Abstract: In the article the experience of principle new
technology development of ethnopsychological experiment on the
basis of using other virtual independent experimental variables is
presented. It is shown that ethnic prejudices are the result of forming
and development of specific semantic barriers, arising up in the
conditions of interethnic co-operation and people-s communication.
Their overcoming is more successful in the conditions of the special
organized process of teaching in a polyethnic environment,
characteristic for the modern institute
Abstract: Although, all high school students in Japan are required to learn informatics, many of them do not learn this topic sufficiently. In response to this situation, we propose a support package for high school informatics classes. To examine what students learned and if they sufficiently understood the context of the lessons, a questionnaire survey was distributed to 186 students. We analyzed the results of the questionnaire and determined the weakest units, which were “basic computer configuration” and “memory and secondary storage”. We then developed a package for teaching these units. We propose that our package be applied in high school classrooms.
Abstract: Learning is the acquisition of new mental schemata, knowledge, abilities and skills which can be used to solve problems potentially more successfully. The learning process is optimum when it is assisted and personalized. Learning is not a single activity, but should involve many possible activities to make learning become meaningful. Many e-learning applications provide facilities to support teaching and learning activities. One way to identify whether the e-learning system is being used by the learners is through the number of hits that can be obtained from the e-learning system's log data. However, we cannot rely solely to the number of hits in order to determine whether learning had occurred meaningfully. This is due to the fact that meaningful learning should engage five characteristics namely active, constructive, intentional, authentic and cooperative. This paper aims to analyze the e-learning activities that is meaningful to learning. By focusing on the meaningful learning characteristics, we match it to the corresponding Moodle e-learning activities. This analysis discovers the activities that have high impact to meaningful learning, as well as activities that are less meaningful. The high impact activities is given high weights since it become important to meaningful learning, while the low impact has less weight and said to be supportive e-learning activities. The result of this analysis helps us categorize which e-learning activities that are meaningful to learning and guide us to measure the effectiveness of e-learning usage.
Abstract: Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Abstract: Promoting critical thinking (CT) in an educational
setting has been appraised in order to enhance learning and
intellectual skills. In this study, a pedagogical course in a vocational
teacher education program in Turkey was designed by integrating CT
skill-based strategies/activities into the course content and CT skills
were means leading to intended course objectives. The purpose of the
study was to evaluate the importance of the course objectives, the
attainment of the objectives, and the effectiveness of teachinglearning
strategies/activities from prospective teachers- points of
view. The results revealed that although the students mostly
considered the course objectives important, they did not feel
competent in the attainment of all objectives especially in those
related to the main topic of Learning and those requiring higher order
thinking skills. On the other hand, the students considered the course
activities effective for learning and for the development of thinking
skills, especially, in interpreting, comparing, questioning,
contrasting, and forming relationships.
Abstract: This study has been prepared with the purpose to get the views of senior class Elementary Education Mathematics preservice teachers on proving. Data have been obtained via surveys and interviews carried out with 104 preservice teachers. According to the findings, although preservice teachers have positive views about using proving in mathematics teaching, it is seen that their experiences related to proving is limited to courses and they think proving is a work done only for the exams. Furthermore, they have expressed in the interviews that proving is difficult for them, and because of this reason they prefer memorizing instead of learning.
Abstract: The purpose of this study is to explore the impacts of
computer games on the mathematics instruction. First, the research
designed and implemented the web-based games according to the
content of existing textbook. And the researcher collected and
analyzed the information related to the mathematics instruction
integrating the computer games. In this study, the researcher focused
on the learning motivation of mathematics, mathematics achievement,
and pupil-teacher interactions in classroom. The results showed that
students under instruction integrating computer games significantly
improved in motivation and achievement. The teacher tended to use
less direct teaching and provide more time for student-s active
learning.
Abstract: Practicum placements are an critical factor for student teachers on Education Programs. How can student teachers become professionals? This study was to investigate problems, weakness and obstacles of practicum placements and develop guidelines for partnership in the practicum placements. In response to this issue, a partnership concept was implemented for developing student teachers into professionals. Data were collected through questionnaires on attitude toward problems, weaknesses, and obstacles of practicum placements of student teachers in Rajabhat universities and included focus group interviews. The research revealed that learning management, classroom management, curriculum, assessment and evaluation, classroom action research, and teacher demeanor are the important factors affecting the professional development of Education Program student teachers. Learning management plan and classroom management concerning instructional design, teaching technique, instructional media, and student behavior management are another important aspects influencing the professional development for student teachers.
Abstract: Based on 276 responses from academic staff in an
evaluation of an online learning environment (OLE), this paper
identifies those elements of the OLE that were most used and valued
by staff, those elements of the OLE that staff most wanted to see
improved, and those factors that most contributed to staff perceptions
that the use of the OLE enhanced their teaching. The most used and
valued elements were core functions, including accessing unit
information, accessing lecture/tutorial/lab notes, and reading online
discussions. The elements identified as most needing attention related
to online assessment: submitting assignments, managing assessment
items, and receiving feedback on assignments. Staff felt that using the
OLE enhanced their teaching when they were satisfied that their
students were able to access and use their learning materials, and
when they were satisfied with the professional development they
received and were confident with their ability to teach with the OLE.
Abstract: A Matlab based software for logistic regression is developed to enhance the process of teaching quantitative topics and assist researchers with analyzing wide area of applications where categorical data is involved. The software offers an option of performing stepwise logistic regression to select the most significant predictors. The software includes a feature to detect influential observations in data, and investigates the effect of dropping or misclassifying an observation on a predictor variable. The input data may consist either as a set of individual responses (yes/no) with the predictor variables or as grouped records summarizing various categories for each unique set of predictor variables' values. Graphical displays are used to output various statistical results and to assess the goodness of fit of the logistic regression model. The software recognizes possible convergence constraints when present in data, and the user is notified accordingly.
Abstract: The only relevant basis for the design of an educational application are objectives of learning for the content area. This study analyses the process in which the real – not only the formal – objectives could work as the starting point for the construction of an educational game. The application context is the education of perioperative nursing. The process is based on the panel discussions of nursing teachers. In the panels, the teachers elaborated the objectives. The transcribed discussions were analysed in terms of the conceptions of learning and teaching of perioperative nursing. The outcome of the study is first the elaborated objectives, which will be used in the implementation of an educational game for the needs of pre-, intra and post-operative nursing skills learning. Second, the study shows that different views of learning are necessary to be understood in order to design an appropriate educational application.
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: An ethical mandate of the social work profession in the
United States is that BSW and MSW graduates are sufficiently
prepared to both understand diverse cultural values and beliefs and
offer services that are culturally sensitive and relevant to clients. This
skill set is particularly important for social workers in the 21st Century,
given the increasing globalization of the U.S. and world. The purpose
of this paper is to outline a pedagogical model for teaching cultural
competency that resulted in a significant increase in cultural
competency for MSW graduates at Western Kentucky University
(WKU). More specifically, this model is predicated on five specific
culturally sensitive principles and activities that were found to be
highly effective in conveying culturally relevant knowledge and skills
to MSW students at WKU. Future studies can assess the effectiveness
of these principles in other MSW programs across the U.S. and abroad.
Abstract: In the package design industry, there are a lot of tacit knowledge resided within each designer. The objectives are to capture them and compile it to be used as a teaching resource and to create a video clip of package design process as well as to evaluate its quality and learning effectiveness. Interview were used as a technique for capturing knowledge in brand design concept, differentiation, recognition, rank of recognition factor, consumer survey, knowledge about marketing, research, graphic design, the effect of color, and law and regulation. Video clip about package design were created. The clip consisted of both the speech and clip of actual process. The quality of the video in term of media was ranked as good while the content was ranked as excellent. The students- score on post-test was significantly greater than that of pretest (p>0.001).
Abstract: Rapid steps made in the field of Information and Communication Technology (ICT) has facilitated the development of teaching and learning methods and prepared them to serve the needs of an assorted educational institution. In other words, the information age has redefined the fundamentals and transformed the institutions and method of services delivery forever. The vision is the articulation of a desire to transform the method of teaching and learning could proceed through e-learning. E-learning is commonly deliberated to use of networked information and communications technology in teaching and learning practice. This paper deals the general aspects of the e-leaning with its issues, developments, opportunities and challenges, which can the higher institutions own.
Abstract: In this article has been analyzed Kazakhstani
experience in organizing the system after the institute of higher education, legislative-regulative assurance of master preparation, and
statistic data in the republic. Have been the features of projecting the master programs, a condition of realization of studying credit system, have been analyzed the technologies of research teaching masters. In
conclusion have been given some recommendation on creating personal-oriented environment of research teaching masters.
Abstract: The given work is devoted to the description of
Information Technologies NAS of Azerbaijan created and
successfully maintained in Institute. On the basis of the decision of
board of the Supreme Certifying commission at the President of the
Azerbaijan Republic and Presidium of National Academy of
Sciences of the Azerbaijan Republic, the organization of training
courses on Computer Sciences for all post-graduate students and
dissertators of the republic, taking of examinations of candidate
minima, it was on-line entrusted to Institute of Information
Technologies of the National Academy of Sciences of Azerbaijan.
Therefore, teaching the computer sciences to post-graduate
students and dissertators a scientific - methodological manual on
effective application of new information technologies for research
works by post-graduate students and dissertators and taking of
candidate minima is carried out in the Educational Center.
Information and communication technologies offer new
opportunities and prospects of their application for teaching and
training. The new level of literacy demands creation of essentially
new technology of obtaining of scientific knowledge. Methods of
training and development, social and professional requirements,
globalization of the communicative economic and political projects
connected with construction of a new society, depends on a level of
application of information and communication technologies in the
educational process. Computer technologies develop ideas of
programmed training, open completely new, not investigated
technological ways of training connected to unique opportunities of
modern computers and telecommunications. Computer technologies
of training are processes of preparation and transfer of the
information to the trainee by means of computer. Scientific and
technical progress as well as global spread of the technologies
created in the most developed countries of the world is the main
proof of the leading role of education in XXI century. Information
society needs individuals having modern knowledge. In practice, all
technologies, using special technical information means (computer,
audio, video) are called information technologies of education.
Abstract: Ecological ponds can be a good teaching tool for
science teachers, but they must be built and maintained properly to
provide students with a safe and suitable learning environment.
Hence, many schools do not have the ability to build an ecological
pond. This study used virtual reality technology to develop a webbased
virtual ecological pond. Supported by situated learning theory
and the instructional design of “Aquatic Life" learning unit,
elementary school students can actively explore in the virtual
ecological pond to observe aquatic animals and plants and learn
about the concept of ecological conservation. A teaching experiment
was conducted to investigate the learning effectiveness and
practicability of this instructional design, and the results showed that
students improved a great deal in learning about aquatic life. They
found the virtual ecological pond interesting, easy to operate and
helpful to understanding the aquatic ecological system. Therefore, it
is useful in elementary science education.
Abstract: This communication is intended to provide some issues for thought on the importance of implementation of Blended Learning in traditional universities, particularly in the Spanish university system. In this respect, we believe that virtual environments are likely to meet some of the needs raised by the Bologna agreement, trying to maintain the quality of teaching and at the same time taking advantage of the functionalities that virtual learning platforms offer. We are aware that an approach of learning from an open and constructivist nature in universities is a complex process that faces significant technological, administrative and human barriers. Therefore, in order to put plans in our universities, it is necessary to analyze the state of the art of some indicators relating to the use of ICT, with special attention to virtual teaching and learning, so that we can identify the main obstacles and design adaptive strategies for their full integration in the education system. Finally, we present major initiatives launched in the European and state framework for the effective implementation of new virtual environments in the area of higher education.
Abstract: Creative drama which interconnects with the concepts of play, theatre, animation and role playing is a field which can only be learnt and expressed through experiencing. This study about assessment of the drama teaching in preschools by children was conducted in 3 preschools in Ankara with participation of 12 children of 6 ages who had taken drama learning courses. Qualitative research approach and semi-structured interviewing technique were employed. The results of the study indicated that all of 12 children defined drama as a game and entertainment.