design based research
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2022 ◽  
Vol 23 (4) ◽  
pp. 12-33
Author(s):  
Marjo Joshi

This study examines the integration of sustainable development in the holistic design of higher education online degree programmes for national cross-studies in Finland. The methodology adopted is design-based research. The literature combines works from the fields of online degree programme design and sustainable development. The empirical data is collected from an Online Degree Working Group representing various online degree expertise in applied higher education. The results of this study highlight the importance of national level collaboration in efforts to reach sustainable development goals in online degree programmes for national cross-studies in higher education. Key sustainability competencies are combined into online degree programme design to reveal new considerations for sustainable development in the online degree education context. The results can be utilised by managers, administrators, and educators of online degree programmes in higher education organisations who are interested in implementing sustainable development in the design phase of the online degree programmes.


Author(s):  
Nelson Studart

Este artigo apresenta um design instrucional para o desenvolvimento, aplicação, avaliação e redesign de sequências de ensino e aprendizagem e ambientes de aprendizagem baseado na estratégia da gamificação. Ao contrário da metodologia de Aprendizagem baseada em Games (ABG) que consiste no uso de games de entretenimento e/ou educacionais como prática didática, a gamificação usa o design de games, o game-thinking e a mecânica dos games, mas não visa ao desenvolvimento de games. A gamificação na educação utiliza princípios e elementos do game para motivar e engajar os alunos no processo de ensino e aprendizagem. Nesse sentido, teorias motivacionais constituem um importante ingrediente na construção de um sistema gamificado. É feito um breve recorte da ABG, abordando games de ciências que são usados na sala de aula. Ideias centrais da gamificação e alguns modelos motivacionais que contribuem para o engajamento sustentado são discutidas. Baseado nesse referencial, um design instrucional é proposto na linha da Design-based Research (DBR). Exemplos de aplicação da gamificação no ambiente de sala de aula de multijogadores são apresentados.


2022 ◽  
pp. 60-78
Author(s):  
Alejandro Trujillo Castro ◽  
Magally Martínez Reyes ◽  
Anabelem Soberanes-Martín

The way of approaching the difficulties in technological areas is opening potentialities for teaching and learning, considering the competences as actions that put into practice skills to solve problems. A clear example is the computational thinking that proposes a way of thinking and facing different challenges. Through the design-based research methodology and the ADDIE model, an instructional design is proposed to carry out activities using educational robotics, analyzing its impact on skills related to computational thinking. An educational intervention is carried out with students from 13 to 15 years old from the three grades of secondary education in Mexico. It was established that the student's reaction to a challenge is: a) Due to lack of confidence in his or her own abilities, it is difficult for him or her to face the problem. b) Knowledge of computer thinking allows him or her to think of a strategy to try to solve it. The results suggest that those who have notions about computer thinking have more facility to think and face the different challenges.


2022 ◽  
pp. 321-343
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


2022 ◽  
pp. 133-145
Author(s):  
Rebekka Axthelm

ZusammenfassungDie Frage „Wozu braucht man das?“ vonseiten der Studierenden oder Aussagen wie „Das habe ich im Beruf später nie mehr benötigt.“ von ehemaligen Studierenden ist den meisten Mathematikdozierenden sehr vertraut. Im Projekt BiLeSA wird dem Wunsch nach Integration von Praxisnähe im Mathematikunterricht mithilfe einer Smartphone-App, welche ausgewählte Themen in der Mathematik anhand von digitalen Bildern sichtbar macht, umgesetzt. Bei den ausgewählten Themen handelt es sich um (affin) lineare Abbildungen, Ableitungen in höheren Raumdimensionen und Potenzen von Komplexen Zahlen. Die Konzeptionierung des Lernobjekts erfolgte mit dem Design Based Research (DBR) Ansatz, welches im Basisprojekt des IBH-Labs „Seamless Learning“ konzipiert und entwickelt wurde.


2022 ◽  
pp. 119-145
Author(s):  
Santina Wey

ZusammenfassungAusgehend von grundlegenden Überlegungen zum Forschungsdesign im Rahmen von Design-Based Research begründe ich im Folgenden die verschiedenen methodischen Entscheidungen. Dabei gliedern sich die Ausführungen in die Darstellung der Datenerhebungen mit der Erläuterung der Erhebungsinstrumente, der Datenaufbereitung und der Datenauswertung. Anschließend werden Aspekte des Samplings für die Studie beleuchtet.


2022 ◽  
pp. 123-132
Author(s):  
Rebekka Axthelm ◽  
Stefan Luppold ◽  
Marcus Moroff

ZusammenfassungWer schon einmal dicht gedrängt vor der Konzertbühne stand kann sich die aussichtslose Lage, wenn die Stimmung kippt und Panik aufkommt, gut vorstellen. Damit eine öffentliche Veranstaltung reibungslos verläuft ist eine gründliche Planung, also ein qualitativ hochwertiges Crowd Management unabdingbar. Im Studiengang „BWL-, Messe-, Kongress- und Eventmanagement“ der dualen Hochschule Ravensburg Baden-Württemberg (DHBW) ist das Thema Crowd Management ein wichtiger Bestandteil. Für dieses Fachthema wurde im Rahmen des IBH-Labs Seamless Learning das Lernobjekt Cman_event erstellt, das im oben genannten Studiengang entwickelt und erprobt wurde. Die Entwicklung des didaktischen Konzepts basiert auf dem Design Based Research (DBR) Ansatz, wie es im IBH-Lab Seamless Learning entwickelt und definiert wurde. Im Sinne des grenzenlosen Lernens werden in diesem Lernobjekt die Übergänge in den Brüchen „Theorie – Praxis/Realität“ adressiert. Auf verschiedenen Ebenen und in verschiedenen Dimensionen wird neben der Vermittlung theoretischer Kenntnisse den Lernenden ermöglicht, bestimmte Situationen auf verschiedene Weisen zu betrachten, die einer besseren Vorstellung der realen Situation dienen. Dazu gehört das Modellieren in zwei und drei Raumdimensionen auf dem Tisch über Visualisierung durch computergestützte Simulationen bis hin zum Fühlen eines Gedränges am eigenen Leib.


2021 ◽  
Vol 7 (2) ◽  
pp. 170
Author(s):  
Emy Sudarwati ◽  
Fatimah Fatimah ◽  
Yuni Astuti ◽  
M. Faruq Ubaidillah

Anchored by the need for constructing an online assessment which is mediated by honesty as the character value for grammar mastery among undergraduate students during Covid-19 pandemic, in the present study we developed a test of English Sentence Structure (ESS) situated in an English department of a public university in Malang, East Java, Indonesia. To enact such a purpose, Design-based Research (DBR) was carried out in the study. Findings from the study showcase that the test was valid and reliable, giving it accessible portion for use in the English department. Aside from that, students also opined positively toward the use of the test in measuring their English grammar mastery. Despite these, we found that students’ score in the tryout phase is low affected by their lack of test preparation, inappropriate situated test time, and ineffective teaching and learning enactment. The paper ends with recommendation for future researchers.


2021 ◽  
Author(s):  
Nurlaila Kurnia Dewi ◽  
Indyah Sulistyo Arty

The aim of this research was to develop an enrichment book of colloid industry products as a source of literacy and to determine the quality of this book. The approach used in this study was Design-Based Research, which included four phases of development: 1) a questionnaire about needs was filled in by 5 teachers and 83 students; 2) the book was developed using CorelDraw X8 software and a literature search was conducted of online articles, journals and other supporting books; 3) cycles of testing were conducted, in which three experts and three peer reviewers assessed the book, and several revisions were produced; and 4) reflection and final evaluation were conducted, in which 5 teachers and 20 students from SMA N 2 Sleman, SMA N 2 Yogyakarta, SMA 1 Tempel, and MAN 3 Sleman assessed the substance, presentation, language and graphics of the book. Through this process, an enrichment book of colloidal industry products titled “Proses Pembuatan Koloid di Industri untuk SMA/MA Kelas XI” was produced. The book received a score 62.8 out of a maximum score of 70, which corresponded to a rating of ‘very good quality’. Keywords: colloid, literacy, enrichment book


2021 ◽  
pp. 199-220
Author(s):  
Len Unsworth ◽  
Russell Tytler ◽  
Lisl Fenwick ◽  
Sally Humphrey ◽  
Paul Chandler ◽  
...  

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