scholarly journals Understanding teacher design practices for digital inquiry–based science learning: the case of Go-Lab

Author(s):  
Ton de Jong ◽  
Denis Gillet ◽  
María Jesús Rodríguez-Triana ◽  
Tasos Hovardas ◽  
Diana Dikke ◽  
...  

AbstractDesigning and implementing online or digital learning material is a demanding task for teachers. This is even more the case when this material is used for more engaged forms of learning, such as inquiry learning. In this article, we give an informed account of Go-Lab, an ecosystem that supports teachers in creating Inquiry Learning Spaces (ILSs). These ILSs are built around STEM–related online laboratories. Within the Go-Lab ecosystem, teachers can combine these online laboratories with multimedia material and learning apps, which are small applications that support learners in their inquiry learning process. The Go-Lab ecosystem offers teachers ready–made structures, such as a standard inquiry cycle, alternative scenarios or complete ILSs that can be used as they are, but it also allows teachers to configure these structures to create personalized ILSs. For this article, we analyzed data on the design process and structure of 2414 ILSs that were (co)created by teachers and that our usage data suggest have been used in classrooms. Our data show that teachers prefer to start their design from empty templates instead of more domain–related elements, that the makeup of the design team (a single teacher, a group of collaborating teachers, or a mix of teachers and project members) influences key design process characteristics such as time spent designing the ILS and number of actions involved, that the characteristics of the resulting ILSs also depend on the type of design team and that ILSs that are openly shared (i.e., published in a public repository) have different characteristics than those that are kept private.

2015 ◽  
Vol 2 (1) ◽  
pp. 73
Author(s):  
Yusring Sanusi Baso

Revolution of Information and Communication Technology (ICT) has changed the various areas of human life, including the revolution in education. Revolution of education occurs since people migrate their way of learning from conventional to digital learning, face-to-face at a certain time and place into a meeting from anywhere and anytime. In the past we used paper, now we already headed to paperless era. Several years ago, teachers and lecturers is the source of knowledge, it is the source of knowledge can be through a variety of media, such as CD-ROMs and the Internet. The way we learn is change to distant learning with free study hour. Then, it results the term e-learning, knowledge server and knowledge based society. This article discusses how to prepare simple e-learning material (web and cd-based) about Bahasa Indonesian. The program that employs to elaborate and modify the material is Hot Potatoes which is published by the University of Victoria and the Half-Baked Software. The material of Bahasa Indonesian use in this program is a set of questions on National Examination for Selection Admissions (SPMB). These questions will create an interactive multimedia material, especially web-based and CD-based material. Modules that are discussed in this article including input of data (questions, answers, etc.), output configuration (modification of the display and apperance), as well as techniques to publish on the website. In addition, it will also discuss how to keep the material in the web and cd. The final result (output) or material output from this program is the material that can be used as in learning Bahasa Indonesian, especially for self training and test. The Output will be in the form of website and CDs. Keywords: e-learning, Hot Potatoes, web and cd.


10.28945/2906 ◽  
2005 ◽  
Author(s):  
Ola Berge ◽  
James D. Slotta

The proliferation of technology-enhanced learning environments and digital learning resources in formal educational institutions (both K-12 and higher education) has led to a corresponding interest in improving the cost-efficiency related to developing and deploying such materials within these institutions. In the e-learning industry, which has been primarily concerned with training in corporations and the military, this issue is approached through standardization of digital learning material in the form of learning objects. The Sharable Content Object Reference Model (SCORM) has emerged as the predominant approach to standardization among early adopters of learning object technology. While SCORM might aim at being agnostic with respect to pedagogical approaches, there is some concern that SCORM-based learning objects would not be well suited to all of the pedagogical approaches desired within formal educational contexts - particularly within those emphasizing social aspects of learning and inquiry-based learning. An alternative standard that attempts to describe use of learning objects more broadly and with greater flexibility is that of the IMS Learning Design (LD). We analyze the implications of the SCORM and LD specifications for the particular pedagogical domain of technology-enhanced inquiry learning. Our analysis builds on the extensive research conducted on technology supports for inquiry learning. We focus on a specific technology-enhanced inquiry science environment that has been designed through years of classroom-based research: The Web-based Inquiry Science Environment (WISE). Several important characteristics of the WISE pedagogical approach serve to illuminate our discussion on learning objects and standards. Learning activities are carried out in a social or collaborative context within WISE; they occur primarily in a classroom setting; they are student-centered, and they are concerned with ill-structured problems. These characteristics are not unique to inquiry science projects, but rather represent an approach to pedagogy and curriculum design that is increasingly common within formal education.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2021 ◽  
Vol 1 ◽  
pp. 2409-2418
Author(s):  
Summer D. Jung ◽  
Erika Perttunen ◽  
Senni Kirjavainen ◽  
Tua Björklund ◽  
Sohyeong Kim

AbstractAs design research expands its horizon, there has been a recent rise in studies on nontraditional designers. Previous studies have noted the positive effect of diversity in generating ideas. Among different sources of influence, peers outside the design team have been noted for their positive impact on the design process, yet the research on this topic is still in its early stages. Using qualitative data from 40 small and medium-sized enterprises (SMEs) in the American and Finnish food and beverage industries, the current study examines their interactions with other SMEs, shedding light on the influence of peers on creating new design solutions. The findings suggest that peer companies can act as a frequent and impactful source of inspiration for product design ideas. The most prevalent forms of interaction were co-creating products, sharing information, and sharing ingredients. Furthermore, the interactions were voluntary, organic, and improvisational in nature, and physical proximity or previous connections often initiated the interactions. Taken together, a great number of peer influences contributed towards creative new solutions.


2022 ◽  
Vol 6 ◽  
Author(s):  
Lenka Schnaubert ◽  
Sascha Schneider

Cognitive load theory assumes effort may only lead to comprehension if the material-induced load leaves enough resources for learning processes. Therefore, multimedia materials should induce as little non-relevant load as possible. Metacognition research assumes that learners tap into their memory processes to generate a mental representation of their comprehension to regulate learning. However, when judging their comprehension, learners need to make inferences about actual understanding using cues such as their experienced mental load and effort during learning. Theoretical assumptions would assume both to affect understanding and its metacognitive representation (metacomprehension). However, the question remains how perceived effort and load are related to metacomprehension judgments while learning with multimedia learning material. Additionally, it remains unclear if this varies under different conditions of multimedia design. To better understand the relationship between perceived mental load and effort and comprehension and metacomprehension under different design conditions of multimedia material, we conducted a randomised between-subjects study (N = 156) varying the design of the learning material (text-picture integrated, split attention, active integration). Mediation analyses testing for both direct and indirect effects of mental load and effort on metacomprehension judgments showed various effects. Beyond indirect effects via comprehension, both mental load and effort were directly related to metacomprehension, however, this seems to vary under different conditions of multimedia design, at least for mental effort. As the direction of effect can only be theoretically assumed, but was not empirically tested, follow-up research needs to identify ways to manipulate effort and load perceptions without tinkering with metacognitive processes directly. Despite the limitations due to the correlative design, this research has implications for our understanding of cognitive and metacognitive processes during learning with multimedia.


2019 ◽  
Vol 4 (2) ◽  
pp. 131
Author(s):  
Nia Anggraini ◽  
Ramadhan Sumarmin ◽  
Ardi Ardi ◽  
Elsa Yuniarti

Research on the effect of mind-assisted mind inquiry models on students' knowledge competencies in SMA X-class UNP Laboratory Development Cross-interest. Guided Inquiry learning models assisted by Mind Map if both are combined students can understand learning material more clearly so that students can improve their learning competencies and can develop students' critical thinking skills. This study uses quasi experiments. And research design Randomized Control-Group Pretest-Posttest Design sampling technique is done by purposive sampling. The instrument used to measure the results of cognitive learning competencies of students using objective tests. The results showed that there were differences in cognitive learning outcomes from the mind map assisted guided inquiry model that had a positive effect than the direct learning model.


2020 ◽  
Author(s):  
Ayu Amelia Aprilia ◽  
Nana

The purpose of this paper is to describe how the effort to reduce misconceptions in Physics learning material using inquiry learning models. This writing is motivated by the large number of students who are still experiencing errors in understanding Physics learning materials. For this reason, efforts need to be made to reduce misconceptions in learning physics. The inquiry learning model can be used to reduce students' misconceptions. The method used in this paper is the study of literature by studying some literature to be analyzed and made conclusions. The results of this paper show that using inquiry learning models in the physics learning process can be a solution to reduce the misconception of material in the classroom. The inquiry learning model is applied to students where when the activity takes place the teacher is only a guide who directs the students then the students actively seek and understand the learning, generating ideas to find solutions in solving existing problems. Learning can increase student activity in the classroom so that not only accept all the material provided by the teacher but actively seek for themselves and there is openness where learning will facilitate the various hypotheses of students that must be proven and its truth openly.


2017 ◽  
Vol 5 (2) ◽  
pp. 1061
Author(s):  
Masruroh Masruroh ◽  
Wahono Widodo ◽  
Muhammad Thamrin Hidayat

This research is aimed to present brief description about development of guided inquiry learning material to increase students’ scientific creativity in the aspect of designing an experiment. The development of learning material was done by using 4D model from Thiagarajan (1974). The component of learning material that was developed such as lesson plan, student worksheet, hand out, and assessment sheet. There were 3 experts and 12 students from 7th grade at SMPN 6 Surabaya participated in development testing of learning material. Data was obtained from validation and response sheet. Construct validation and external validation were obtained from this research. The results showed that learning material’s component is valid and reliable. Penelitian ini bertujuan untuk memberikan gambaran umum hasil pengembangan perangkat pembelajaran berbasis inkuiri terbimbing untuk meningkatkan kreativitas ilmiah siswa SMP dalam aspek merancang kegiatan penyelidikan. Pengembangan perangkat dilakukan menggunakan model 4D dari Thiagarajan (1974). Perangkat yang dikembangkan meliputi RPP, LKS, Handout, dan Lembar penilaian. Sebanyak 3 pakar dan 12 siswa kelas VII SMPN 6 Surabaya berpartisipasi dalam uji coba terbatas perangkat. Data didapatkan dari lembar validasi dan lembar respon menggunakan teknik angket. Data yang didapatkan berupa data validitas konstruk dan validitas eksternal. Hasil penelitian menunjukkan komponen perangkat yang dikembangkan sudah valid dan reliabel.


Author(s):  
Matthias Teine

Our economies and societies are changing, with significant effects on each individual, as they have to cope with increasingly complex and unpredictable working lives. Therefore, innovative digital learning applications that respond to their end user's needs and desires become inevitable. Whilst relying on user-centered design structures, the participatory design methodology provides a promising approach towards the creation of such a new generation of digital learning applications. After thoroughly outlining the research undertaking's rationale and following to a theoretical discussion, the author gives insights into the results of problem-centered interviews with digital learning and user experience experts that build the basis for the creation for a prototypical participatory design process. These findings primarily confirm the recent literature and provide, complemented by the created process, a sound basis for further theory-oriented, scientific discussions but application in practice as well.


2010 ◽  
pp. 170-184
Author(s):  
David DiBiase ◽  
Mark Gahegan

This chapter investigates the problem of connecting advanced domain knowledge (from geography educators in this instance) with the strong pedagogic descriptions provided by colleagues from the University of Southampton, as described in Chapter IX, and then adding to this the learning materials that together comprise a learning object. Specifically, the chapter describes our efforts to enhance our open-source concept mapping tool (ConceptVista) with a variety of tools and methods that support the visualization, integration, packaging, and publishing of learning objects. We give examples of learning objects created from existing course materials, but enhanced with formal descriptions of both domain content and pedagogy. We then show how such descriptions can offer significant advantages in terms of making domain and pedagogic knowledge explicit, browsing such knowledge to better communicate educational aims and processes, tracking the development of ideas amongst the learning community, providing richer indices into learning material, and packaging these learning materials together with their descriptive knowledge. We explain how the resulting learning objects might be deployed within next-generation digital libraries that provide rich search languages to help educators locate useful learning objects from vast collections of learning materials.


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