TL;DR: The Common Core State Standards for Mathematics (CCSSM) was published in 2010 and includes a complete collection of standards that are published and reviewed as a ‘common core’ in which math skills have been extensively adopted as discussed by the authors.
Abstract: The Common Core State Standards for Mathematics (CCSSM) was published in 2010 and includes a complete collection of standards that are published and reviewed as a ‘common core’ in which math skills have been extensively adopted. The recommendations provided have been entirely or partially adapted by more than 47 states of the US. Authorities have commited and incredible amount of time, money and resources in creating these new standards and additional effort will be required to implement these standards The new math standards address two established issues in US education, the ordinary quality of mathematics learning and equal opportunity in U.S. schools. It is a fact that deprived students are most likely to have inexperienced or under qualified teachers, and children from impoverished families are much less likely to have the same kind of supports or enrichment opportunities than their more fortunate peers. It is important for the authorities to produce and adapt material for the development of children in such a way that it can clearly address the content and practice of math for the CCSSM and this material should be able to give learning and teaching methods which are in line with CCSSM. It is concluded from this research that there are challenges that have emerged for implementation of CCSSM in which basic challenges include issues of quality, equality, challenges for math teachers, and teaching CCSSM to disabled students.
TL;DR: In this article, a survey questionnaire was distributed randomly to the total of 101 teachers from 10 public secondary schools in Kuala Lumpur, Malaysia, and the data for this quantitative research were analyzed for both descriptive and inferential statistic using SPSS (version 21) software.
Abstract: Integration of Information, Communication, and Technology (ICT) will assist teachers to the global requirement to replace traditional teaching methods with a technology-based teaching and learning tools and facilities. In Malaysia, ICT is considered as one of the main elements in transforming the country to the future development. The Ministry of Education, through the latest Education Blue print (2013-2025), insights the importance of technology-based teaching and learning into the schools’ national curriculum. This study aims to analyze teachers’ perceptions on effectiveness of ICT integration to support teaching and learning process in classroom. A survey questionnaire was distributed randomly to the total of 101 teachers from 10 public secondary schools in Kuala Lumpur, Malaysia. The data for this quantitative research were analyzed for both descriptive and inferential statistic using SPSS (version 21) software. The results indicate that ICT integration has a great effectiveness for both teachers and the students. Findings indicate that teachers’ well-equipped preparation with ICT tools and facilities is one the main factors in success of technology-based teaching and learning. . It was also found that professional development training programs for teachers also played a key role in enhancing students’ quality learning. For the future studies, there is a need for consideration of other aspects of ICT integration especially from management point of view in regard to strategic planning and policy making.
TL;DR: A structured attempt to integrate flip teaching into language classrooms using a WebQuest active learning strategy indicates that the structured and semi-structured flip lessons were more effective instructional designs than the non-flip lessons.
Abstract: This paper describes a structured attempt to integrate flip teaching into language classrooms using a WebQuest active learning strategy. The purpose of this study is to examine the possible impacts of flipping the classroom on English language learners’ academic performance, learning attitudes, and participation levels. Adopting a quasi-experimental design, three different formats for flip teaching were developed in this study. The results indicate that the structured and semi-structured flip lessons were more effective instructional designs than the non-flip lessons. With a varying extent, both the structured and semi-structured flip lessons helped the students attain better learning outcomes, develop better attitudes toward their learning experiences, and devote more effort in the learning process. Given the positive results, this paper concludes with a call for more research into this promising pedagogy to contribute to its knowledge base across disciplines.
TL;DR: Learning to Improve as discussed by the authors is a new approach to improve education that combines a process of disciplined inquiry with the use of networks to identify, adapt, and successfully scale up promising interventions in education.
Abstract: As a field, education has largely failed to learn from experience. Time after time, promising education reforms fall short of their goals and are abandoned as other promising ideas take their place. In Learning to Improve , the authors argue for a new approach. Rather than oimplementing fast and learning slow,o they believe educators should adopt a more rigorous approach to improvement that allows the field to olearn fast to implement well.o Using ideas borrowed from improvement science, the authors show how a process of disciplined inquiry can be combined with the use of networks to identify, adapt, and successfully scale up promising interventions in education. Organized around six core principles, the book shows how onetworked improvement communitieso can bring together researchers and practitioners to accelerate learning in key areas of education. Examples include efforts to address the high rate of failure among students in community college remedial math courses and strategies forimproving feedback to novice teachers. Learning to Improve offers a new paradigm for research and development in education that promises to be a powerful driver of improvement for the nationAEs schools and colleges.
TL;DR: The authors summarizes the available empirical evidence on the impact of instruction on the development and enhancement of critical thinking skills and dispositions and student achievement and concludes that the opportunity for dialogue, the exposure of students to authentic or situated problems and examples, and mentoring had positive effects on CT skills.
Abstract: Critical thinking (CT) is purposeful, self-regulatory judgment that results in interpretation, analysis, evaluation, and inference, as well as explanations of the considerations on which that judgment is based. This article summarizes the available empirical evidence on the impact of instruction on the development and enhancement of critical thinking skills and dispositions and student achievement. The review includes 341 effects sizes drawn from quasi- or true-experimental studies that used standardized measures of CT as outcome variables. The weighted random effects mean effect size (g+) was 0.30 (p < .001). The collection was heterogeneous (p < .001). Results demonstrate that there are effective strategies for teaching CT skills, both generic and content specific, and CT dispositions, at all educational levels and across all disciplinary areas. Notably, the opportunity for dialogue, the exposure of students to authentic or situated problems and examples, and mentoring had positive effects on CT skills.
TL;DR: In this article, the mediating role of students' experiences of need satisfaction and need frustration in associations between perceived teaching style and students' motivation and oppositional defiance in the context of physical education was examined.
TL;DR: The available evidence suggests that online learning for teaching clinical skills is no less effective than traditional means and further research is required to assess the effectiveness of this teaching methodology.
Abstract: Aim
To determine whether the use of an online or blended learning paradigm has the potential to enhance the teaching of clinical skills in undergraduate nursing.
Background
The need to adequately support and develop students in clinical skills is now arguably more important than previously considered due to reductions in practice opportunities. Online and blended teaching methods are being developed to try and meet this requirement, but knowledge about their effectiveness in teaching clinical skills is limited.
Design
Mixed methods systematic review, which follows the Joanna Briggs Institute User guide version 5.
Data sources
Computerized searches of five databases were undertaken for the period 1995–August 2013.
Review methods
Critical appraisal and data extraction were undertaken using Joanna Briggs Institute tools for experimental/observational studies and interpretative and critical research. A narrative synthesis was used to report results.
Results
Nineteen published papers were identified. Seventeen papers reported on online approaches and only two papers reported on a blended approach. The synthesis of findings focused on the following four areas: performance/clinical skill, knowledge, self-efficacy/clinical confidence and user experience/satisfaction. The e-learning interventions used varied throughout all the studies.
Conclusion
The available evidence suggests that online learning for teaching clinical skills is no less effective than traditional means. Highlighted by this review is the lack of available evidence on the implementation of a blended learning approach to teaching clinical skills in undergraduate nurse education. Further research is required to assess the effectiveness of this teaching methodology.
TL;DR: The results show a slight reduction in the students motivation and engagement, but the game-based student response system Kahoot! managed to boost students engagement, motivation and learning after using it repeatedly for five months.
Abstract: The Bring Your Own Device (BYOD) wave and advancement in technical infrastructures and in learning technology opens for new ways of teaching in the classroom. The teachers' laptops connected to a video projector, access to wireless network and the students smartphones, tablets or laptops can be utilized to enhance the interaction between the teacher and students, as well as boost the students motivation, engagement and learning. The introduction of new learning technology in the classroom normally results in immediate enthusiasm and excitement both from the teacher and the students. However, the immediate positive effects might fade when the new learning technology has become familiar to the teacher and the students. This paper shows the results from investigating the wear off effect of using the game-based student response system Kahoot! in classroom teaching. More specifically, it compares the results from students using Kahoot! for the first time in a single motivational lecture vs. using Kahoot! in every lecture in a class for five months. The quasi-experiment focused on how the students' perception changed in relation to user-friendliness, engagement, motivation, classroom dynamics, concentration, and perceived learning. The results show a slight reduction in the students motivation and engagement, but the only statistically significant wear out effect found was related to classroom dynamics. At large, the game-based student response system managed to boost students engagement, motivation and learning after using it repeatedly for five months. The core factor to keep the students attention after heavy repeated usage was found to be the competitive nature of Kahoot!. We examine short time vs. long time effect of a game-based student response system.The effects studied were engagement, motivation, and classroom dynamics.Other effects studied were concentration, and perceived learning.The only statistically significant difference was found in classroom dynamics.No major wear off found on engagement, motivation, concentration and learning.
TL;DR: In this paper, the authors present a synthesis of 1200 meta-analyses relating to influences on student learning, and the major implications relate to teachers who work with others to seek evidence of their impact on students, who inform students early what success looks like especially about surface and deep learning, who provide appropriate levels of challenge and feedback, and who have aligned their claims about success, assessment and teaching.
Abstract: The Visible Learning research is based on a synthesis of 1200 meta-analyses relating to influences on achievement. This article focuses specifically on the evidence and implications for higher education teachers. As nearly every intervention can show some evidence of success, we need to ask not “What works?” but “What works best” and seek comparisons between different ways of influencing student learning. The major implications relate to teachers who work with others to seek evidence of their impact on students, who inform students early what success looks like especially about surface and deep learning, who provide appropriate levels of challenge and feedback, and who have aligned their claims about success, assessment, and teaching.
TL;DR: This article further elaborate on what Computational Thinking is and present examples of what needs to be taught and how, and positions Computational thinking in Papert’s work with LOGO.
Abstract: Computational Thinking is considered a universal competence, which should be added to every child's analytical ability as a vital ingredient of their school learning. In this article we further elaborate on what Computational Thinking is and present examples of what needs to be taught and how. First we position Computational Thinking in Papert's work with LOGO. We then discuss challenges in defining Computational Thinking and discuss the core and peripheral aspects of a definition. After that we offer examples of how Computational Thinking can be addressed in both formal and informal educational settings. In the conclusion and discussion section an agenda for research and practice is presented.
TL;DR: In this paper, the advantages and disadvantages of being an insider researcher were discussed in case study research on the integration of Information and Communication Technologies (ICT) in the teaching-learning process at the School for the Handicapped (SfH) in Turkey.
Abstract: It is crucial for social researchers to clarify their researchers’ roles, especially for those utilizing qualitative methodology to make their research credible. The purpose of this paper is to examine the advantages and disadvantages of the researcher’s insider role, an instructor, occupied within case study research on the integration of Information and Communication Technologies (ICT) in the teaching-learning process at the School for the Handicapped (SfH) in Turkey. In this respect the author will demonstrate and discuss the advantages and disadvantages of being an insider-researcher considering the researcher’s role, determining the case, the aim and research questions of the study, issues of the research design, the collection and analysis of data, ethical issues and reporting the data. Each theme is discussed concerning the advantages and disadvantages of being an insider researcher. The researcher concluded that in order to conduct valid research a researcher must overcome some of the disadvantages with the help of several preventions. The results have been discussed in the light of related literature and the whole data.
TL;DR: Sustainability has received increasing attention in management education over the past ten years as mentioned in this paper, and a decade's worth of research in a systematic analysis of 63 articles published in international higher education and management education journals between 2003 and 2013.
TL;DR: Theories of learning styles suggest that individuals think and learn best in different ways as discussed by the authors, and these differences are not differences of ability but rather preferences for processing certain types of information.
Abstract: Theories of learning styles suggest that individuals think and learn best in different ways. These are not differences of ability but rather preferences for processing certain types of information ...
TL;DR: It is suggested that the flipped classroom may promote students' creativity, especially with regard to fluency, flexibility and novelty, and students must be prepared to utilise the flips and be provided with adequate e-learning tools.
Abstract: This study aimed to investigate the impact of the flipped classroom on the promotion of students' creative thinking. Students were recruited from the Faculty of Education at King Abdulaziz University in Saudi Arabia during the first semester of 2014. A multiple method research design was used to address the research questions. First, a two-group quasi-experimental design was implemented. The first group utilised the lecture-based strategy ( n = 28), while the second group utilised the flipped classroom ( n = 27). Second, a survey questionnaire was distributed to assess the students' views about the flipped classroom, its role in the promotion of creativity and the difficulties students experienced with this strategy. The findings suggest that the flipped classroom may promote students' creativity, especially with regard to fluency, flexibility and novelty. Furthermore, the students viewed the flipped classroom as an approach that may significantly facilitate their creativity. However, several difficulties were associated with the flipped classroom, especially the students' limited preparation for this strategy. Accordingly, students must be prepared to utilise the flipped classroom and be provided with adequate e-learning tools. In addition, it is important to consider students' study load and to provide meaningful in-class activities. [ABSTRACT FROM AUTHOR]
TL;DR: The results of a pilot study show that the proposed teaching scheme significantly improves learning motivation, student creativity, and the teaching of creative design.
Abstract: Student creativity is currently attracting considerable attention. An increasing number of high schools in China are trying to improve the learning motivation and creativity of students, as well as the teaching efficiency of creative design, by introducing augmented reality (AR) technology into creative design courses. However, many teachers have only limited knowledge of AR, and software developers are not familiar with general creative design education, which makes it difficult to incorporate AR in such courses. In many high schools in China, the lack of relevant teaching facilities and creative design equipment means that the environment in which the technology curriculum is applied still has a long way to go to meet the real requirement of curriculum. To address these problems, we present a general technical creative design teaching scheme that includes AR. Our approach is based on the ARCS model of motivational design, social psychology, and a computational model of creativity. Two teaching aids are introduced to support this teaching scheme: "AR Creative-Classroom," which explains the domain-relevant knowledge of creative design, and "AR Creative-Builder," which helps students to build actual AR scenes. The results of a pilot study show that the proposed teaching scheme significantly improves learning motivation, student creativity, and the teaching of creative design. Design a creative design teaching scheme with the introduction of AR.Develop two AR-based and teaching scheme related teaching aids.Demonstrate the AR-based teaching scheme improves the learning motivation.Demonstrate the scheme helps students to experience the complete creative design process.Demonstrate the AR-based teaching scheme improve the creativity of the outputs.
TL;DR: It can be concluded that flipped classroom was beneficial in terms of 4 categories based on the content analysis of the responses: learning at one’s own pace, advance student preparation, overcoming the limitations of class time, increasing the participation in the classroom.
Abstract: Alongside the rise of educational technology, many teachers have been taking gradual but innovative steps to redesign their teaching methods. For example, in flipped learning or a flipped classroom, students watch instructional videos outside the classroom and do assignments or engage in activities inside the classroom. Language teachers are one group of educators exploring the flipped classroom. In foreign language classes, such an approach may offer great benefits for both the teachers and students since classroom time can be applied to more interactive tasks. By extending classroom hours in this way, language teachers can focus on successfully addressing all subjects in the curriculum. The aim of this study is (a) to gain insights into the perceptions of prospective English language teachers at a state university in Turkey on flipped classrooms and (b) to introduce the implementation of a flipped classroom into an English language class. A total of 47 prospective English teachers participated in the study. Qualitative research design was used and data were collected via an open-ended question. Findings of the study indicated that pre-service English teachers had positive perceptions towards the use of the flipped classroom as an integral part of face-to-face courses. It can be concluded that flipped classroom was beneficial in terms of 4 categories based on the content analysis of the responses: learning at one’s own pace, advance student preparation, overcoming the limitations of class time, increasing the participation in the classroom. The study also provides recommendations towards LMS integration into courses in other English language teaching departments and for implementing flipped classrooms in language teaching.
TL;DR: It was found that in-class problem solving improved exam performance, and video assignments increased attendance and satisfaction, and validates a new model for science communication and education.
TL;DR: In this paper, the importance of usage of all skills during a lesson hour is discussed, and the teacher is free to use a variety of methods and strategies of teaching / learning to suit the needs of students in different classes.
Abstract: Teaching and learning are two basic processes underlying the activity of students and teachers nowadays. Learning process puts both parties toward each other , what it teaches , and what it takes, the teacher and the student. Today takes great importance to the training of students to teach themselves , their education, equipping them with the skills of independent work with the most advanced methods of learning conscious , sustainable , active and creative. The purpose of this topic is to know the importance of usage of all skills during a lesson hour. The teacher is free to use a variety of methods and strategies of teaching / learning to suit the needs of students in different classes. He combines these methods during the learning process and adapts according to the increasing development of linguistic competence and independence of student development, the consistency of this process. Teaching has at its center the method of communication, task -based methods, functional methods and situations as real life etc . These methods are realized through various strategies and techniques, according to language skills (listening, speaking, reading, writing) . Teacher and students collaborate on the organization of teaching / learning. To facilitate the teaching / learning, the teacher finds efficient ways to organize communication activities , provides and suggests source materials for students. In contemporary teaching teacher does not only play the role of teachers, but also plays the role of supervisor. Together they establish cooperative relations in the process of learning . The teacher clarifies the students and takes their understanding of what happens in the classroom. This means clarifying the rules of the line of work and responsibilities of students in the process of activities. The teacher suggests and provides the use of audiovisual means , electronic , and helps students to use various forms of information technology within and outside the classroom . It gives students the website in accordance with the age and educational requirements . On a teaching hour should be applied all four language skills strategies , but they escalate from level to level depending on the objectives . Setting the students in the spotlight makes the student actively participate in linguistic interaction , preparing it for a new phase of his education or of being able to face the demands of the labor market.
TL;DR: A concept paper as discussed by the authors reviews the research that has been conducted on AR and describes the application of AR in a number of fields of learning including Medicine, Chemistry, Mathematics, Physics, Geography, Biology, Astronomy and History This paper also discusses the advantages of AR compared to traditional technology (such as e-learning and courseware) and traditional teaching methods (chalk and talk and traditional books)
Abstract: Technology in education can influence students to learn actively and can motivate them, leading to an effective process of learning Previous research has identified the problem that technology will create a passive learning process if the technology used does not promote critical thinking, meaning-making or metacognition Since its introduction, augmented reality (AR) has been shown to have good potential in making the learning process more active, effective and meaningful This is because its advanced technology enables users to interact with virtual and real-time applications and brings the natural experiences to the user In addition, the merging of AR with education has recently attracted research attention because of its ability to allow students to be immersed in realistic experiences Therefore, this concept paper reviews the research that has been conducted on AR The review describes the application of AR in a number of fields of learning including Medicine, Chemistry, Mathematics, Physics, Geography, Biology, Astronomy and History This paper also discusses the advantages of AR compared to traditional technology (such as e-learning and courseware) and traditional teaching methods (chalk and talk and traditional books) The review of the results of the research shows that, overall, AR technologies have a positive potential and advantages that can be adapted in education The review also indicates the limitations of AR which could be addressed in future research
TL;DR: Making games not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.
Abstract: There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.
TL;DR: The integration of 21st-century skills in the curriculum is not only beneficial to students and teachers, but also necessary to prepare our youth for their future careers as mentioned in this paper, as the future of our students depends on flexibility and resourcefulness not teaching to the test.
Abstract: The integration of Common Core State Standards (CCSS) and 21st century skills in the curriculum is not only beneficial to students and teachers, but also necessary to prepare our youth for their future careers. In an age of education where standardized tests determine the success of our schools, it is important to allow students the creativity and use the power of technology to support necessary skills and learn in unique ways. By allowing creative thinking and gauging understanding of content standards through a portfolio based system, students can display their concept retention while producing tangible and valuable outcomes. The future of our students depends on flexibility and resourcefulness not teaching to the test. Education needs to make an instructional shift in order to ensure our students succeed as the innovators of the future. This article explores 21st century skills, as they are defined and describes methods that allow students to enhance these skills. It also highlights how educators can link students’ current knowledge with authentic experiences that motivate, as well as allow them to create and collaborate using the latest technologies. The article concludes with a discussion around benefits of integrating multimedia in the classroom, including giving students the opportunity to enhance academic and social skills as they communicate and share information, organize their ideas, and express opinions while preparing a project or conducting research through online experience. Keywords: CCSS, 21st century skills, Integrating 21st century skills to the Curriculum, Methods of instruction 21st Century
TL;DR: The underlying principles that guide effective teaching in an age when everyone, and in particular the students the authors are teaching, are using technology are examined.
Abstract: Teachers, instructors and faculty are facing unprecedented change, with often larger classes, more diverse students, demands from government and employers who want more accountability and the development of graduates who are workforce ready, and above all, we are all having to cope with ever changing technology. To handle change of this nature, teachers and instructors need a base of theory and knowledge that will provide a solid foundation for their teaching, no matter what changes or pressures they face. Although the book contains many practical examples, it is more than a cookbook on how to teach. It addresses the following questions: In summary, the book examines the underlying principles that guide effective teaching in an age when everyone, and in particular the students we are teaching, are using technology. A framework and a set of guidelines are suggested for making decisions about your teaching, while understanding that every subject is different, and every teacher and instructor has something unique and special to bring to their teaching. In the end, though, the book isn’t really about teachers and instructors, although you are the target group. It’s about you helping your students to develop the knowledge and skills they will need in a digital age: not so much digital skills, but the thinking and knowledge that will bring them success.
TL;DR: Moje argues that educators can make radical change in student learning and well-being if they reframe teachers' work with youth as less about meeting standards and more about teaching youth to navigate the multiple literacy contexts in which they live, learn, and work as mentioned in this paper.
Abstract: In this essay, Elizabeth Birr Moje argues that educators can make radical change in student learning and well-being if they reframe teachers' work with youth as less about meeting standards and more about teaching youth to navigate the multiple literacy contexts in which they live, learn, and work To that end, Moje offers a take on disciplinary literacy instruction that puts the process of inquiry at its center In contrast to a frame that ignores or removes value, purpose, affect, emotion, imagination, social interaction, and the learning and challenging of cultural conventions from the work of adolescent literacy teaching, she presents a teaching heuristic designed to capitalize on the social and cultural nature of disciplinary inquiry and support students in navigating multiple literacy contexts as part of the teaching of disciplinary literacy, characterized by what she terms the 4Es: engage, elicit/engineer, examine, and evaluate
TL;DR: This article presents how the use of technologies can provide the infrastructure and basis for addressing many of the challenges in providing medical education for the future.
Abstract: Medical education is rapidly changing, influenced by many factors including the changing health care environment, the changing role of the physician, altered societal expectations, rapidly changing medical science, and the diversity of pedagogical techniques. Changes in societal expectations put patient safety in the forefront, and raises the ethical issues of learning interactions and procedures on live patients, with the long-standing teaching method of "see one, do one, teach one" no longer acceptable. The educational goals of using technology in medical education include facilitating basic knowledge acquisition, improving decision making, enhancement of perceptual variation, improving skill coordination, practicing for rare or critical events, learning team training, and improving psychomotor skills. Different technologies can address these goals. Technologies such as podcasts and videos with flipped classrooms, mobile devices with apps, video games, simulations (part-time trainers, integrated simulators, virtual reality), and wearable devices (google glass) are some of the techniques available to address the changing educational environment. This article presents how the use of technologies can provide the infrastructure and basis for addressing many of the challenges in providing medical education for the future.
TL;DR: Collaborative intellectual engagement is held in high regard in contemporary educational thought as a pedagogical practice of broad value to K-12 students as mentioned in this paper. But to what extent is this enthusiasm warranted? Is the practice uniformly productive or does variability exist in the contexts in which collaboration is effective, the mechanisms involved, and the objectives achieved?
Abstract: Collaborative intellectual engagement is held in high regard in contemporary educational thought as a pedagogical practice of broad value to K–12 students. To what extent is this enthusiasm warranted? Is the practice uniformly productive, or does variability exist in the contexts in which collaboration is effective, the mechanisms involved, and the objectives achieved? In addition to examining these questions, this article suggests further questions that might be addressed with the objective of establishing a more comprehensive base of evidence to substantiate the practice of collaborative learning. Finally, the article reconsiders why collaborative cognition should be a critical concern.
TL;DR: In this paper, an overview of the integration of technology towards L2 instruction, Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used.
Abstract: One major competence for learners in the 21st century is acquiring a second language (L2). Based on this, L2 instruction has integrated new concepts to motivate learners in their pursue of achieving fluency. A concept that is adaptable to digital natives and digital immigrants that are learning a L2 is Gamification. As a pedagogical strategy, Gamification is basically new, but it has been used successfully in the business world. Gamification not only uses game elements and game design techniques in non-game contexts (Werbach & Hunter, 2012), but also empowers and engages the learner with motivational skills towards a learning approach and sustaining a relax atmosphere. This personality factor as Brown (1994) addresses is fundamental in the teaching and learning of L2. This article covers aspects regarding language, second language learning methodology and approaches, an overview of the integration of technology towards L2 instruction, Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used. It also calls for a necessity of empirical evidence and research in regards to the strategy.
TL;DR: The Tinkering Learning Dimensions Framework (TLDF) as discussed by the authors ) is a toolkit for making activities designed for museum visitors to explore the potential of the maker movement as a driver of creativity, excitement and innovation.
Abstract: The Maker Movement has taken the educational field by storm due to its perceived potential as a driver of creativity, excitement, and innovation (Honey & Kanter, 2013; Martinez & Stager, 2013). Making is promoted as advancing entrepreneurship, developing science, technology, engineering, and mathematics (STEM) workforce, and supporting compelling inquiry-based learning experiences for young people. In this paper, we focus on making as an educative inquiry-based practice, and specifically tinkering as a branch of making that emphasizes creative, improvisational problem solving. STEM-rich tinkering activities are designed to support interdisciplinary investigations and creativity using a STEM-rich palette of tools, concepts, and phenomena. To date, the majority of research on making has focused on analysis of makerspaces, maker communities, and design and implementation of maker activities. In this paper, we describe a study that documented dimensions of learning in tinkering programs designed for museum visitors. The study, which was jointly negotiated among a team of researchers and practitioners, led to the development of a Tinkering Learning Dimensions Framework and a publicly available video library of tinkering exemplars, both of which are being actively used by tinkering practitioners in their direct service to the public and professional development work for the field. C
TL;DR: In this article, the authors investigated the role of self-regulated learning (SRL) in students' learning experiences in a remedial online mathematics course and found that student motivation explained a small portion of variance in achievement.
Abstract: Enrollment in online remedial mathematics courses has increased in popularity in institutions of higher learning; however, students unskilled in self-regulated learning (SRL) find online remedial mathematics courses particularly challenging. We investigated the role of SRL, specifically motivation, emotion, and learning strategies, in students’ learning experiences in a remedial online mathematics course. With an online survey of 229 college students, we found that student motivation explained a small portion of variance in achievement; whereas student motivation and emotion explained a significant portion of variance in satisfaction. In addition, significant differences in motivation and emotion were found in passing and nonpassing students; however, learning strategies did not influence student achievement and satisfaction. Implications for teaching and learning in self-paced online remedial mathematics courses are discussed.
TL;DR: The flipped classroom is a pedagogical approach that moves course content from the classroom to homework, and uses class time for engaging activities and instructor-guided problem solving.
Abstract: The flipped classroom is a pedagogical approach that moves course content from the classroom to homework, and uses class time for engaging activities and instructor-guided problem solving. The course content in a sophomore level Organic Chemistry I course was assigned as homework using video lectures, followed by a short online quiz. In class, students' misconceptions were addressed, the concepts from the video lectures were applied to problems, and students were challenged to think beyond given examples. Students showed increased comprehension of the material and appeared to improve their performance on summative assessments (exams). Students reported feeling more comfortable with the subject of organic chemistry, and became noticeably passionate about the subject. In addition to being an effective tool for teaching Organic Chemistry I at a small college, flipping the organic chemistry classroom may help students take more ownership of their learning.