scholarly journals STUDENTS’ PERCEPTIONS ON THE USE OF GOOGLE CLASSROOM TO SUPPORT BLENDED LEARNING FOR THE PENGANTAR LINGUISTIK UMUM COURSE

2018 ◽  
Vol 14 (2) ◽  
pp. 49-63
Author(s):  
Todo F. B. Sibuea

Implementing blended learning strategy in higher education requires a learning management system (LMS) that is stable, well-proven, and accessible by both teachers and students alike. Google Classroom is an LMS that meets the aforementioned criteria and it has a steady growing acceptance because of its cross-platform presence, stability, and ease-of-use. Though Classroom has gained many users in K-12 environment, it has not gained the same progress in higher education. To investigate whether Classroom can bring positive impact in a higher education course, a research was conducted by utilizing Classroom as an LMS to support blended learning strategy in a Pengantar Linguistik Umum class for a semester. Research participants’ were university students who enrolled in PLU class. Then, the course was conducted by combining face-to-face meeting and online learning facilitated by Google Classroom. Class teacher surveyed students’ knowledge and perceptions about blended learning at the beginning of the course and at the end of semester to investigate their perceptions of using LMS in blended learning environment. The Classroom was used to share video podcasts, online quizzes, and assignments. This research showed that Classroom was a satisfying LMS for blended learning in PLU course because of its features, user-friendliness, and appropriateness in higher education program.

2020 ◽  
Vol 15 (10) ◽  
pp. 14
Author(s):  
Khalil Al-Hyari

The purpose of this study is to explore student and lecturer views of blended learning which is based upon an undergraduate courses offered at the faculty of business at Al-Balqa Applied University, which applied the blended learning approach based on the use of face to face F2F, and e-learning. The study is based on the exploratory qualitative research approach, specifically designed to identify students and lecturers' perceptions towards blended learning process, content, and ease of use. The case study data were collected through structured interviews with 40 undergraduate students who were enrolled in different courses and from 10 lecturers from the faculty of business at Al-Balqa Applied University. In comparison to the traditional face-to-face (F2F) approach, both students and lecturers found the blended learning method more flexible and preferred it over F2F in many instances. The study concludes that in general, the lectures/students’ attitudes towards BL were positive in terms of the domain process, and content. Moreover, they believe that blended learning applications are, hardly, challenging to be applied sometimes. The study also presents that, in order for graduates to meet the challenges of entering the workforce of the 21st century, blended learning should be used as a new learning strategy. Findings of this study will be beneficial for policy makers to formulate appropriate and effective policy to assist the higher education institutions. Also this study is important for university students and lecturers, as it makes them very aware of the significance of blended learning and transferable skills in the workplace. This study provides fresh insights into the context of the benefits of blended learning in Middle East, particularly in Jordan. Moreover, the higher learning institution will be capable to determine the blended learning satisfaction level amongst students and lecturers.


2017 ◽  
Author(s):  
◽  
Chantelle Warburton

The context of this research is blended learning, a pedagogical approach that is effectively used in higher education. This pedagogical approach integrates face-to-face and online learning activities. The research inquiry focused on the researcher’s teaching of second-year students studying a three-year degree in graphic design at a private college in Durban, South Africa. Two interconnected teaching and learning challenges were addressed: the effects of the time-constrained, face-to-face studio style approach to design education; and students’ limited capacity for critical reflection. The research opportunity was therefore to evaluate the effectiveness of a graphic design blended learning intervention for supplementing contact time and fostering critical reflection. In the tradition of action research, the study took a developmental approach. Drawing on research on critical reflection in design and approaches to blended learning, parameters for a blended learning intervention were established. The resulting blended learning framework was applied in three interconnected cycles of action research, as follows. First, cycle one served as a baseline analysis of students’ critical reflection before the intervention. The researcher recorded and analysed a group review, and a series of individual reviews with her students. These were analysed with two questions in mind: ‘what’: “What types of reflection do students engage in?”; ‘why’: “Why are the students reflecting in a particular way?”.Second, cycle two developed, implemented and analysed a blended learning strategy for critical reflection (BLSCR). This was guided by the blended learning framework parameters, and the findings from cycle one. Third, cycle three evaluated students’ perception of the BLSCR through a focus group discussion with the participants. The focus group findings were compared with those of cycle two. The main finding is that the study’s blended learning strategy for critical reflection (BLSCR) works to foster critical reflection, but refinement is needed to address the matter of supplementing contact time. The two main points of refinement are: Students need to be ready to learn (feel psychologically responsible for their own learning);Students need to know that they have learned, and what they have learned.The findings and conclusion then motivate for implementing these refinements in further interventions beyond the study.


2021 ◽  
Vol 11 (9) ◽  
pp. 494
Author(s):  
Mª Montserrat Castro-Rodríguez ◽  
Diana Marín-Suelves ◽  
Silvia López-Gómez ◽  
Jesús Rodríguez-Rodríguez

Blended learning is a set of pedagogical strategies and practices that are closely related to the emergence of new technologies in society and in higher education. They are characterized by a combination of face-to-face and online learning that integrates a variety of materials in the teaching and learning process. The aim of our research was to analyze scientific production on this topic using two prestigious international databases: Scopus and Web of Science (WOS). A bibliometric study was conducted on 508 papers, and content analysis was performed on 119 openly accessible publications. Results show that blended learning is being applied in all scientific and professional spheres. This learning model is praised for its positive impact on motivation and learning effectiveness, as well as for promoting student autonomy. With respect to content, it is worth noting that many authors observe that methodological success is related to cultural context and access to devices and materials. Furthermore, it is suggested that greater methodological diversity is preferable to a single hegemonic approach. In short, the present paper contributes to the educational community by shedding light on how blended learning is being implemented and its impact on higher education.


Author(s):  
R J Singh

This article reports on the use of blended learning in higher education. Blended learning has become popular in higher education in recent years. It is a move beyond traditional lecturing to incorporate face-to-face learning with e-learning, thereby creating a blend of learning experiences. The problem is that learning in higher education is complex and learning situations differ across contexts. Whilst there is face-to-face contact at some institutions, others offer distance learning or correspondence learning. In each context, the mode of learning may differ. The challenge is to cater for various learning opportunities through a series of learning interactions and to incorporate a blended approach. The aim of this study was to examine various ways of defining blended learning in different contexts. This was done through an examination of experiences of the use of blended learning in different higher education contexts. The study presents a case of blended learning in a postgraduate course. The experiences from all these cases are summarised and conclusions and recommendations are made in the context of blended learning in higher education in South Africa.


2021 ◽  
Vol 11 (5) ◽  
pp. 249
Author(s):  
Chun-Hsiung Huang

This research explores the influencing factors of learning satisfaction in blended learning. Three dimensions are proposed: perceived usefulness, perceived ease of use, and learning motivation. It studied how these variables affect students’ learning satisfaction. The research hypotheses are: (1) Perceived ease of use positively affects perceived usefulness; (2) Perceived usefulness and perceived ease of use will have a positive effect on learning motivation; (3) Learning motivation positively affects learning satisfaction; (4) Perceived usefulness has a positive intermediary effect on the relationship between perceived ease of use and learning motivation. Participants included 173 freshmen who took the first-year interactive game design course at Ling Tung University in Taichung, Taiwan. The questionnaire survey method is applied in this research to analyze the relationship between the variables and verify the hypothesis based on the collected 173 valid questionnaires. The partial least square method structural equation model (PLS-SEM) is used to carry out structural equation modeling to study the relationship between latent variables. It explains that the perceived ease of use affects the perceived usefulness. Perceived usefulness and perceived ease of use have a positive impact on learning motivation. Learning motivation has a positive impact on learning satisfaction. Perceived usefulness as an intermediary factor of perceived ease of use has an indirect impact on learning motivation. The contribution of this research is to provide empirical evidence and explain what factors may affect learning satisfaction. Some other related factors that may affect learning satisfaction should be taken as the factors that teachers should pay attention to when implementing blended learning.


Author(s):  
Santiago Tejedor ◽  
Laura Cervi ◽  
Ana Pérez-Escoda ◽  
Fernanda Tusa ◽  
Alberto Parola

The COVID-19 pandemic has transformed training processes. The transition from face-to-face to virtuality has affected the entire educational process favoring one of the open innovation key features in the higher education institutions: the ability to manage knowledge flow. Open innovation in this crisis situation will encourage universities to deal with difficulties and embrace opportunities to enhance knowledge production. In this regard, the main objective of this work is to analyze how universities have managed knowledge flow during lockdown situation. The research presents a comparative study between three countries highly impacted by the coronavirus (Spain, Italy and Ecuador) based on perceptions from teachers and students on a convenience sample of 573 individuals. The study, of a descriptive and exploratory nature, applied surveys between March and April 2020 to students and teachers of Journalism, Communication. The survey had 2956 responses, collecting 65,032 pieces of evidence from students and 6468 from teachers. Teachers and students show their preference for being present, but they recognize the justification for the change of scenery and identify positive elements in virtuality. According to the findings obtained, the absence of presence has not generated an increase in the meetings between teachers and students. In addition, the tutorials have been shorter and sporadic. Added to this is a scant commitment to the variety of resources and options offered by the Internet. The predominance of textual material collides with the demand from students for a mixture of training resources, a greater role for the podcast and, especially, a typology of assessment tests that pass the traditional exams.


Author(s):  
Gina Tovine ◽  
April Fleetwood ◽  
Andrew Shepherd ◽  
Colton J. Tapoler ◽  
Richard Hartshorne ◽  
...  

While the growth of blended learning environments in higher education and non-educational settings has continued to increase in recent years, this has not been the case in K-12 settings. Recently, in an effort to explore the viability and effectiveness of K-12 blended learning environments, Florida Virtual School (FLVS) has been piloting blended learning communities in a number of their schools, providing opportunities to explore factors that influence the effectiveness of K-12 blended learning communities. Thus, the purpose of this chapter is to report the results of a study designed to assess conditions that influence the effectiveness of K-12 blended learning communities, and to explore learner, instructor, course, and other factors important to successful blended learning communities. Findings will inform the design, development, and implementation of future K-12 blended teaching and learning environments in an effort to support and strengthen student achievement, the preparation of teachers to facilitate effective blended learning environments.


Author(s):  
Kamini Jaipal-Jamani ◽  
Candace Figg

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offers the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.


Author(s):  
William Loose ◽  
Teri Marcos

The authors have worked since 2000 to prepare school leaders at two California Institutions of Higher Education (IHE) in partnership with K-12 public, private, and charter schools. While transforming their programs into virtual delivery models, as an option for students, both online and face-to-face hybrid formats require conditions that help students effectively succeed as learners. Over fifteen years the authors have narrowed discussions for efficient facilitation and mapping to course content while personalizing lessons to deeply engage their learners' creation of new knowledge. They make twenty-three recommendations for streamlining course content, assignments, and assessments to meet individual needs of students while meeting the expectations and challenges of changing national and state standards. The authors conclude that ‘thinking anew' through faculty ideation is a must for IHEs as the changing learner demands changing practice.


Author(s):  
Mark B. Russell ◽  
Irene M. Y. Woon ◽  
Stylianos Hatzipanagos

Blended Learning should be a deliberately-designed and pedagogically-informed endeavour. Blended Learning integrates (blends) face-to-face learning environments with online learning environments so that learning can occur anyplace and anytime and can transcend the physical boundaries of traditional face-to-face settings. Moving towards successful blended learning does not happen by chance. It requires educational leadership and a supportive change management strategy. Such a strategy should include a vision for innovation, plans for diffusing the innovations and the provision of advice and guidance to faculty and administrators. The chapter offers examples of what is possible through the genre of ‘Cluster Scenarios' and explores some implications for adopting a blended learning strategy for faculty and administrators.


Sign in / Sign up

Export Citation Format

Share Document