Role of conjecture mapping in applying a game-based strategy towards a case library: a view from educational design research

2020 ◽  
Vol 32 (3) ◽  
pp. 655-681
Author(s):  
Andrew A. Tawfik ◽  
Matthew Schmidt ◽  
Chelsy P. Hooper
2017 ◽  
Vol 19 (2) ◽  
pp. 51
Author(s):  
Resi Damhuis ◽  
Eefje Van der Zalm

Low-proficient children need to be engaged in high-quality oral interaction as soon as possible. Educational design research was conducted to discover elements of a provocative approach to enhance language and thought development of these children. These elements are presented and illustrated. Interactions were analysed in order to assess how teachers and children changed their role in the interactions, when teachers applied the approach. Results show that change is indeed possible, but not for everyone, nor to the same extent. Implications for teaching and professional learning initiatives are proposed.


2019 ◽  
Vol 12 (21) ◽  
pp. 21 ◽  
Author(s):  
René Boyer Christiansen ◽  
Karsten Gynther ◽  
Rasmus Jørnø

This paper presents an approach to the meaningful use of learning analytics as a tool for teachers to improve the robustness of their learning designs. The approach is based on examining how participants act within a Massive Open Online Course (MOOC) format through learning analytics. We show that a teacher/designer can gain knowledge about his or her intended, implemented and attained learning design; about how MOOC participants act in response to these and about how students are able to develop ‘study efficiency’ when participating in a MOOC. The learning analytics approach makes it possible to follow certain MOOC students and their study behaviour (e.g. the participants who pass the MOOC by earning enough achievement badges) and to examine the role of the moderator in MOOCs, showing that scaffolding plays a central role in studying and learning processes in an educational format such as a MOOC. Key words: MOOCs, Massive Open Online Courses, data-saturated, learning analytics, learning design, educational design research, LMS.


2021 ◽  
Vol 12 (3) ◽  
pp. 15-33
Author(s):  
Satu-Maarit Frangou ◽  
Pigga Keskitalo

This article presents a research-based study of the role of ePortfolios in the development of vocational students' skills. The authors discuss the process of finding a hybrid learning solution that can address the issues faced by vocational teachers and their students. The authors report on a case study using educational design research (EDR) at the Sámi Education Institute in northern Finland. Data were gathered from students in reindeer herding entrepreneurship and nature guide study programs using interviews, focus group discussions, and the feedback collected from workshops. Based on the findings of the initial workshops, ePortfolios were chosen as a tool for students to develop their vocational proficiency and showcase their academic activities. According to the feedback, ePortfolios potentially promote meaningful vocational study, particularly in the context of changing conditions when the student is far away from campus. The successful use of ePortfolios requires cooperation between students and teachers and commitment to support changes in the learning culture.


2020 ◽  
Author(s):  
Yumiko Murai ◽  
Ryohei Ikejiri ◽  
Yuhei Yamauchi ◽  
Ai Tanaka ◽  
Seiko Nakano

Cultivating children’s creativity and imagination is fundamental to preparing them for an increasingly complex and uncertain future. Engaging in creative learning enables children to think independently and critically, work cooperatively, and take risks while actively engaging in problem solving. While current trends in education, such as maker movements and computer science education, are dramatically expanding children’s opportunities for engagement in creative learning, comparatively few empirical studies explore how creative learning can be integrated into the school curriculum. The educational design research described in this paper focuses on a curriculum unit that enables students to engage with creative learning through computer programming activities while meeting curriculum goals. The data provided in this paper were drawn from three classroom tryouts, the results of which were used to drive an iterative design process. This paper also shares several insights on the impact of creative learning in curriculum teaching.


Author(s):  
Hanna Teräs ◽  
Jan Herrington

<p class="Abstract"><span lang="EN-GB">Teaching in higher education in the 21st century can be a demanding and complex role and academic educators around the globe are dealing with questions related to change. This paper describes a new type of a professional development program for teaching faculty, using a pedagogical model based on the principles of authentic e-learning. The program was developed with the help of an iterative educational design research process and rapid prototyping based on on-going research and redesign. This paper describes how the findings of the evaluations guided the design process and how the impact of the measures taken was in turn researched, in order to eventually identify and refine design principles for an authentic e-learning program for international teaching faculty professional development.</span></p>


2020 ◽  
Vol 5 (2) ◽  
pp. 50-57
Author(s):  
Dwi Purbaningrum

Penelitian ini merupakan penelitian pengembangan media pembelajaran berupa kompor tenaga matahari berbasis STEM materi sains sekolah dasar untuk mendukung Kurikulum 2013. Penelitian ini sebagai solusi dari permasalahan pendidik mengenai pembelajaran menggunakan media pada Kurikulum 2013 dalam menghadapi tuntutan pendidikan abad 21. Diharapkan peserta didik memiliki pengetahuan dan keterampilan STEM secara terpadu yang dapat diterapkan mulai dari tingkat Sekolah Dasar (SD). Penelitian ini bertujuan untuk: 1) mendeskripsikan dasar kebutuhan pembelajaran menggunakan alat peraga berbasis STEM; 2) mengembangkan rancangan alat peraga sederhana berbasis STEM; 3) mendeskripsikan alat peraga sederhana bebasis STEM. Desain penelitian yang digunakan adalah model Educational Design Research (EDR) menurut McKenney & Reaves, yang terdiri dari tiga tahap yaitu: 1) Analysis and Exploration; 2) Design and Construction; 3) Evaluation and Reflection. Penelitian ini dilakukan sampai tahap kedua yaitu Design dan Construction. Alat peraga yang digunakan adalah kompor tenaga matahari yang dapat digunakan pada materi sumber energi. Pengembangan hasil rancangan alat peraga sederhana berbasis STEM dilakukan dengan menyusun RPP yang berpotensi, menganalisis KD berbasis STEM, dan menyiapkan alat maupun bahan yang digunakan dalam percobaan. Alat peraga sederhana berbasis STEM berbentuk kubus yang berasal dari kardus bekas, kemudian empat bagian atas tutup kardus dilapisi kertas silver yang berguna untuk memantulkan cahaya sebagai sumber panas.


EduKimia ◽  
2021 ◽  
Vol 3 (2) ◽  
pp. 109-114
Author(s):  
Amanda Mareza ◽  
Yerimadesi Yerimadesi

Teaching materials are said to be practical if the practitioners or the experts state that the developed teaching materials can be applied in the research. The purpose of this research is to reveal the practicality of redox e-modules and GDL-based electrochemical cells for XII grade of high school students. This research is a continuation of educational design research with the Plomp development model at the prototyping stage, this research was conducted at SMAN 1 Lintau Buo Utara. The data were analyzed with the Aiken V formula. The results of one-to-one evaluation showed that the e-module uses clear fonts, covers and attractive designs, the language used is easy to understand, the presentation of coherent material, videos and animations can help students to understand the material. The results of the analysis on the average Aiken V formula obtained a V value of 0.88 at the small group stage and 0.86 at the high category field test stage. This data is evidenced by the ability of students to answer questions on the e-module by 90.5 percent with a very high category. Based on the data analysis, it is concluded that the e-module redox and electrochemical cells based on GDL are practically used in the learning process with a high practicality category.


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