scholarly journals Decision Making in the Connected Learning Environment (CLE)

2016 ◽  
Vol 3 (9) ◽  
pp. 151118
Author(s):  
Anas Belahcen ◽  
Mounia Abik ◽  
Rachida Ajhoun
Author(s):  
Courtney K. Baker ◽  
Margret Hjalmarson

This article brings together the results of a self-study conducted by two instructors of the same course for mathematics teacher leaders in a synchronous online learning environment using the videoconferencing tool Blackboard Collaborate. The combined self-study focused on the authors' instructional decision-making and on their use of scaffolded discourse to create a collaborative learning environment for teacher leaders in mathematics education. Findings indicate that two specific interactions were emphasized to highlight student engagement within the course: student-student interactions and student-content interactions. Results challenge the perception of participation as engagement and suggest the value of creating purposefully planned learning opportunities to engage students in online synchronous learning.


Author(s):  
Rey Pocius ◽  
Lawrence Neal ◽  
Alan Fern

Commonly used sequential decision making tasks such as the games in the Arcade Learning Environment (ALE) provide rich observation spaces suitable for deep reinforcement learning. However, they consist mostly of low-level control tasks which are of limited use for the development of explainable artificial intelligence(XAI) due to the fine temporal resolution of the tasks. Many of these domains also lack built-in high level abstractions and symbols. Existing tasks that provide for both strategic decision-making and rich observation spaces are either difficult to simulate or are intractable. We provide a set of new strategic decision-making tasks specialized for the development and evaluation of explainable AI methods, built as constrained mini-games within the StarCraft II Learning Environment.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Serpil Yaylaci ◽  
Yesim Isil Ulman ◽  
Kevser Vatansever ◽  
Gamze Senyurek ◽  
Suha Turkmen ◽  
...  

Abstract Background Integration of clinical skills, ethical decision-making, and reflection skills have emerged as cornerstones of clinical teaching in medical schools. This study aimed to detect whether a multimodal learning environment approach consisting of lectures, a drill, post-drill video debriefing, and written reflection in an emergency medicine rotation boot camp improves interns’ patient management skills, ethical decision-making, and reflection skills. Methods A multimodal learning environment was created by the collaboration of emergency medicine, ethics, and medical education specialists. Multiple educational techniques involving lectures, case discussions, and role-playing a crisis scenario were applied. Pre-test and post-test, debriefing on performances on video records, video-recorded performance assessment, and reflective essays about their own and group’s performances were used to assess various aspects of the student performances. Additionally, a meeting was organized with the presence of the authors to create qualitative data obtained through the program evaluation meeting conducted on three themes: influences of teaching methods, students’ performances, and common achievements and mistakes of students. Results 133 students participated. Post-test multiple-choice question (MCQ) test scores were slightly higher than pre-test. A low and medium correlation was detected among pre-test and post-test patient management problem (PMP) and reflection scores, which was more prominent for female students. Multiple linear regression showed that pre-test and post-test PMP scores significantly contributed to reflection scores. These results might support that better patient management predicts more robust reflective practice. Teachers observed that students appreciated being inspired by well-performing peers, particularly noting the empathic needs of patients, companions, and other health professionals. However, students overlooked summoning forensic or social services and were inhibited by the pressure of the contextual traits of the drill. Conclusion The multimodal learning environment created by multidisciplinary collaboration contributed to the improvement of components of situational awareness of the interns: patient management skills, ethical decision-making, and reflective practice. During this research, we created a toolbox better to capture the richness and diversity of student interactions. Considering the scarcity of context-specific assessment methods and widespread use of MCQs or generic scales for higher-order thinking skills in medicine, this study might be regarded as a step forward in that context.


Author(s):  
Irza Yuzulia ◽  
Fazri Nur Yusuf

Teachers have a central role in fostering learner autonomy and their views regarding LA are essential. They should maintain the learning environment and activities to support LA. This research aimed to find out teachers’ attitudes towards their roles and learning practices to support LA. A questionnaire was administered to 19 teachers who are studying for a Masters degree at UPI. It is found that teachers rated their responsibilities in choosing classroom activities and evaluating students’ progress at the highest point. However, they viewed students’ decision making abilities in choosing learning objectives and evaluating their learning at the lowest score. Furthermore, the activities which teachers often recommended to are listen to English songs, read books and use the internet. It can be concluded that teachers have a strong belief towards their roles in LA. Even though they are already conscious about the importance of LA, it should be implemented into practice.


One of the important questions for teachers and education policymakers is how to engage new age learners, especially minority students, in a meaningful way. Game-based learning provides a platform where minority students can be intrinsically motivated to stay focused. The incorporation of multimedia design and instructional design principles in educational games would potentially help learners comprehend the information and engage in deeper learning. The decision-making process in a game-based learning environment is tied to the neural system of information processing. As research studies point out, the reward that the learner gets is, in fact, the stimulus that with desirable properties that drives behavior. Other than that, the effective feedback in the game-based learning environment has a powerful influence on learning.


2022 ◽  
pp. 1230-1241
Author(s):  
Rupanada Misra ◽  
Leo Eyombo ◽  
Floyd T. Phillips

One of the important questions for teachers and education policymakers is how to engage new age learners, especially minority students, in a meaningful way. Game-based learning provides a platform where minority students can be intrinsically motivated to stay focused. The incorporation of multimedia design and instructional design principles in educational games would potentially help learners comprehend the information and engage in deeper learning. The decision-making process in a game-based learning environment is tied to the neural system of information processing. As research studies point out, the reward that the learner gets is, in fact, the stimulus that with desirable properties that drives behavior. Other than that, the effective feedback in the game-based learning environment has a powerful influence on learning.


2018 ◽  
Vol 18 (2) ◽  
pp. 98-103 ◽  
Author(s):  
Lizz Edwards-Waller

AbstractVirtual learning environments (VLEs) are successfully used by many institutions to provide content which supports and enhances taught courses. In this article, Lizz Edwards-Waller explores the role of the library in uploading articles, case notes and book excerpts to a VLE for law students, and discusses the need for librarians to collaborate with course leaders and administrators. The article also considers the decision-making process involved in determining which resources to make available and highlights some key copyright issues to be aware of.


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