REFLECTIONS ON IMPLEMENTING A BEHAVIOURAL SCIENCE BASED APPROACH VERSUS CURRENT BEST PRACTICE, FOR EXPLAINING REFERENCING AND PLAGIARISM TO ADULT LEARNERS, IN AN ONLINE LEARNING ENVIRONMENT

Author(s):  
Gerard Creaner ◽  
Sinead Creaner ◽  
Colm Creaner
Author(s):  
Maria H.Z. Kish

A challenge in teaching and providing any type of instruction in the online learning environment is to ensure that participants are engaged in the process and find meaning in their learning. This case study investigated the use of vignettes as a teaching strategy and learning activity of the Generative Learning Model in a hybrid online course. Vignettes are short and realistic stories that may help bridge participants’ previous experiences to applying course material in relevant situations. The Generative Learning Model, consisting of five main components: attention, motivation, knowledge, generation, and metacognition (Wittrock, 2000), was incorporated when requiring students to answer teacher-generated vignettes and to generate their own vignettes. Two outcomes were anticipated using vignettes within the Generative Learning Model in a hybrid online course: 1) enhancement of academic achievement and 2) higher order thinking . This study considered data from student work collected from the Instructional Techniques Course, GITED 631, taught in the Graduate School of Education at Duquesne University, Pittsburgh, Pennsylvania, in the fall of 2003. Eight participants responded to teacher-generated vignettes, created diagrams and rubrics, created their own vignettes, and recorded their observations concerning vignettes in reflective learning logs. The adult online learners in this study professionally focused on teaching children and adults. This study’s participants all professionally focused on teaching children and adults. The research findings indicate that the use of teacher-generated vignettes can increase academic achievement, and that learner-generated vignettes can help students achieve higher order thinking. This article also discusses the methods that have been used to teach adult learners how to respond to and create vignettes for their own teaching and presentation purposes.


Author(s):  
Gregory C. Petty ◽  
Iryna P. Loboda

As more studies investigate the effectiveness of online instruction for adult learners it is important not to overlook the effects of computer self-efficacy of students. Online learning requires a certain level of computer skill for the student to be successful. This chapter explores the value and efficacy of basic computer training to improve the effectiveness of instruction in an online learning environment. Included is a review of self-efficacy related to online learning and the results of a quasi experimental study that reinforces the value of basic computer training for improving the adult learners’ self-efficacy.


2020 ◽  
Vol 2 (2) ◽  
Author(s):  
Kristyn Harman

AbstractA rapid increase in the availability of digitized archival resources of relevance to family historians together with increasing individual fascination with genealogical research led to the University of Tasmania introducing a fully online Diploma of Family History in 2016. The course’s emphasis on authenticity through a variety of modalities and the sense of immediacy with which its online learning environment is imbued combine to engage and retain students’ interest as they focus on locating and contextualizing their own ancestors as research subjects. Permeating family history with academic skills promotes best practice in locating, analyzing, storing, and publicly presenting family-centric research materials for the edification of current and future generations.


2015 ◽  
Vol 12 (1) ◽  
pp. 15-27 ◽  
Author(s):  
Ilene Ringler ◽  
◽  
Carol Schubert ◽  
Jack Deem ◽  
Jimmie Flores ◽  
...  

SAGE Open ◽  
2020 ◽  
Vol 10 (4) ◽  
pp. 215824402097983
Author(s):  
Abdullah Yasin Gündüz ◽  
Buket Akkoyunlu

The success of the flipped learning approach is directly related to the preparation process through the online learning environment. It is clear that the desired level of academic achievement cannot be reached if the students come to class without completing their assignments. In this study, we investigated the effect of the use of gamification in the online environment of flipped learning to determine whether it will increase interaction data, participation, and achievement. We used a mixed-methods sequential explanatory design, which implies collecting and analyzing quantitative and then qualitative data. In the online learning environment of the experimental group, we used the gamification. However, participants in the control group could not access the game components. According to the findings, the experimental group had higher scores in terms of interaction data, participation, and achievement compared with the control group. Students with low participation can be encouraged to do online activities with gamification techniques.


Sign in / Sign up

Export Citation Format

Share Document