This paper explores the relationship among ICT infrastructure (i.e., computing devices and Internet), one-to-one computing program and student ICT activities in school. It also looks into the differences of how ICT is being used in the teaching of English, mathematics and science at the elementary school level in relation to the availability of computing devices, Internet connection and one-to-one program. A total of 360 Grade 5 students from three schools (120 students from each school) in the western part of Singapore participated in a questionnaire adapted from the Program for International Student Assessment (PISA) ICT Familiarity Component for Student Questionnaire regarding students’ ICT use. One of the participating schools has implemented a school-based one-to-one computing program for all its students for the past nine years, with the school providing the necessary computing devices for all its Grade 1 to 3 students and a student computer ownership program to encourage all its Grade 4 students to procure their own computing devices to be used till completion of elementary education at Grade 6. The regression analyses suggest that how ICT is being used plays a more significant role in predicting the frequency of ICT use for the various subject areas than ICT infrastructure and one-to-one computing program. Further analysis also reveals that one-to-one computing program and availability of computing devices have a significant interaction effect on the frequency of ICT usage for English but not for mathematics and science—the presence of computing devices seem to have an impact for the usage of ICT for English but not the other two subject areas. The findings concur with earlier studies that there are differences in frequency and how ICT is being used in the teaching of English, mathematics and science.
Enabling pre-service teachers to develop a critical view of their practice and to acquire the higher order inquiry skills necessary for pedagogic research has been and continues to be a challenge. The present study presents a unique intervention in the training of pre-service teachers in research literacy (RL) skills using a Problem Based Learning (PBL) approach. The intervention is implemented in two different Learning Communities (LC), one online and the other blended. Both immediate and long-term effects of PBL are investigated as are the effects of social and direct scaffolding within the LCs. The study focuses on transmitting the following RL skills: identifying and defining a problem, formulating a research question, and designing a research method. The findings indicate an immediate effect upon all RL skills in both LCs. The long-term effect appears only in the online LC and only for two RL skills: identifying and defining problems. Additionally, there is greater use of social scaffolding in formulating and designing a research study in the online LC than in the blended learning community. Those findings are then interpreted in terms of retention capacity and scaffolding in blended and online LCs.
The Internet of Things (IoT) is gaining importance in education owing to its rapid development. This study addresses the importance of interdisciplinary education between technology and the humanities. The use of films as a teaching resource is suitable for interdisciplinary education because films represent creative forecasts and predictions on future human society, helping the public realize what could occur in the future. By utilizing films in instruction, students can be trained to understand the three key functions of IoT and acquire the ability to develop creative applications of IoT. An IoT teaching model using the films Minority Report (2002), Big Hero 6 (2014), Iron Man 3 (2013), Her (2013), and Transcendence (2014), all of which depict various applications of IoT that could be helpful in the teaching of the functions and concepts of IoT, is suggested; an interdisciplinary class is carried out for 15 weeks following the model. The effectiveness of the class is measured using quantitative analysis, qualitative analysis, and reflection journals. The findings show that students developed interdisciplinary capacity through education using films.
In this article the authors share how social media, paired with gaming and in-class supports, can facilitate the practice of scientific argumentation and report data that show how students can learn and practice argumentation through these highly interactive and engaging mediums. Social media will continue to evolve and fluctuate in popularity, but no matter the service or software, there will continue to be online spaces for communication, collaboration, learning, and future career growth. Since the role of education is to prepare students to be college and career ready, the use of social media as a component of schooling should be explored. This work has parsed out specific strategies and methods to support higher order thinking through gaming and social media.
he purpose of this study was to analyze on-campus and online PhD programs in educational technology-related fields in the United States. In particular, it sought to evaluate the most common program titles; core, elective, and research courses based on program curricula. The research design was quantitative content analysis and data were collected from six different sources. The study found 44 institutions offered campus-based degree programs and four offered online degree programs in educational technology-related fields with 27 different program titles. In addition, 324 core courses, 157 elective courses, and 260 research courses were further analyzed. The results revealed that the most common program titles were Curriculum and Instruction, Learning Design and Technology, Instructional Technology, Learning Technologies, Instructional Design and Technology, and Educational Technology. The most common core courses were Instructional Design, Advanced Instructional Design, Curriculum Theory, Needs Assessment, Internship in Instructional Technology, Instructional Systems Design, and Theories of Learning and Instruction. The most common elective courses were Multicultural Education, Foundations of Distance Learning, Educational Foundations, and Message Design. The most common research courses were Quantitative Methods, Qualitative Methods, Qualitative Research, Educational Research Methods, Multivariate Analysis, Introduction to Qualitative Research in Education, and Mixed Methods. Furthermore, this study provided discussion and implications for current study as well as recommendations for future research.
Infographics are a visualisation tool that can be used to improve retention, comprehension and appeal of complex concepts. The rise of infographic use in education has facilitated new forms of application and design of these tools. Instructor-provided summary infographics are a new form of infographic, whereby key learning objectives and content are summarised in graphical form at the end of a lesson. However, it is unknown whether these types of infographics can support learning in online environments. This exploratory research investigates student perceptions, retention, applications and activity generation of instructor-provided summary infographics in a massive online learning environment. Using both post-course learner survey data (n = 1,899) and text mining analysis (n = 72,490 words), results present how learners perceived instructor-provided summary infographics as useful and appealing for retaining, clarifying and understanding learning concepts. The research contributes a novel understanding of summary infographics in online learning environments, and supports their use as a design tool for educational delivery in the online space.
Makerspace has been lauded as a new way forward to create communities, empower students and bring together enthusiasts of all ages and skill levels “to tinker” and create. Makerspace education has been touted as having the potential to empower young people to become agents of change in their communities. This paper examines how a Makerspace approach can capture the imagination and creativity of female primary school students, and engage them in integrated STEM-based projects. The study scaffolded female tertiary undergraduate students to mentor small groups of girls to complete a project in a STEM Makerspace situated in classrooms. The data generated and analysed from this study were used to determine how Makerspace STEM-based projects were enacted, how they engaged and supported the girls’ learning, and considers the future of a Makerspace approach as a way to progress integrated STEM education.