How an open learning environment affects the motivation of secondary and higher education students

Author(s):  
Maria Samarakou ◽  
Emmanouil D. Fylladitakis ◽  
Dimitrios Karolidis ◽  
Andreas Papadakis ◽  
Pantelis Prentakis ◽  
...  
Comunicar ◽  
2016 ◽  
Vol 24 (49) ◽  
pp. 61-69 ◽  
Author(s):  
Paola Ricaurte-Quijano ◽  
Arianna Carli-Álvarez

Traditional educational models limit learning possibilities to formal and closed environments. However, mobile technologies and digital platforms are changing this paradigm, expanding learning opportunities. Based on the principles of peer knowledge production, we argue that Wikipedia can be used as an open learning environment that serves several purposes: a) it allows the acquisition of basic skills; b) it contributes to collective intelligence; c) it shortens the global knowledge gap; and, d) it enables the creation of global learning networks. The aim of this study is to introduce the process, strategies, and results of the implementation of the Wiki Learning project at a Mexican university, as an open learning model for the use of Wikipedia as a learning tool. This project included a variety of activities, from article production to workshops by and for students and teachers; 115 students and 57 teachers were surveyed to identify their perception about Wikipedia, its use and potential as educational tool. The results showed that, although the majority are Wikipedia users, there is still a lack of knowledge about its functioning, structure and communities, and a negative perception of the Wikipedia. This poses a great challenge to overcome this stigma and recover the value of collective knowledge production, the purpose of the encyclopedia and its place as a relevant product of collective intelligence. Los enfoques predominantes en el sistema educativo tradicional circunscriben las posibilidades de aprendizaje a entornos formales y cerrados. Sin embargo, las tecnologías móviles y plataformas digitales están transformando este paradigma, expandiendo las posibilidades de aprendizaje. A partir de esta condición y en el marco de la producción del conocimiento entre pares, sostenemos que Wikipedia puede ser utilizada como un entorno de aprendizaje abierto que cumple varios propósitos: a) permite adquirir competencias básicas; b) contribuye a la inteligencia colectiva; c) acorta la brecha global de conocimiento; y, d) facilita la construcción de redes globales de aprendizaje. Este estudio de caso tiene como objetivo presentar el proceso, estrategias y resultados del proyecto Wiki Learning, como modelo de aprendizaje abierto a través del uso de Wikipedia en una universidad mexicana. El proyecto abarcó desde la producción de artículos hasta talleres para el desarrollo de capacidades de profesores y estudiantes. Se realizaron encuestas a 57 docentes y 115 alumnos para identificar la percepción acerca de Wikipedia, su uso y posibilidades como herramienta educativa. Los resultados demostraron que a pesar de que todos son usuarios de Wikipedia, existe un desconocimiento general sobre su funcionamiento, estructura y comunidades, además de cierta desconfianza. Se presenta un desafío para romper el estigma y recuperar el valor de la gestión compartida del conocimiento, el propósito de la enciclopedia y su lugar como producto de la inteligencia colectiva.


1998 ◽  
Vol 30 (3) ◽  
pp. 69-73 ◽  
Author(s):  
Alex Davidovic ◽  
Elena Trichina

Information ◽  
2020 ◽  
Vol 11 (10) ◽  
pp. 483
Author(s):  
Filipe Portela

Higher education is changing, and a new normal is coming. Students are even more demanding, and professors need to follow the evolution of technology and try to increase student engagement in the classrooms (presential or virtual). Higher education students recognise that the introduction of new tools and learning methods can improve the teaching quality and increase the motivation to learn. Regarding a question about which type of classes students preferred, ninety-one point ninety-nine per cent (91.99%) of the students wanted interactive classes over traditional. Having this concern in mind over the past years, a professor explored a set of methods, strategies and tools and designed a new and innovative paradigm using gamification. This approach is denominated TechTeach and explores a set of trending concepts and interactive tools to teach computer science subjects. It was designed to run in a B-learning environment. The paradigm uses flipped classrooms, bring your own device (BYOD), gamification, training of soft-skills and quizzes and surveys to increase the student’s engagement and provide the best learning environment to students. Currently, COVID-19 is bringing about new challenges, and TechTeach was improved in order to be more suitable for this new way of teaching (from 0% to 100% online classes). This article details this method and shows how it can be applied in a real environment. A case study was used to prove the functionality and relevance of this approach, and the achieved results are motivating. During the semester, more than a hundred students experienced this new way of teaching and assessment. In the end, more than eighty-one per cent (81%) of the students gave a positive grade to the approach, and more than ninety-five per cent (95.65%) of the students approved the use of the concept of BYOD in the classroom. With TechTeach, the classroom is not a boring place anymore; it is a place to learn and enjoy regardless of being physical or not.


Sign in / Sign up

Export Citation Format

Share Document