scholarly journals Making Data Science Count In and For Education

2019 ◽  
Author(s):  
Joshua Rosenberg ◽  
Michael Lawson ◽  
Daniel Anderson ◽  
Ryan Seth Jones ◽  
Teomara Rutherford

New data sources and analytic techniques have enabled educational researchers to ask new questions and work to address enduring problems. Yet, there are challenges to those learning and applying these methods. In this chapter, we provide an overview of a nascent area of both scholarship and teaching, educational data science. We define educational data science as the combination of capabilities related to quantitative methods in educational research, computer science and programming capabilities, and teaching, learning, and educational systems. We demonstrate that there are two distinct—but complementary—perspectives on educational data science in terms of being both in education (as a research methodology) and for education (as a teaching and learning content). We describe both of these areas in light of foundational and recent research. Lastly, we highlight three future directions for educational data science, emphasizing the synergies between these two perspectives concerning designing tools that can be used by both learners and professionals, foregrounding representation, inclusivity, and access as first-order concerns for those involved in the growing community, and using data science methodologies to study teaching and learning about data science. We highlight the potential for the growth of educational data science within learning design and technology as situated with the broader data science domain and in education more broadly.

2022 ◽  
Author(s):  
Joshua Rosenberg

Digital trace data has helped us understand teaching and learning on social media sites other than Facebook. Moreover, while we know a few things about the educational uses of Facebook, that knowledge has been limited because Facebook has not—until recently—been open to researchers. This paper introduces how Facebook can serve as a data source for educational technology researchers. It provides a walkthrough, from developing research questions and identifying public pages of interest, considering ethics, accessing and downloading historical data through the CrowdTangle platform, and analyzing that data. An example list of pages is provided with code for the open-source statistical software to analyze the data. Future directions for the use of Facebook for research on teaching, learning, and educational systems and their intersection with educational technologies are discussed.


Author(s):  
Lolita Jonāne

The aim of the research is to explore the possibilities and methodological solutions of using kinaesthetic teaching style in the teaching/learning process in basic school and its impact on pupil involvement in learning activities and attainment of goals. Qualitative  and quantitative methods  - experienced teacher’s survey and student-trainee survey  after observation and analysys of lessons at school are used during the study. It is concluded that: 1)the kinesthetic style of learning involves different forms - tactile, movement-based learning, warm-up and relaxation exercises; 2)it is applicable at all stages of education and in teaching/ learning and extra-curricular activities; 3) it is effective during the classroom if it is consistent with the age of the pupils and the learning content. The survey concluded that majority of surveyed teachers positively evaluate the kinesthetic teaching/ learning style and quite often apply it in their lessons according to their competence.  


2002 ◽  
Vol 18 (1) ◽  
Author(s):  
David M. Kennedy ◽  
Len Webster ◽  
Robyn Benson ◽  
Di James ◽  
Nathan Bailey

The my.monash Portal (Portal) provides a virtual gateway to support student centred flexible learning by coordinating many of the university’s key resources to meet the needs of students and staff. The Portal is intended to help deliver innovative learning programs, foster opportunities to undertake research, increase flexibility of access to resources and services, support asynchronous approaches to teaching and learning, and allow online teaching and learning environments to be more responsive to changing student needs. In essence, it is part of a recent movement in higher education towards providing more complete, holistic online environments for students and staff by converging a number of technologies. The project has been developed with an innovative software design model (extreme programming) that involves rapid prototyping, in which iterative and continuous evaluation by staff and students is used to inform all aspects of the project’s design and development. This has resulted in significant collaborative activities across a wide cross section of the university community. The paper will address each of these aspects in turn, concluding with the results of the evaluation processes and future directions for the development of the Portal.


2021 ◽  
Vol 10 (2) ◽  
pp. 45-66
Author(s):  
ROXANA MIHELE

The Covid-19 pandemic pushed the limits and limitations of all educational systems, teachers and students around the world. The solution adopted – distance, online teaching, learning and assessment – has proven to be of a longer duration than initially anticipated, to the frustration of students, parents, and teachers alike. Nonetheless, following a careful analysis of these processes over the last (two) semesters, surprising findings point out to the fact that the digital experience has brought forth, at least at the higher-education level, substantial positive outcomes that cannot be neglected. It has strengthened the digital skills that both students and teachers will need in a technology dominated future and has made the actors of the educational process aware of the constant need for an innovative look and creative approach toward sharing and assimilating the impressive amount of knowledge existent nowadays. The present article aims at discovering both the strengths and the weaknesses, the motivational factors and the technical difficulties that have characterized the recent online educational process; it also inquires to what extent this type of learning will be an integral part of our daily lives in the academia, once the on-site courses will be resumed.


2018 ◽  
Vol 7 (2.15) ◽  
pp. 150
Author(s):  
Swee Ling Chean ◽  
Sin Ban Ho ◽  
Ian Chai

An e-learning system provides a platform for communication between the educators and the students. It facilitates the sharing of information and learning content in a form, which can be easily accessed by the users. In e-learning educational systems, a learning content management system (LCMS) is commonly used for developing and managing learning content. An overly comprehensive LCMS might not suit the needs for all domains such as learning programming for novice learners. Teaching novice programming learners is not an easy task as mentioned in many studies. Complicated explanations and boring teaching methods cause loss of interest in learning programming. Many educational studies have been carried out with different aspects and approaches to improve teaching and learning programming in school and tertiary levels of study. This paper proposes a conceptual framework for constructing effective learning content. It is challenging for Malaysian educators to design and prepare learning content that allows programming novices to learn at their own pace and skill levels. It is believed that an effective learning content framework would benefit educators who intend to start teaching programming to novices. 


Author(s):  
Christopher M. Marlow

This paper features a pilot study about making games to foster good contemporary learning, challenging traditional environmental design education to embrace games as inspiration for better teaching, learning, and contributing to the general lack of investigation of video games in environmental design education. Alongside select literature supporting playing and making games for learning, this paper reveals design processes and products from an immersive, interdisciplinary, landscape architecture elective course on game design. Evidence suggests that designing and making games in the context of such an environmental design curriculum has potential to stimulate traditional pedagogies and foster student learning, providing an enriched venue for students to learn about their chosen discipline, and make teaching and learning enjoyable, meaningful, and memorable. Discussion also indicates future directions for how the course could provide an even better environment for quality learning.


Esculapio ◽  
2021 ◽  
Vol 16 (4 (oct 2020 - dec 2020)) ◽  
Author(s):  
Abdul Majeed Chaudhary

The recent outbreak of COVID-19 has enor- mously affected every aspect of global arrange- ments with its fast and lethal reach. Originating from Wuhan, a Chinese city, this highly infectious virus has forced to impose nationwide closures in many countries impacting onsite educational systems to shut down. Considering the safety of students and following the steps taken by many infected countries, the Pakistan government initially closed all the edu- cational institutions and later allowed partial opening of schools where 30-50 % of students were allowed to attend classes in a cyclic manner. The direct and most immediate impact of this decision was an untimely break and loss of learning opportunities for all students. In order to continue with teaching and learning, Higher education commission, developed online tea- ching guidelines with the instructions to resume tea- ching, by following these guidelines. The guidelines included development and implementation of both online and hybrid curricula. Online teaching-learning is based on application of information technology tools to ensure access to learning resources for all students in the absence of face to face classes. It is conducted in the form of asynchronous or synchronous communication where-in asynchronous system tools like e-mail, discussion boards, learning newsgroups are used. For synchronous system webcasting, live chat and audio/video technologies are used for realtime class. Hybrid learning can be defined as a learning approach that combines both remote learning and inperson learning to improve student experience and ensure learning continuity.


2021 ◽  
pp. 147490412110564
Author(s):  
Petra Hansson ◽  
Johan Öhman

The question of how sustainability can be incorporated into all areas of society encourages museums to rethink their approaches to society and education. In this article, we argue that museums have the potential to become key public pedagogies for sustainable development and thereby play a crucial role in encouraging participation in sustainability issues. Due to the complexity of sustainability issues, and the potential disturbances of and difficult experiences resulting from exhibitions displaying them, we suggest that a theoretical framing for the teaching and learning of sustainability issues in museums is necessary. Thus, we argue that in relation to exhibitions displaying sustainability issues, museum education would benefit from a didactical framework in which the relation between teaching, learning, content and situation is taken into account. We also argue that a theoretical framework explaining the relation between exhibition, visitor and educational situation could inform pedagogical discussions about how to incorporate sustainability education into museums. Therefore, we suggest a transactional conceptualization of museum pedagogy for sustainability museum education based on John Dewey’s educational and aesthetic philosophy and Louise Rosenblatt’s theory of reading and writing as a potential approach to the teaching and learning of sustainability issues in museum education.


Author(s):  
P. Sunil Kumar ◽  
Sateesh Kumar Pradhan ◽  
Sachidananda Panda

English language is accepted as the global language in all walks of life today. Hence it becomes mandatory for everyone to learn English in order to be successful at the individual as well as social levels. Although Government has taken number of initiatives, it is necessary to mention that our rural schools at the primary level are adversely affected in this aspect, as the children are not properly taken care of in English teaching and learning skills. This paper is based on a survey work done amongst the students, parents and teachers by using data mining techniques like association rule mining measures and other interesting measures to reveal the facts for better implementation.


2012 ◽  
Vol 50 (1) ◽  
pp. 46-55
Author(s):  
Vincentas Lamanauskas ◽  
Violeta Šlekienė ◽  
Renata Bilbokaitė ◽  
Loreta Ragulienė

Teaching/learning technologies in comprehensive schools are rapidly changing. Increasing amount of information, growing pupils’ learning load raises the need to search for new, more effective teaching/learning methods. For a long time it has been thought, that it is an object of classical pedagogy and further research works are not urgent. However, in the process of rapid development of ICT, traditional pedagogy conception also inevitably changes. So-called “classical pedagogy” shifts to “online pedagogy”. An adjacent educational trend - a "shift from teaching to learning" is also related with this shift. New computer aids for increasing lesson content interactivity are being created in Lithuanian context. In the cooperation of a publishing house, teachers and scientists, a computer aid for the 5th-6th formers‘ biology lessons, was created. Therefore, a complex pedagogical evaluation research was carried out between January and April, 2011. 20 teachers participated in the digital content testing, who totally gave 577 lessons. In the lessons a) an interactive board (IL) was used, and a lesson content was prepared by Power Point (PPT) slide show or Active Inspire (AcIns) programme; b) projector (S), and a lesson content - by PPT or AcIns. The results, obtained on the basis of qualitative analysis, are presented in this article. It is thought, that the results of this research would contribute to implementation of computer technologies in other countries as well. Research results show, that digital teaching/learning content together with arranged lesson scenarios for the realization of the latter is undoubtedly, an innovative phenomenon in the educational practice. It is necessary to assess the context of the country, to accomplish representative evaluations in the population of Lithuanian students and teachers. Key words: digital content, qualitative analysis, natural science education, teaching and learning.


Sign in / Sign up

Export Citation Format

Share Document