Do educational software systems provide satisfactory learning opportunities for 'multi-sensory learning' methodology?

Author(s):  
Peter Chan ◽  
Girija Krishnaswamy

The world’s most massive and urgent educational needs today-not simply for schools but for many other kinds of learning opportunities, for children and adults alike - centre in the rural areas of poorer nations. To meet these basic rural learning needs will certainly require, among other things, far more extensive use of low cost mass media and much greater investment in relevant, dynamic and effective educational software. It is tempting, therefore, to hail communication satellites as the ‘great solution’. But unfortunately, for a variety of practical reasons which will be explained in the paper, satellite delivery systems are unlikely to be able over the next 10 to 20 years to contribute more than marginally to meeting these massive and highly diverse rural learning needs. This conclusion is arrived at reluctantly on the basis of recent I.C.E.D. studies of education for rural development commissioned by the World Bank of U.N.I.C.E.F.


2018 ◽  
Vol 47 (1) ◽  
pp. 101-127 ◽  
Author(s):  
Jim Buckley ◽  
Tabea DeWille ◽  
Chris Exton ◽  
Geraldine Exton ◽  
Liam Murray

Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.


Author(s):  
J. Ángel Velázquez-Iturbide ◽  
Ouafae Debdi ◽  
Maximiliano Paredes-Velasco

Algorithmics is an important core subject matter in computer science education. In particular, optimization algorithms are some of the most difficult to master because their problem statement includes an additional property, namely optimality. The chapter contains a comprehensive survey of the teaching and learning through practice of optimization algorithms. In particular, three important issues are reviewed. Firstly, the authors review educational methods which partially or completely address optimization algorithms. Secondly, educational software systems are reviewed and classified according to technical and educational criteria. Thirdly, students' difficulties and misunderstandings regarding optimization algorithms are presented. The chapter intends to consolidate current knowledge about the education of this class of algorithms for both computer science teachers and computer science education researchers.


Author(s):  
Vira Malkina ◽  
Olha Zinovieva ◽  
Mykola Miroshnychenko

The modern learning process is impossible without the use of the latest information and communication technologies. The integration of modern educational and information technologies is becoming an important condition for improving the learning process. From the perspective of training psychology, the use of modern technologies such as Drag-and-drop technology enhances students' work efficiency by reducing the iterative steps of the same type and focusing precisely on the algorithm or method of solving the problem Due to the fact that the implementation of the introduction of new methods of teaching modern teacher requires special knowledge in the field of programming or services programmers, there is a need to develop tools that will allow the untrained user to independently create training programs and tools. The article proposes a method for creating such a programmed environment for the development of educational software systems based on the technology Drag-and-drop and the corresponding software module. The software product offered in the article allows you to create controls – Button, Table, Picture, Text Field. Each control has settings that allow you to perform drag-and-drop actions and other properties of Drag-and-Drop objects. Each of the controls is created in the dialog mode by the user using the special commands of the program menu. The program has a user-friendly interface and is easy to use. The practical value of the development - the program module for the creation of training systems using the technology Drag-and-drop, allows a teacher who does not have special knowledge in the field of programming, create educational software independently. This will increase the efficiency of the teacher himself and the quality of the educational process.


2009 ◽  
Vol 19 (1) ◽  
pp. 13-18
Author(s):  
Corey L. Herd

Abstract Playing with peers is an important part of childhood—what children learn from interacting with one another has enormous impact on both their social and language development. Although many children naturally develop the ability to interact well with peers, some children have difficulty interacting with other children and may miss out on important learning opportunities as a result. Speech-language pathologists (SLPs) can target the peer interactions of young children on their caseload, assuming that they have the knowledge and skills with which to address them. SLP graduate programs have the opportunity to provide future SLPs with both knowledge and skills-based training. This study assessed a graduate program in which three graduate clinicians participated in a preschool program for children with communication disorders; peer interactions were targeted within the program. The students were observed and data was collected regarding their use of peer interaction facilitation strategies in the group sessions both prior to and after they participated in a direct training program regarding the use of such skills. Outcomes indicate that the direct training program resulted in a statistically significant increase in the students' use of different strategies to facilitate peer interactions among the children in the group.


2009 ◽  
Vol 12 (1) ◽  
pp. 16-23
Author(s):  
Lizbeth Curme Stevens

Abstract The intent of this article is to share my research endeavors in order to raise awareness of issues relative to what and how we teach as a means to spark interest in applying the scholarship of teaching and learning to what we do as faculty in communication sciences and disorders (CSD). My own interest in teaching and learning emerged rather abruptly after I introduced academic service-learning (AS-L) into one of my graduate courses (Stevens, 2002). To better prepare students to enter our profession, I have provided them with unique learning opportunities working with various community partners including both speech-language pathologists (SLPs) and teachers who supported persons with severe communication disorders.


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