Educational Technology Quarterly
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    120 research outputs found

    Teachers' technological competencies in enhancing teaching and learning in secondary schools in Tanzania

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    The purpose of this study was to investigate level of teachers’ technological competencies and the effect of teachers’ age, gender, educational level and teaching experience in relation to their technological competencies they hold. Questionnaires were used to collect the data from 139 teachers from selected schools using simple random and purposive sampling procedures. Descriptive and inferential statistics were carried out using SPSS software version 23. The study found that majority of teachers were at the first level of technological competency (KA). It was also found that there was significant difference between teachers’ level of education and technological competencies they hold. However, the study found that there is no significant difference between teachers’ gender, age and working experience and technological competencies they hold at p-value of 0.05, though there were some variations. The study recommends that provision of training among teachers should focus on uplifting teachers from KA level to another levels

    Cloud technologies of augmented reality as a means of supporting educational and research activities in chemistry for 11th grade students

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    Chemistry educational and research activities must be planned in a way that makes extensive use of experimentation. The implementation of chemistry experiments in the classroom is fraught with organizational and logistical challenges, and more recently, the necessity for online learning has been added. The article explains the current state of augmented reality (AR) technology use in contemporary chemical education and the potential for using augmented reality technology to enhance students' chemistry research projects. To complete the research tasks, augmented reality cloud technologies (A-Frame and AR.js) were used. The developed tool is a virtual chemical laboratory that incorporates augmented reality technologies (AR-based virtual chemical laboratory): individual markers correspond to reagents, and a pair of marker combinations activates the playback of a video showing the chemical interaction between the associated pair of reagents. The article describes the development of augmented reality software to support the research activities of 11th grade chemistry students in the form of an AR-based virtual chemical laboratory, as well as its implementation in the teaching and learning process

    System for digital professional development of university teachers

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    The article highlights the issues of developing a system for digital competence of the teacher. The paper describes the research that resulted in the development and implementation of the system for digital professional development for university teachers at the Borys Grinchenko Kyiv University. The principle of system adaptation is realized in two directions: to time possibilities of testing and minicourse passing; to needs of teachers according to professional direction and disciplines taught. A model of organisation of this system based on self-assessment, self-education and micro-teaching principles has been developed. The main structural elements of the system are diagnostic test and sets of minicourses. The approaches to the formation of the diagnostic test, including ensuring its integration, variability and validity, as well as the principle of its use in order to establish the level of digital competence of teachers in accordance with the developed corporate standard of digital competence were applied in detail. Using the example of the compulsory level of digital competence Analyst-Researcher (A) the use of mini-course sets for Integrator (B1), Expert (B2), Leader (C1) and Innovator (C2) levels are described. The system allows teachers to build their own professional development trajectory as a digital footprint reflected in a personal study, and the use of embedded business intelligence tools provides a visualised holistic picture of digital professional performance. The place of the system and its further development for professional development in the digital twin of the educational institution is highlighted

    Adapting to teaching restrictions during the COVID-19 pandemic in Japanese universities

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    Due to the COVID-19 pandemic, a number of States of Emergency were announced in Japan, that drastically and suddenly shifted teaching practices in tertiary education. This study explores how teachers working within this field navigated this pedagogical shift. Furthermore, examples will be given for both the potential restrictions and benefits of utilizing distance learning in EFL tertiary education. The research is based upon both a review of existing literature concerned with EFL education, as well as two qualitative interviews with university teachers based in Japan. The collected data underwent thematic analysis, and the results indicated that complications were brought about by this new teaching approach, such as a lack of social interaction. However, some benefits were also apparent, such as stakeholders becoming more familiar with instructional technology, or the discovery of more effective teaching methods. This study aims to look at how this technology may be used in the future to not only alleviate pressure brought about by extreme circumstances, but also to enrich the learning environment in contemporary tertiary education settings in Japan

    Using mobile applications with augmented reality elements in the self-study process of prospective translators

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    The paper deals with the use of mobile applications for language learning in the self-study process of prospective translators. A comparative analysis was made of some mobile language learning applications. The capabilities of mobile language learning applications are summarised, which include learning vocabulary grammar, pronunciation training, and practice listening and speaking. Particular attention is paid to interactive tasks and gamification of learning. An experiment was conducted with students using the Duolingo mobile app. The advantages of using mobile applications with augmented reality elements in the self-study process of future translators are identified. The main ones are interactivity, accessibility, individual schedules, and the ability to learn anytime, anywhere. There has been a significant increase in motivation to learn a foreign language independently thanks to mobile apps. It is proposed that mobile applications should only be seen as additional opportunities for independent and autonomous learning

    Examining the potential of augmented reality in the study of Computer Science at school

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    The phenomenon of augmented reality (AR) in education is examined in the article. The use of computer data in augmented reality (AR) enhances the physical world. Such content is associated with particular places or things to do. Applications for augmented reality (AR) have recently become accessible on mobile devices. AR is made accessible through media (news, entertainment, sports). It is beginning to spread into other spheres of life (such as e-commerce, travel, marketing). However, the main influence on AR is education. The authors investigated the potential applications of augmented reality in education based on the examination of scholarly papers. They found ways to use augmented reality in the classroom to teach computer science. Students can observe how computer systems operate when their parameters are changed thanks to such apps and services. In addition, students can visualize algorithms and data processes as well as modify computer hardware for augmented reality objects. The article outlines the subject matter of author preparation for working teachers. A few applications for training in AR technology were taken into consideration at this occasion. The advantages of using augmented reality items in computer science education are highlighted. It has been demonstrated that using augmented reality offers a chance to improve the realism of research and offers an emotional and cognitive experience. The development of new representations of actual objects and the creation of new chances for collaborative learning all help to engage students in systematic learning.The age of teachers, student engagement, the use of technology in education, play and entertainment styles of learning, and other aspects that affect the adoption of augmented reality in school computer science were all examined by the writers. Numerous STEM augmented reality projects have been chosen. The attitudes of the teachers toward these projects were assessed using expert evaluation, and the projects with the highest ratings underwent evaluation

    Approaches on the augmented reality application in Japanese language learning for future language teachers

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    The article is devoted to the problem, approaches, and features of usage of augmented reality applications in Japanese language learning for future language teachers. We analyzed the usage of augmented reality for supporting and organizing Japanese language learning for future Japanese language teachers and identification of the main approaches to the usage of augmented reality in Japanese language learning. It is concluded that augmented reality tools provide a new paradigm of teaching materials, which has a positive impact on the formation of basic and professional competencies of future Japanese language teachers; it can be effective when used in blended learning that combines distance, online, traditional, and self-directed learning of Oriental languages. Prospects for further research is the creation of guidelines for the usage of augmented reality tools for teaching Oriental languages at different levels of the training of future Oriental languages teachers

    The current level of competence of schoolteachers on how to use cloud technologies in the educational process during COVID-19

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    During the period of total lockdown caused by COVID-19 pandemic, teachers had to move to distance learning to organize a continuous educational process, which is not possible without the active use of modern information and communication technologies, including cloud services. Because of this, at the beginning of the pandemic, Zhytomyr Polytechnic State University conducted several free distance online courses for teachers, which included studying the possibilities of using cloud technologies in teaching in a pandemic. Somewhat later, some secondary schools in Zhytomyr expressed a desire to take the same courses, but in person. 98 teachers of schools of the city of Zhytomyr were covered by training on courses "Cloud technologies in the educational process in the conditions of quarantine". After face-to-face courses, teachers in Zhytomyr schools have significantly increased their competence in the use of cloud technologies in the educational process in the context of the COVID-19 pandemic. Not only has their level increased in general, but the horizons regarding the variety of cloud services that should be used in distance learning have expanded. Course training, organized according to scientifically sound methods, helps to increase the motivation of students (teachers) to self-study, as well as to the future use of cloud technologies in the educational process

    Distance course examination

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    The article deals with the theoretical foundations of carrying out distance course (DC) examination with the aim of creating the program for expert training. An expert is defined as a specialist who has experience in compiling distance courses, organization of distance learning as well as has and uses content tutor skills.The article also describes the basic skills that an expert should have as well as typical mistakes of the developers of distance courses are presented. On the basis of the research a DC ``Expert examination of distance course'' was compiled for experienced developers of distance courses and administrators of distance learning systems at different institutions. During the training, the learners analyzed the purpose of Bloom's taxonomy and its accessibility, the complexity of the text and its design, the tasks and learning activities, the quality of tests and the evaluation system, etc. The result of the course training is learner's report on the distance course examination and analysis of this work. 47 lecturers of Ukrainian educational institutions were trained and only 12 of them successfully completed the training

    Implementation of digital technology for student involvement based on a 3D quest game for career guidance and assessing students' digital competences

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    This article describes the process of developing a career advice 3D adventure game for applicants interested in working in IT departments. The game is based on a 3D representation of the computer science and information technologies department at the Kharkiv Aviation Institute. The quest challenges are designed to measure applicants' and first-year students' digital competency. The theoretical foundation, software tools, development stages, implementation obstacles, and gaming application scenario were all used in the article. The game scenario includes a virtual tour of a 3D university department. In terms of how closely the game resembles real-life stuff, applicants can examine the department's equipment and classrooms. The team used C# and C++, Unity 3D, and Source Engine to create the game application. We used Hammer Editor, Agisoft PhotoScan Pro, and photogrammetry technology to model objects for realistic gaming. Based on the Digital Competence Framework for Citizens (DigComp 2.2), players can assess their digital competences in a variety of ways, including a test activity, a puzzle, assembling a computer, and putting up an IT-specialist firm. The experiment conducted at the online open house day 2020 demonstrated the efficiency of the 3D quest game. A 3D quest was rated as a more modern and appealing kind of involvement by the candidates. According to the 3D quest findings, applicants displayed an average degree of digital competence, with certain specific item challenges graded at 0.5. Several psychometric item parameters were thoroughly examined in order to increase the item's quality

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