Once the
creative ideas are generated, there are useful additional techniques
for tender ideas that will grow into a productive concept or solution.
The combination of creative skills and technical abilities will enable
the students to be ready to “hit-the-ground-running" and produce in
industry when they graduate.
Abstract: The Internet and the ever growing applications enable
communities to share and collaborate through common platforms.
However, this growing pattern is not witnessed yet even for elearning.
This paper is based on a doctoral research which aimed at
researching the ways students interact in an online campus and the
supports that they look for and require. Content analysis, based on the
Panchoo/Jaillet methodology, was done on four synchronous
meetings between a tutor and his ten students. The UNIV-Rct ecampus,
analogical to a physical campus, was found to be user
friendly and the students enrolled in a master-s course faced no
difficulties in using it. In addition to the environmental aspects, the
pedagogical implementation of the course has driven the students to
interact and collaborate significantly and this has contributed to
overcome the problems faced by the distance learners. This
completely online model was found to be fruitful in helping distant
learners fight their loneliness and brave their difficulties in a socioconstructivism
approach.
Abstract: The purpose of the study was to investigate the
effectiveness of ICT training workshop of tutors of Allama Iqbal
Open University Pakistan. The study was delimited to tutors of
Multan region. The total sample comprised of 100 tutors. All the
tutors who participated in ICT training workshop in Multan region
were taken as sample in the study. A questionnaire having two parts,
based on five point rating scale was developed by the researcher. Part
one was about the competency level of computer skills while Part
two was based on items related to training delivery, structure and
content. Part One of questionnaire had five levels of competency
about computer skills. The questionnaire was personally administered
and collected back by the researcher himself on the last day of
workshop.
The collected data were analyzed by using descriptive statistics.
Through this study it was found that majority of the tutors strongly
agreed that training enhanced their computer skills. Majority of the
respondents consider themselves to be generally competent in the use
of computer. They also agreed that there was appropriate
infrastructure and technical support in lab during training workshop.
Moreover, it was found that the training imparted the knowledge of
pedagogy of using computers for distance education.
Abstract: We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.
Abstract: This paper demonstrates a model of an e-Learning
system based on nowadays learning theory and distant education
practice. The relationships in the model are designed to be simple
and functional and do not necessarily represent any particular e-
Learning environments. It is meant to be a generic e-Learning
system model with implications for any distant education course
instructional design. It allows online instructors to move away from
the discrepancy between the courses and body of knowledge. The
interrelationships of four primary sectors that are at the e-Learning
system are presented in this paper. This integrated model includes
[1] pedagogy, [2] technology, [3] teaching, and [4] learning. There
are interactions within each of these sectors depicted by system loop
map.
Abstract: This paper discusses the causal explanation capability
of QRIOM, a tool aimed at supporting learning of organic chemistry
reactions. The development of the tool is based on the hybrid use of
Qualitative Reasoning (QR) technique and Qualitative Process
Theory (QPT) ontology. Our simulation combines symbolic,
qualitative description of relations with quantity analysis to generate
causal graphs. The pedagogy embedded in the simulator is to both
simulate and explain organic reactions. Qualitative reasoning through
a causal chain will be presented to explain the overall changes made
on the substrate; from initial substrate until the production of final
outputs. Several uses of the QPT modeling constructs in supporting
behavioral and causal explanation during run-time will also be
demonstrated. Explaining organic reactions through causal graph
trace can help improve the reasoning ability of learners in that their
conceptual understanding of the subject is nurtured.
Abstract: This article presents the implementation of several
different e/b-Learning collaborative activities, used to improve the
students learning process in an high school Polytechnic Institution. A
new learning model arises, based on a combination between face-toface
and distance leaning. Learning is now becoming centered with
the development of collaborative activities, and its actors (teachers
and students) have to be re-socialized to a new e/b-Learning
paradigm. Measuring approaches are proposed for this model and
results are presented, showing prospective correlation between
students learning success and the use of online collaborative
activities.
Abstract: The explosion of interest in online gaming and
virtual worlds is leading many universities to investigate
possible educational applications of the new environments.
In this paper we explore the possibilities of 3D online worlds
for teacher education, particularly the field experience
component. Drawing upon two pedagogical examples, we
suggest that virtual simulations may, with certain limitations,
create safe spaces that allow preservice teachers to adopt
alternate identities and interact safely with the “other." In so
doing they may become aware of the constructed nature of
social categories and gain the essential pedagogical skill of
perspective-taking. We suggest that, ultimately, the ability to
be the principal creators of themselves in virtual environments
can increase their ability to do the same in the real world.
Abstract: This research aims to study the appropriate model of
Science teaching for students, academic achievement and to survey
students- attitudes toward using appropriate for students in
Mathayomsuksa 3 in Ang-Thong province. The research results were
as follows:
1. The appropriate model of Science teaching for Mathayomsuksa
3 students in Ang-Thong province including these following five
steps: Step 1. The introduction of the lessons. Step 2. Setting the
hypothesis. Step 3. Doing the experiment /survey. Step 4. Making
conclusion. Step 5. Applying to daily life or other subjects.
2. There is no significant difference between using appropriate
model teaching and regular teaching at 0.05 level significant
difference.
3. There is a significant difference between before and after
teaching using appropriate model of Science teaching at 0.05 level.
4. The satisfaction of students- attitudes to using the appropriate
model of Science teaching for students was in intermediate level.
Abstract: The pedagogy project has been proven as an active
learning method, which is used to develop learner-s skills and
knowledge.The use of technology in the learning world, has filed
several gaps in the implementation of teaching methods, and online
evaluation of learners. However, the project methodology presents
challenges in the assessment of learners online.
Indeed, interoperability between E-learning platforms (LMS) is
one of the major challenges of project-based learning assessment.
Firstly, we have reviewed the characteristics of online assessment
in the context of project-based teaching. We addressed the
constraints encountered during the peer evaluation process.
Our approach is to propose a meta-model, which will describe a
language dedicated to the conception of peer assessment scenario in
project-based learning. Then we illustrate our proposal by an
instantiation of the meta-model through a business process in a
scenario of collaborative assessment on line.
Abstract: We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.
Abstract: Traditional higher-education classrooms allow lecturers to observe students- behaviours and responses to a particular pedagogy during learning in a way that can influence changes to the pedagogical approach. Within current e-learning systems it is difficult to perform continuous analysis of the cohort-s behavioural tendency, making real-time pedagogical decisions difficult. This paper presents a Virtual Learning Process Environment (VLPE) based on the Business Process Management (BPM) conceptual framework. Within the VLPE, course designers can model various education pedagogies in the form of learning process workflows using an intuitive flow diagram interface. These diagrams are used to visually track the learning progresses of a cohort of students. This helps assess the effectiveness of the chosen pedagogy, providing the information required to improve course design. A case scenario of a cohort of students is presented and quantitative statistical analysis of their learning process performance is gathered and displayed in realtime using dashboards.
Abstract: An international cooperation between educators in
Australia and the US has led to a reconceptualization of the teaching
of a library science course at Appalachian State University. The
pedagogy of Action Learning coupled with a 3D virtual learning
environment immerses students in a social constructivist learning
space that incorporates and supports interaction and reflection. The
intent of this study was to build a bridge between theory and practice
by providing students with a tool set that promoted personal and
social reflection, and created and scaffolded a community of practice.
Besides, action learning is an educational process whereby the fifty
graduate students experienced their own actions and experience to
improve performance.
Abstract: The dramatic effect of information technology on
society is undeniable. In education, it is evident in the use of terms
like active learning, blended learning, electronic learning and mobile
learning (ubiquitous learning). This study explores the perceptions of
54 learners in a higher education institution regarding the use of
mobile devices in a third year module. Using semi-structured
interviews, it was found that mobile devices had a positive impact on
learner motivation, engagement and enjoyment. It also improved the
consistency of learning material, and the convenience and flexibility
(anywhere, anytime) of learning. User-interfacelimitation, bandwidth
and cognitive overload, however, were of concern. The use of cloud
based resources like Youtube and Google Docs, through mobile
devices, positively influenced learner perceptions, making them
prosumers (both consumers and producers) of education content.
Abstract: Computers are increasingly being used as educational
tools in elementary/primary schools worldwide. A specific
application of such computer use, is that of multimedia games, where
the aim is to combine pedagogy and entertainment. This study
reports on a case-study whereby an educational multimedia game has
been developed for use by elementary school children. The stages of
the application-s design, implementation and evaluation are
presented. Strengths of the game are identified and discussed, and its
weaknesses are identified, allowing for suggestions for future redesigns.
The results show that the use of games can engage children
in the learning process for longer periods of time with the added
benefit of the entertainment factor.