scholarly journals Improving the academic reading proficiency of university students in Ghana: an Educational Design Research approach

2017 ◽  
Vol 48 (1) ◽  
pp. 48-70 ◽  
Author(s):  
Lieke Stoffelsma ◽  
Wilbert Spooren
2019 ◽  
Vol 18 (1-2) ◽  
pp. 61-83
Author(s):  
Kristien Hulstaert

Abstract Reading Latin. Easy as it sounds, Latin teachers know it is not. Students are able to analyze words or recognize constructions, yet this knowledge does not enable them to read and let the Latin words form images in their minds. In order to develop a reading method focusing on the visualization of the story following the Latin word order, an applied research project was set up. The research approach was that of educational design research. Based upon knowledge of word order and colometry, a reading method was developed focusing on the way the story is directed by the Roman author.


Author(s):  
Qiyun Wang ◽  
Choon Lang Quek ◽  
Xiaoyong Hu

<p class="3">In this study, a blended synchronous learning environment (BSLE) was created to support a group of graduate students when they were taking a course. Instruction was delivered to both face-to-face (F2F) and online students simultaneously. The purpose of this paper is to present how this BSLE was gradually designed, implemented, and improved by following the educational design research approach. Results showed that the BSLE environment had the capability to support online and classroom students at the same time and provide equivalent learning experiences for them, but challenges emerged in the process. Design principles were summarized to guide researchers or teachers when they design similar learning environments.</p>


Author(s):  
Daranee Lehtonen ◽  
Anne Jyrkiäinen ◽  
Jorma Joutsenlahti

Since educational design research (EDR) was introduced to educational research at the beginning of the 1990s, it has gained recognition as a promising research approach that bridges the gap between research and practice in education. This paper aims to investigate how EDR has been utilised and developed and which challenges it has faced by systematically reviewing 21 Finnish EDR doctoral dissertations on mathematics, science, and technology education published between January 2000 and October 2018. The findings indicate that all dissertations yielded practical and theoretical contributions. Moreover, common EDR characteristics, including the use of educational problems in practice as a point of departure, research in real-world settings, evolution through an iterative process, development of practical interventions, and refinement of theoretical knowledge, were found in all dissertations. Most of the doctoral researchers were confronted with challenges, such as high demand for EDR with limited resources and difficulties associated with multidisciplinary teamwork. However, the dissertations were diverse in terms of research contexts, practical educational problems, research outcomes, research methodologies, scale, and collaboration. This systematic review not only enhances the understanding of the utilisation, development, and challenges of EDR but also provides implications for future EDR.


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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