scholarly journals The effects of instructional design based web course on pre-service teachers’ competencies

Author(s):  
M. Anas Thohir ◽  
Moh. Irma Sukarelawan ◽  
Jumadi Jumadi ◽  
Warsono Warsono ◽  
Alfina Citrasukmawati

<span>Web Pedagogical Content Knowledge (WPACK) is an important competence for pre-service teachers in the educational technology course. However, novice pre-service teachers require the preparation stage to integrate the Web into instruction. The purpose of the study was to develop and to investigate the new instructional model for pre-service teachers in integrating the Web. The Preparation, Isolation, Transformation, Action, Reflection, and Revision (PINTARR) and two other models were implemented in three physics education technology groups with seventy-four participants. The instrument test was constructed to assess the pre-service teachers’ competencies, namely Student analysis, Curriculum organization, Instructional strategy selection, Evaluation, Technological knowledge, and Physics knowledge. The result of MANOVA showed pre-service teachers in PINTARR group outperformed overall the pre-service teachers’ competencies rather than the Multimedia and Web Design Learning group. The results indicated that the Preparation and the Isolation stage were the most important for novice pre-service teachers in improving the competencies.</span>

2020 ◽  
Vol 1 (1) ◽  
pp. 37-42
Author(s):  
Naila Guliyeva ◽  

The article analyzes the possibilities of effective use of interactive learning elements, which is a learning platform designed to provide teachers, administrators and students with a reliable, safe and comprehensive learning system to create a personalized learning environment. It is acknowledged that the utilization of online training tools has shown to be effective for studying the “Theoretical Foundations of Chemistry” and “Inorganic Chemistry” disciplines.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Tymoteusz Horbinski ◽  
Beata Medynska-Gulij ◽  
Paweł Cybulski

<p><strong>Abstract.</strong> <strong>Research problem</strong>: The analysis of the user’s preferences concerning the layout and graphic design of mapping tools in the mobile mapping application is the problem touched upon in the research. The authors focused on six public web mapping services (Google Maps, Bing Maps, Here WeGo, ArcGis Maps and the Polish geoportal: geoportal.gov.pl), analyzing them in terms of their graphic variability and the functionality of their mapping tools.</p><p>The <strong>aim</strong> of the research carried out was to test the user’s preferences concerning the number and layout of buttons in the web mapping service. The research also touched upon the issue of variability in graphic web design of mapping tools in mobile cartography. The authors concentrated on the following six mapping tools, also referred to as buttons: Geolocation, Change layers, Search, Default range maps, Measure, Route. Those functions most frequently occurred on selected web mapping services. The authors could learn about their usefulness through subjective choices of respondents.</p><p><strong>Method</strong>: One hundred respondents took part in the research and, by means of the anonymous online questionnaire, they answered some questions and decided upon the number, layout and visual aspect of buttons. The comparison of subjective user’s preferences in the layout of mapping tools to the system of public web mapping services has made the research innovative.</p><p>The <strong>results</strong> obtained allow one to draw the conclusion that the user’s preferences differ from the solutions utilized on mapping portals and have been employed for the comparative analysis of the eight most popular global web mapping services. The study conducted by means of the eye-tracking method demonstrated that objective functionality (time and method of specific task execution) differs from subjective evaluation made by map users on smartphones and large desktop display screens.</p>


2013 ◽  
Vol 17 (3) ◽  
pp. 673-680 ◽  
Author(s):  
PING LI ◽  
FAN ZHANG ◽  
ERLFANG TSAI ◽  
BRENDAN PULS

The language history questionnaire (LHQ) is an important tool for assessing the linguistic background of bilinguals or second language learners and for generating self-reported proficiency in multiple languages. Previously we developed a generic LHQ based on the most commonly asked questions in published studies (Li, Sepanski & Zhao, 2006). Here we report a new web-based interface (LHQ 2.0) that has more flexibility in functionality, more accuracy in data recording, and more privacy for users and data. LHQ 2.0 achieves flexibility, accuracy, and privacy by using dynamic web-design features for enhanced data collection. It allows investigators to dynamically construct individualized LHQs on the fly and allows participants to complete the LHQ online in multiple languages. Investigators can download and delete the LHQ results and update their user and experiment information on the web. Privacy issues are handled through the online assignment of a unique ID number for each study and password-protected access to data.


Author(s):  
Araminta Matthews ◽  
Robert M. Kitchin Jr.

Design patterns have received much attention across multiple design domains where social interaction is a central goal because they have great potential for capturing and sharing design knowledge. Design patterns, design pattern language, and design pattern libraries demonstrate potential benefits to novice and expert online course designers. Trends affecting the growth of online courses and resultant pitfalls negatively affecting students and instructors indicate the need for social presence design. A literature review addresses the importance of social interaction, differentiated design, learning-oriented social networking, and Web design structures in an effort to assuage the experience of isolation reported by the majority of online students. The authors argue that design patterns are a method of overcoming many of these apparent obstacles to quality online course design and learning engagement. Additionally, they present example design patterns to solve specific social interacting problems.


Author(s):  
Sunghyun Ryoo Kang ◽  
Debra Satterfield

Responsive web design, which works for multiple screen sizes and devices, has changed the web ecosystem. However, maintaining a strong and consistent visual identity in a responsive web design is challenging because of the nature of its flexible or liquid layout and navigation. The purpose of this chapter is to identify design strategies for managing the visual identity of a site, the placement of images, and navigation methods that work consistently across the framework of responsive websites and devices.


Author(s):  
Sunghyun Ryoo Kang ◽  
Debra Satterfield

Responsive Web Design, a flexible that works for multiple screen sizes and devices, has changed the web eco system. However, maintaining a strong and consistent visual identity in a responsive web design is challenging because of nature of its flexible or liquid layout and navigation. The purpose of this study is to identify design strategies for managing the visual identity of a site, the placement of images, and navigation methods that work consistently across the framework of responsive websites and devices.


2018 ◽  
pp. 227-255
Author(s):  
Candace Figg ◽  
Kamini Jaipal-Jamani

There is a need for teachers and higher education faculty to develop knowledge about instructional strategies that engage digital learners and accommodate digital learning preferences in order to deliver instruction that digital learners perceive as relevant. This chapter discusses how gamification can be used in higher education as an instructional strategy to meet the needs of the digital learner. Findings from a design-based research study of how gamification was used in a Teacher Education technology methods course, to engage pre-service teachers in activities that develop Technological Pedagogical Content Knowledge (TPACK) (knowledge about teaching with technology) (Mishra & Koehler, 2006), are discussed. The findings provide guidance for teachers and technology educators on how to design courses incorporating gamification as an instructional strategy appropriate for meeting the needs of digital learners. Issues concerning design and implementation as it influenced student engagement and learning are highlighted, and recommendations are made for course development.


Author(s):  
Zahid Ashraf Wani ◽  
Tazeem Zainab ◽  
Shabir Hussain

A key element of the technology is that it allows people to create, share, collaborate, and communicate. The Web 2.0 differs from ordinary websites as it does not require any web design or publishing skills to participate, making it easy for people to create and publish or communicate their work to the world. The nature of this technology makes it an easy and popular way to communicate information to either a select group of people or to a much wider audience. The Web 2.0 paradigm has gained substantial momentum in the last decade. The influence of Web 2.0 principles and technologies has fueled an explosion of information and media content on the web, and individual and corporate adoption of the technologies continues to rise. In this milieu, it is imperative to understand and learn about the present and evolving Web 2.0 tools and their application in different walks of life. The proposed study made an endeavor to dig deep into the genesis, development, and application of various Web 2.0 tools in library and information science.


Author(s):  
Katy Campbell

In Chapter 5, you were introduced to the idea of message design, a concept that integrates the research in text design and screen design. Many of the Web design guidelines developed through the last half of the 90s were heavily grounded in research done in print design and reflect this work.


Author(s):  
Daniela M. Andrei ◽  
Adriana M. Guran

Developing usable products becomes more and more important for software developers. Developing web applications it’s more challenging than developing desktop applications due to the various users that will interact with the final product. Satisfying users’ expectations becomes a very difficult task, as usability proves to be a very complex goal to achieve in the context of increased productivity targets in software engineering process. The present chapter focuses on the idea of rethinking the concept of usability moving from the traditional view of usability expressed in the internal characteristics of the product towards usability understood as deriving from the quality of interactions between humans, their work and the web design product. Usability is not only an add-on or a final result in the design process but it is embedded as a main concern within the design process itself. In order to build usable products, a great attention should be oriented to users and their needs, and this can be a very challenging task for software developer teams. In this chapter we will describe an interdisciplinary approach, based on applying social sciences techniques and methods that can be helpful in overcoming the difficulties in understanding the users. We will provide a short description of the proposed methods, a guide in applying these methods and a framework that integrates each of the proposed methods into the corresponding step of the web product development life cycle. The chapter ends with the presentation of two case studies showing the applicability of the proposed solution in real design contexts.


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