Association for Learning Technology

ALT Open Access Repository
Not a member yet
    899 research outputs found

    Uncanny spaces for higher education: teaching and learning in virtual worlds

    Get PDF
    This paper brings together the theory of the uncanny as it emerges in cultural theory, with an understanding of the uncanniness and troublesomeness seen to be inherent in certain understandings of teaching and learning in higher education. Drawing on research into students’ experiences of learning in virtual worlds, it explores the sense in which teaching in such spaces materialises and extends the positive aspects of uncertainty, strangeness, disquietude and troublesomeness in online higher education

    From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds

    Get PDF
    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio‐political impact of virtual world learning on higher education remains under‐researched. Much of the recent research into learning in immersive virtual worlds centres around games and gaming and is largely underpinned by cognitive learning theories that focus on linearity, problem‐solving and the importance of attaining the ‘right answer’ or game plan. Most research to date has been undertaken into students’ experiences of virtual learning environments, discussion forums and perspectives about what and how online learning has been implemented. This article reviews the literature relating to learning in immersive virtual worlds, and suggests that there needs to be a reconsideration of what ‘learning’ means in such spaces

    Problem-based learning spanning real and virtual words: a case study in Second Life

    Get PDF
    There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a platform. Both problem‐based learning and constructionism acted as framing pedagogies for the task, with students working in teams to design and build a learning experience which could potentially meet the needs of a real client in innovative ways which might not be possible in real life. A process account of the experience is provided, which examines how the pedagogies and contexts (real and virtual) influence and enhance each other. The use of a virtual environment, combined with problem‐based learning and constructionism, subtly changed the nature of the instructor–student relationship, allowed students to explore ‘problematic problems’ in a motivating and relevant manner, provided students with greater ownership over their work, and allowed problems to be set which were flexible, but at the same time allowed for ease of assessment

    On campus, but out of class: an investigation into students' experiences of learning technologies in their self-directed study

    Get PDF
    This paper presents an investigation into how students studying at university engage actively with learning technology in their self‐directed study time. The case study surveyed 250 students studying at undergraduate and postgraduate level from a purposive sample of departments within one institution. The study has also conducted focus groups and a number of in‐depth follow‐up interviews with respondents to the survey. In this article we explore three emerging aspects of the learning experience, namely student expectations of the technology, their lecturers' engagement with technology and how the technology might support processes of transition in higher education. One key implication is that more academic guidance is needed on what and how to use the technology effectively for independent learning, even where ICT skills levels are high. The study also identifies the significant role that the lecturer plays in facilitating students' use of technology. The findings of this study will be of interest to those working to incorporate learning technologies more effectively in higher education, in particular for those who are looking to improve the engagement of students in self‐directed learning

    Video of Itiel Dror's Keynote Speech at ALT-C 2008, Leeds

    No full text

    Video of Clive Shepherd's invited speech at ALT-C 2008, Leeds

    No full text

    Don’t be scared: JISC TechDis - Making documents more accessible!

    Get PDF
    An article from JISC TechDis explaining how to use the Styles and Formatting toolbar from Microsoft to make documents more accessible

    Wikis supporting authentic, collaborative activities: lessons in usability

    Get PDF
    The Open University delivers distance learning to its students. Traditionally, its students work independently of each other. Looking to enhance their students learning, two postgraduate courses have introduced authentic, collaborative activities. This is easier to achieve now because of the availability of wikis: a lightweight, web-based collaborative authoring environment. This paper examines the effect of the wikis’ functionality on the students’ use of the tool, and the consequences for the students’ engagement with the activities and learning opportunities. This is a relatively large scale study involving 56 wikis produced by over 250 students. The data was drawn from the two courses using a variety of methods. A qualitative inductive analysis was used to look for emergent themes. These were validated by cross referencing, to match recorded comments with wiki content. We found that the limited functionality of wikis influenced how students engaged with the collaborative activities. While all groups were able to collaboratively author the documents required for assessment, they were not always produced in the way intended by the course teams. This meant the expected benefits of collaborative learning were not always realised. This paper will be of interest to academics aspiring to employ wikis on their courses and to practitioners who wish to realise the potential of wikis in facilitating information sharing and fostering collaboration within teams

    Learner-centered social support: enhancing online distance education for underserved rural high school students in the United States

    Get PDF
    Over the past decade, federal programs in the United States have largely addressed the well-documented problem of differences in basic access to technology between rural schools and their suburban and urban counterparts. Consequently, rural schools are better able to prepare their students for post-secondary education and the workplace where digital literacy is essential. As technology access improves, online distance education (ODE) is seen as a solution to significant challenges faced by rural schools, including a lack of highly-qualified teachers and declining population. However, ODE has high attrition rates, partly because participants’ social needs are often neglected. Additionally, students' success depends on their abilities to engage in self-regulated learning, effective time management and self-reflection, skills that many high school students are still developing. This paper describes an experimental research study funded by the U.S. Department of Education, currently underway in rural high schools across the U.S. The research adds to a growing body of work that attempts to expand understanding of the digital divide. Increasingly, schools realise that this is no longer an issue of mere access to equipment; education technology projects should incorporate strategies that ensure the success of previously marginalised communities. Our intervention, based on the APA’s Learner- Centered Principles, involves training on-site facilitators to provide social support for students involved in ODE. Preliminary findings indicate that the intervention group has a significantly lower dropout rate

    Machinima interventions: innovative approaches to immersive virtual world curriculum integration

    Get PDF
    The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation

    742

    full texts

    899

    metadata records
    Updated in last 30 days.
    ALT Open Access Repository is based in United Kingdom
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇