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1.
Heliyon ; 10(2): e24173, 2024 Jan 30.
Artículo en Inglés | MEDLINE | ID: mdl-38293402

RESUMEN

Persona development techniques are a well-established method to create relatable descriptions of representatives of target users of digital systems. In the field of education, research on learner characteristics has yielded comprehensive results that can help advance educational approaches. Nonetheless, these results often remain abstract and distant for researchers and practitioners. Personas offer a bridge to make this knowledge more accessible and to facilitate user-centred design processes. This study focuses on creating personas of mathematics school students to ease such accessibility. These personas are constructed based on an understanding of learners' goals, needs, challenges and problems, joys, fears, feelings and emotions, and strategies. Data collection was conducted through a multifaceted approach, encompassing qualitative and quantitative data from web surveys, think-aloud protocols, and interviews. The target demographic comprised upper secondary school mathematics students in Austria. We found five distinct patterns of characteristics prevalent in this target group. The patterns of characteristics reflected by the personas complement the scientific body of knowledge obtained from traditional approaches investigating characteristics and needs of learners. In practical terms, these personas empower the development of user-centred digital systems, learning materials, and lessons, thus fostering an enriched educational experience for mathematics students.

2.
Educ Inf Technol (Dordr) ; 27(1): 979-995, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-34230801

RESUMEN

Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood. The present study explores the strengths and weaknesses of user-generated microgames for assisting learning followed with some recommendations for the development and effective use of microgames from elementary teacher perspectives. This study is exploratory research conducted within the GeoGebra application with the participation of elementary school teachers from Indonesia. The study found that, on the one hand, user-generated microgames have multiple advantages to support learning mainly by their simplicity and short duration gameplay. On the other hand, the games have several disadvantages, especially due to the lack of content directly related to learning objectives and less interesting interfaces. It is recommended for users of open learning platforms to create more targeted microgames respecting a particular learning objective and for teachers to creatively connect games to learning for mastering knowledge, skills, or literacies.

3.
SN Soc Sci ; 1(6): 136, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34693321

RESUMEN

The global spread of COVID-19 has resulted in learning and teaching being confronted with immense challenges and changes since spring 2020. Measures to contain the COVID-19 pandemic had and continue to have a particularly strong impact on non-formal and informal learning, which are important features of out-of-class on-line STEM workshops combining science, technology, engineering and mathematics. We developed and carried out online STEM workshops for approximately 250 students during times of isolation in the spring and summer of 2020. To identify potential success factors and stumbling blocks for designing and implementing online STEM workshops, we conducted a qualitative interview-based study with a selection of eight experts in the summer and autumn 2020, i.e. after the STEM workshops. The experts were Austrian and German teachers who planned and implemented STEM workshops for students age 10 to 18. Our collected data was examined using techniques of grounded theory approaches. Using techniques of qualitative interview studies and grounded theory approaches, we found that removing learning barriers and creating new types of learning spaces, online socio-constructivist learning, and teachers' TPACK for STEM Workshops are important factors when considering and designing STEM workshops for online learning environments. These same factors will also be central when planning and implementing online STEM workshops in post-COVID-19 times. To facilitate student participation and to increase social interaction are critical elements for practitioners working on online STEM workshops-both during and after COVID-19. Highly trained teachers with in-depth technical, pedagogical, and content skills are essential to facilitate participation and interactions among students, teachers, and learning contents.

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