Abstract: This study aimed at investigating the effect of Andalus Knowledge Phases and Times (ANPT) model of learning and the effect of 'Intel Education Contribution in ANPT' on the development of students’ academic performance and emotional quotient. The society of the study composed of Andalus Private Schools, elementary school students (N=700), while the sample of the study composed of four randomly assigned groups (N=80) with one experimental group and one control group to study "ANPT" effect and the "Intel Contribution in ANPT" effect respectively. The study followed the quantitative and qualitative approaches in collecting and analyzing data to answer the study questions. Results of the study revealed that there were significant statistical differences between students’ academic performances and emotional quotients for the favor of the experimental groups. The study recommended applying this model on different educational variables and on other age groups to generate more data leading to more educational results for the favor of students’ learning outcomes.
Abstract: One of the major problems facing education in Nigeria is the provision of quality Science and Technology education. Inadequate teaching facilities, non-usage of innovative teaching strategies, ineffective classroom management, lack of students’ motivation and poor integration of ICT has resulted in the increase in percentage of students who failed Basic Science and Technology in Junior Secondary Certification Examination for National Examination Council in Nigeria. To address these challenges, the Federal Government came up with a road map on education. This was with a view of enhancing quality education through integration of modern technology into teaching and learning, enhancing quality assurance through proper monitoring and introduction of innovative methods of teaching. This led the researcher to investigate how MOODLE LMS could be used to enhance students’ learning outcomes in BST. A sample of 120 students was purposively selected from four secondary schools in Ogbomoso. The experimental group was taught using MOODLE LMS, while the control group was taught using the conventional method. Data obtained were analyzed using mean, standard deviation and t-test. The result showed that MOODLE LMS was an effective learning platform in teaching BST in junior secondary schools (t=4.953, P
Abstract: This paper compares the findings of two studies conducted to determine the effectiveness of simulation-based, hands-on and feedback mechanism on students learning by answering the following questions: 1). Does the use of simulation improve students’ learning outcomes? 2). How do students perceive the instructional design features embedded in the simulation program such as exploration and scaffolding support in learning new concepts? 3.) What is the effect of feedback mechanisms on students’ learning in the use of simulation-based labs? The paper also discusses the other aspects of findings which reveal that simulation by itself is not very effective in promoting student learning. Simulation becomes effective when it is followed by hands-on activity and feedback mechanisms. Furthermore, the paper presents recommendations for improving student learning through the use of simulation-based, hands-on, and feedback-based teaching methodologies.
Abstract: Improving added value and productivity of services entails improving both value-in-exchange and value-in-use. Value-in-use is realized by value co-creation, where providers and receivers create value together. In higher education services, value-in-use comes from learners achieving learning outcomes (e.g., knowledge and skills) that are consistent with their learning goals. To enhance the learning outcomes of a learner, it is necessary to enhance and utilize the abilities of the teacher along with the abilities of the learner. To do this, however, the learner and the teacher need to build a consensus about their respective roles. Teachers need to provide effective learning content; learners need to choose the appropriate learning strategies by using the learning content through consensus building. This makes consensus building an important factor in value co-creation. However, methods to build a consensus about their respective roles may not be clearly established, making such consensus difficult. In this paper, we propose some strategies for consensus building between a teacher and a learner in value co-creation. We focus on a teacher and learner co-design and propose an analysis method to clarify a collaborative design process to realize value co-creation. We then analyze some counseling data obtained from a university class. This counseling aimed to build a consensus for value-in-use, learning outcomes, and learning strategies between the teacher and the learner.
Abstract: Learning outcomes of a course (CLOs) and the abilities at the time of graduation referred to as Student Outcomes (SOs) are required to be assessed for ABET accreditation. A question in an assessment must target a CLO as well as an SO and must represent a required level of competence. This paper presents the idea of an Expert System (ES) to select a proper question to satisfy ABET accreditation requirements. For ES implementation, seven attributes of a question are considered including the learning outcomes and Bloom’s Taxonomy level. A database contains all the data about a course including course content topics, course learning outcomes and the CLO-SO relationship matrix. The knowledge base of the presented ES contains a pool of questions each with tags of the specified attributes. Questions and the attributes represent expert opinions. With implicit rule base the inference engine finds the best possible question satisfying the required attributes. It is shown that the novel idea of such an ES can be implemented and applied to a course with success. An application example is presented to demonstrate the working of the proposed ES.
Abstract: In order to understand whether there is a better than the
learning function of learning methods and improve the CAD Courses
for enterprise’s design human resource development, this research is
applied in learning practical learning computer graphics software. In
this study, Revit building information model for learning content,
design of two different modes of learning curriculum to learning,
learning functions, respectively, and project learning. Via a post-test,
questionnaires and student interviews, etc., to study the effectiveness
of a comparative analysis of two different modes of learning. Students
participate in a period of three weeks after a total of nine-hour course,
and finally written and hands-on test. In addition, fill in the
questionnaire response by the student learning, a total of fifteen
questionnaire title, problem type into the base operating software,
application software and software-based concept features three
directions. In addition to the questionnaire, and participants were
invited to two different learning methods to conduct interviews to
learn more about learning students the idea of two different modes.
The study found that the ad hoc short-term courses in learning, better
learning outcomes. On the other hand, functional style for the whole
course students are more satisfied, and the ad hoc style student is
difficult to accept the ad hoc style of learning.
Abstract: In this paper we describe one critical research
program within a complex, ongoing multi-year project (2010 to 2014
inclusive) with the overall goal to improve the learning outcomes for
first year undergraduate commerce/business students within an
Information Systems (IS) subject with very large enrolment. The
single research program described in this paper is the analysis of
student attitudes and decision making in relation to the availability of
formative assessment feedback via Web-based real time conferencing
and document exchange software (Adobe Connect). The formative
assessment feedback between teaching staff and students is in respect
of an authentic problem-based, team-completed assignment. The
analysis of student attitudes and decision making is investigated via
both qualitative (firstly) and quantitative (secondly) application of the
Theory of Planned Behavior (TPB) with a two statistically-significant
and separate trial samples of the enrolled students. The initial
qualitative TPB investigation revealed that perceived self-efficacy,
improved time-management, and lecturer-student relationship
building were the major factors in shaping an overall favorable
student attitude to online feedback, whilst some students expressed
valid concerns with perceived control limitations identified within the
online feedback protocols. The subsequent quantitative TPB
investigation then confirmed that attitude towards usage, subjective
norms surrounding usage, and perceived behavioral control of usage
were all significant in shaping student intention to use the online
feedback protocol, with these three variables explaining 63 percent of
the variance in the behavioral intention to use the online feedback
protocol. The identification in this research of perceived behavioral
control as a significant determinant in student usage of a specific
technology component within a virtual learning environment (VLE)
suggests that VLEs could now be viewed not as a single, atomic
entity, but as a spectrum of technology offerings ranging from the
mature and simple (e.g., email, Web downloads) to the cutting-edge
and challenging (e.g., Web conferencing and real-time document
exchange). That is, that all VLEs should not be considered the same.
The results of this research suggest that tertiary students have the
technological sophistication to assess a VLE in this more selective
manner.
Abstract: The rapid development and growth of technology has changed the method of obtaining information for educators and learners. Technology has created a new world of collaboration and communication among people. Incorporating new technology into the teaching process can enhance learning outcomes. Billions of individuals across the world are now connected together, and are cooperating and contributing their knowledge and intelligence. Time is no longer wasted in waiting until the teacher is ready to share information as learners can go online and get it immediatelt.
The objectives of this paper are to understand the reasons why changes in teaching and learning methods are necessary, to find ways of improving them, and to investigate the challenges that present themselves in the adoption of new ICT tools in higher education institutes.
To achieve these objectives two primary research methods were used: questionnaires, which were distributed among students at higher educational institutes and multiple interviews with faculty members (teachers) from different colleges and universities, which were conducted to find out why teaching and learning methodology should change.
The findings show that both learners and educators agree that educational technology plays a significant role in enhancing instructors’ teaching style and students’ overall learning experience; however, time constraints, privacy issues, and not being provided with enough up-to-date technology do create some challenges.
Abstract: This paper provides an identification of the existing practical skills gap between school-based learning (SBL) and laboratory based learning (LBL) in the Computing Department within the Faculty of Science at Omar Al-Mukhtar University in Libya. A survey has been conducted and the first author has elicited the responses of two groups of stakeholders, namely the academic teachers and students.
The primary goal is to review the main strands of evidence available and argue that there is a gap between laboratory and school-based learning in terms of opportunities for experiment and application of skills. In addition, the nature of experimental work within the laboratory at Omar Al-Mukhtar University needs to be reconsidered. Another goal of our study was to identify the reasons for students’ poor performance in the laboratory and to determine how this poor performance can be eliminated by the modification of teaching methods. Bloom’s taxonomy of learning outcomes has been applied in order to classify questions and problems into categories, and the survey was formulated with reference to third year Computing Department students. Furthermore, to discover students’ opinions with respect to all the issues, an exercise was conducted. The survey provided questions related to what the students had learnt and how well they had learnt. We were also interested in feedback on how to improve the course and the final question provided an opportunity for such feedback.
Abstract: Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.
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: The main purpose of the study was to determine whether students- interpretation achievement differed with the use of various multimedia presentation types. Four groups of students, text only (T), audio only (A), text and audio (TA), text and image (TI), were arranged and they were presented the same story via different types of multimedia presentations. Inference achievement was measured by a critical thinking inference test. Higher mean scores for the TA group compared to the other three groups were found. Also when compared pairwise, interpretation achievement of the TA group differed significantly from scores of the T and TI groups. These differences were interpreted with the increased cognitive load. Increased cognitive load for the TA group may have invited students to put more effort into comprehending the text, thus resulting in better test scores. Findings of the study can be seen as a sign of the importance of learning situations and learning outcomes in multimedia-supported learning environments and may have practical benefits for instructional designers.
Abstract: Much has been written about the difficulties students
have with producing traditional dissertations. This includes both
native English speakers (L1) and students with English as a second
language (L2). The main emphasis of these papers has been on the
structure of the dissertation, but in all cases, even when electronic
versions are discussed, the dissertation is still in what most would
regard as a traditional written form.
Master of Science Degrees in computing disciplines require
students to gain technical proficiency and apply their knowledge to a
range of scenarios. The basis of this paper is that if a dissertation is a
means of showing that such a student has met the criteria for a pass,
which should be based on the learning outcomes of the dissertation
module, does meeting those outcomes require a student to
demonstrate their skills in a solely text based form, particularly in a
highly technical research project? Could it be possible for a student
to produce a series of related artifacts which form a cohesive package
that meets the learning out comes of the dissertation?
Abstract: Collaborative problem solving in e-learning can take
in the form of discussion among learner, creating a highly social
learning environment and characterized by participation and
interactivity. This paper, designed a collaborative learning
environment where agent act as co-learner, can play different roles
during interaction. Since different roles have been assigned to the
agent, learner will assume that multiple co-learner exists to help and
guide him all throughout the collaborative problem solving process,
but in fact, alone during the learning process. Specifically, it answers
the questions what roles of the agent should be incorporated to
contribute better learning outcomes, how agent will facilitate the
communication process to provide social learning and interactivity
and what are the specific instructional strategies that facilitate learner
participation, increased skill acquisition and develop critical thinking.
Abstract: The Norwegian Military Academy (Army) has
initiated a project with the main ambition to explore possible avenues
to enhancing operational effectiveness through an increased use of
simulation-based training and exercises. Within a cost/benefit
framework, we discuss opportunities and limitations of vertical and
horizontal integration of the existing tactical training system. Vertical
integration implies expanding the existing training system to span the
full range of training from tactical level (platoon, company) to
command and staff level (battalion, brigade). Horizontal integration
means including other domains than army tactics and staff
procedures in the training, such as military ethics, foreign languages,
leadership and decision making. We discuss each of the integration
options with respect to purpose and content of training, "best
practice" for organising and conducting simulation-based training,
and suggest how to evaluate training procedures and measure
learning outcomes. We conclude by giving guidelines towards further
explorative work and possible implementation.
Abstract: Laboratory activities have produced benefits in
student learning. With current drives of new technology resources
and evolving era of education methods, renewal status of learning
and teaching in laboratory methods are in progress, for both learners
and the educators. To enhance learning outcomes in laboratory works
particularly in engineering practices and testing, learning via handson
by instruction may not sufficient. This paper describes and
compares techniques and implementation of traditional (expository)
with open-ended laboratory (problem-based) for two consecutive
cohorts studying environmental laboratory course in civil engineering
program. The transition of traditional to problem-based findings and
effect were investigated in terms of course assessment student
feedback survey, course outcome learning measurement and student
performance grades. It was proved that students have demonstrated
better performance in their grades and 12% increase in the course
outcome (CO) in problem-based open-ended laboratory style than
traditional method; although in perception, students has responded
less favorable in their feedback.
Abstract: The use of technology is increasingly adopted to
support flexible learning in Higher Education institutions. The
adoption of more sophisticated technologies offers a broad range of
facilities for communication and resource sharing, thereby creating a
flexible learning environment that facilitates and even encourages
students not to physically attend classes. However this emerging
trend seems to contradict class attendance requirements within
universities, inevitably leading to a dilemma between amending
traditional regulations and creating new policies for the higher
education institutions. This study presents an investigation into
student engagement in a technology enhanced/driven flexible
environment along with its relationship to attainment. We propose an
approach to modelling engagement from different perspectives in
terms of indicators and then consider what impact these indicators
have on student academic performance. We have carried out a case
study on the relation between attendance and attainment in a flexible
environment. Although our preliminary results show attendance is
quantitatively correlated with successful student development and
learning outcomes, our results also indicate there is a cohort that did
not follow such a pattern. Nevertheless the preliminary results could
provide an insight into pilot studies in the wider deployment of new
technology to support flexible learning.