scholarly journals Teaching Environmental Education Using an Augmented Reality World Map

Author(s):  
Anastasia Nancy Pyrini

AbstractThe aim of this short paper is to provide readers with a comprehensive lesson plan for elementary schools, which seeks to improve digital citizenship and competency in students and teachers, by fostering digital literacy skills through an augmented reality (AR) application. The lesson plan was developed within the framework of the “Digital, Responsible Citizenship in a Connected World (DRC)” project funded under Key Action 2: Cooperation for innovation and the exchange of good practices, part of the European Union’s Erasmus+program. The DRC project aims to infuse contemporary pedagogical practices into quality lifelong learning for students and teaching professionals, including teachers, school leaders and teacher educators, across Europe. Specifically, the project aims to improve digital citizenship and competency in students and teachers by fostering digital literacy skills through education.

2019 ◽  
pp. 829-850
Author(s):  
Quincy Conley ◽  
Jessica Scheufler ◽  
Gina Persichini ◽  
Patrick R. Lowenthal ◽  
Michael Humphrey

Digital literacy is important, particularly for young people as they prepare for college and a career in modern society. From computer-based tests used to measure student progress on college applications and online job applications, the transition to college and career requires the use of technology. Individuals must have digital literacy skills to fully participate and contribute on the job and at school. This includes people with disabilities. These young adults have aspirations for jobs and higher education just like others their age and therefore deserve to be taken seriously. This article is a review of literature that explores what it means to be digitally literate, the digital literacy experience for young adults with disabilities, and the implications for education and the workplace. It also proposes instructional solutions to aid in the preparation of young adults for college and career.


Author(s):  
Heather Lotherington ◽  
Natalia Sinitskaya Ronda

This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children creating and playing four online board games based on grade 4 geography content, viz., Tic-tac-toe, Trivial Pursuit, Snakes and Ladders, and Mother Goose. The schools shared similar positive orientations to technologically focused learning and good technological resources, but they had different institutional histories of implementing computers in curricular learning. Technological equipment was approached, accessed and utilized quite differently in each class, affecting pedagogical practices and learning experiences. Though improvements to traditional literacy learning were found to be limited to improved logical sentence structure (Owston et al., 2007), game development did allow students to build digital literacy skills, including computer literacy and typing skills. Moreover, the project enabled participating teachers to think about profitably incorporating online board game production in broad-based curricular learning. Résumé :Cet article présente une étude de cas menée dans deux écoles publiques de la grande région de Toronto en complément d’une étude expérimentale multisite visant à explorer la conception de jeux éducatifs en tant qu’activité d’apprentissage pour stimuler la motivation et l’engagement des élèves dans des activités de lecture et d’écriture liées au curriculum (Owston et al., 2007). Les chercheurs ont étudié les enfants lors de la création puis de l’utilisation de quatre jeux de plateau en ligne axés sur la matière de 4e année en géographie. Les élèves ont réalisé une version des jeux de Tic-Tac-Toe, de Quelques arpents de pièges, de Serpents et échelles et de Ma mère l’Oie. Les écoles partageaient les mêmes orientations positives en faveur de l’apprentissage axé sur la technologie et l’utilisation de bonnes ressources technologiques, mais elles différaient quant à leurs antécédents institutionnels de mise en œuvre de l’utilisation des ordinateurs dans l’apprentissage du curriculum. L’approche adoptée, l’accès à l’équipement technologique ainsi que son utilisation variaient de manière significative selon les classes, ce qui a influencé les pratiques pédagogiques et les expériences d’apprentissage. Malgré le fait que les améliorations observées par rapport à l’apprentissage de la lecture et de l’écriture au moyen de méthodes traditionnelles se soient limitées à l’amélioration des structures de phrase logiques (Owston et al., 2007), la création de jeux a permis aux élèves d’acquérir des compétences en littératie numérique, y compris des connaissances en informatique et en dactylographie. En outre, le projet a permis aux enseignants participants de réfléchir à la possibilité d’intégrer de manière profitable la création de jeux de plateau en ligne au sein de l’apprentissage du curriculum en général.


2021 ◽  
Vol 11 (3) ◽  
pp. 144
Author(s):  
Thongkhane Soutthaboualy ◽  
Pinanta Chatwattana ◽  
Pallop Piriyasurawong

The objectives of the study were 1) Synthesize the conceptual framework of blended instruction on the cloud via an interactive augmented reality technology model to enhance digital literacy, 2) Design the blended instruction on the cloud via an interactive augmented reality technology model, 3) Develop the blended instruction on the cloud via an interactive augmented reality technology model, and 4) Study the suitability assessment of the blended instruction on the cloud via an interactive augmented reality technology model. The proposed model develops digital literacy skills, one of the most important skills for learners in the 21st century that contributes to the learning society in the digital world. The samples group used in the study were nine experts in higher education. Then analyzing the data obtained from the assessment, using mathematic mean and standard deviation. Results of the assessment found the following. 1) The developed teaching and learning model consisted of four components: inputs, blended instruction on cloud processes, outcomes, and feedback. 2) The blended instruction on the cloud processes consists of 3 steps: the preparation, teaching and learning, presentation and summary of the learning results. 3) The assessment of the suitability of the developed teaching and learning model was at the highest appropriate. 4) The suitability assessment in the developed teaching and learning model was at the highest appropriate.


Author(s):  
Quincy Conley ◽  
Jessica Scheufler ◽  
Gina Persichini ◽  
Patrick R. Lowenthal ◽  
Michael Humphrey

Digital literacy is important, particularly for young people as they prepare for college and a career in modern society. From computer-based tests used to measure student progress on college applications and online job applications, the transition to college and career requires the use of technology. Individuals must have digital literacy skills to fully participate and contribute on the job and at school. This includes people with disabilities. These young adults have aspirations for jobs and higher education just like others their age and therefore deserve to be taken seriously. This article is a review of literature that explores what it means to be digitally literate, the digital literacy experience for young adults with disabilities, and the implications for education and the workplace. It also proposes instructional solutions to aid in the preparation of young adults for college and career.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Kartono Kartono

The purpose of this study was to produce RPP models that integrate 4C, literacy, PPK and HOTS capabilities, which have been validated. The method used was the development research method Borg & Gall, from the introduction, development, and testing stages. In the first year, it has produced high-grade elementary school Thematic RPP that integrate 21st century competency (4C), literacy skills, reinforced Character Education (PPK) and validated HOTS so that they are suitable to be used as RPP models to strengthen these abilities.


2021 ◽  
Vol 5 (4) ◽  
pp. 86-103
Author(s):  
Pattamawan Jimarkon ◽  
Phalangchok Wanphet ◽  
Kenan Dikilitas

Digital skills are one of the key competences outlined in The European Reference Framework of Key Competences for Lifelong Learning prescribed by the EU in 2006. Integration of digital tools and resources into the classroom results in more platforms for teaching and learning activities. Teacher training programmes prepare pre-service teachers with pedagogical competencies and skills necessary for their future practices. This paper shows that pre-service teachers could overcome the pedagogical challenges during COVID-19 teaching by updating their present and future classroom teaching strategies around digital literacy. To explore further how these new teaching circumstances are understood and reflected on by pre-service teachers, the researchers collected written reflections of 52 pre-service teachers in Norway using an open-ended survey about their digital integration experiences in their practicum. This paper offers analyses of the reflections inductively to reveal the teachers’ process of development of their classroom teaching strategies as influenced by new digitalisation-related experiences. The findings show low levels of digital integration according to the SAMR model but moderate to high levels of satisfaction among pre-service teachers of digital practices. In the light of these findings, this study offers pedagogical technological implications for teachers and teacher educators who work with teacher education curricula.


Author(s):  
Shahrokh Nikou ◽  
Milla Aavakare

AbstractDigital technologies fundamentally transform teaching and learning in higher education environments, with the pace of technological change exacerbating the challenge. Due to the current pandemic situation, higher education environments are all now forced to move away from traditional teaching and learning structures that are simply no longer adaptable to the challenges of rapidly changing educational environments. This research develops a conceptual model and employs Structural Equation Modelling (SEM) using Partial least Squares (PLS) to examine the impact of information and digital literacy on 249 Finnish university staff and students’ intention to use digital technologies. The findings show the complex interrelationship between literacy skills and digital technologies among university staff and students. The results illustrate that information literacy has a direct and significant impact on intention to use; while, unlike our expectation, digital literacy does not have a direct impact on the intention to use. However, its effect is mediated through performance expectancy and effort expectancy. The authors suggest that to understand the changes that are taking place in higher education environment, more attention needs to be paid to redefining policies and strategies in order to enhance individuals’ willingness to use digital technologies within higher education environments.


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