Preventing Teacher and Counselor Burnout: Self-Care in Training Programs
A Study of Intervention Math Labs and STAAR Math Growth Scores in a South Texas Rural Middle School
Turkish EFL Teachers' Perceptions of their Pedagogical Digital Competence in an EFL Setting
Brief Report: Targeting the Social Communication Skills of an Autistic Adolescent with a Co-Occurring ADHD Diagnosis using Two Formats of a Social Story
The Effectiveness of GeoGebra Assisted Learning on Students' Mathematical Representation: A Meta-Analysis Study
Towards Quality Higher Education in the Arab World: Challenges of the Present and Aspirations of the Future
Edification Of Multimedia Resources: Aligning Technology For Student Empowerment
Continuous Classroom Assessment At Primary Level
Improving Quality In Teaching Statistics Concepts Using Modern Visualization: The Design And Use Of The Flash Application On Pocket PCs
An Empirical Consideration Of The Use Of R In Actively Constructing Sampling Distributions
The Roles of Artificial Intelligence in Education: Current Progress and Future Prospects
The Role of Web-Based Simulations In Technology Education
Development Of Learning Resources To Promote Knowledge Sharing In Problem Based Learning
Fishing For Learning With A Podcast Net
An Orientation Assistant (OA) for Guiding Learning through Simulation of Electronics Technology in Technology Education
Mobile technology is one of the fastest developing communications tools in the history of humankind. Perhaps now more than ever, one of the biggest questions educators and instructors face is how to engage learners in the digital age as mobile technology rapidly evolves. Current research indicates that Augmented Reality (AR) mobile learning applications, when functioning as electronic performance support systems, can increase student's spatial and working memory, response times, and has a significant impact on student engagement. With pedagogically enhanced support systems, AR-enabled courses increase learner's cognitive ability, their response to behavioral demands, and overall positively influence learner's working memory. The significance of this study will help illustrate how assistive and mobile devices are facilitating learning and autonomous help-seeking behavior in technology-enhanced learning environments. The longitudinal study utilizing Augmented Reality screen reading applications indicates that mobile AR technology can function as assistive and help-seeking instruments to increase user visual and spatial memory recall while simultaneously providing learners with tailored and systematized learning content. The study applies mixed methodologies, utilizing quantitative and qualitative data to aid in triangulation. The results show that Augmented Reality applications offer a uniquely beneficial learning context compared to the traditional computer lab setup due to the nature of mobile application's ability to unlock content anywhere and anytime versus traditional electronic learning methods.
This article examines the effectiveness of design as a subject fulfilling its role of developing creativity within students by allowing and supporting the behaviour and its expression. Creativity in education has been a pressing issue for many countries throughout recent history, once again resurfacing as a key topic for discussion, yet the term is still surrounded by mystery and discrepancies. This study attempts to establish teachers' understandings and definitions of creativity, outlining their methods for nurturance, through a triangulation of research. Evidence returned inconclusive of exact definition held by a majority, however multiple themes arose throughout, demystifying and adding to areas of the current body of knowledge. Implications for greater acknowledgment to the creative process rather than exclusively to product that abides by restrictive criteria, were highlighted as steps in the right direction for effective development of creativity within design as a subject, in educational institutions.
This manuscript reports on two studies on the implementation of a technology-rich innovation in public schools. This technology-rich innovation was an online quasi-video game environment that used 'through-the-window' virtual reality and a robust back story to situate learning activities in the virtual world for children. The first study examined the reasons why teachers chose to implement the innovation as well as the core challenges and supports necessary for the successful implementation of the innovation. This study used case study methodology and found that the innovation required a great degree of alignment between project goals and existing teacher needs and concerns. The second study re-examined data from the first study to explore how the innovation was actually implemented. The second study employed classic grounded theory methods for analysis and theory building. Nuancing theory emerged as the core category that arose as a result of the inductive grounded theory analysis procedures. This paper elaborates nuancing theory and addresses its possible applications to the problem of designing, developing, and implementing technologyrich innovations for situating learning activity in schools.
This study aims to explore the way teacher educators cope with technological-pedagogical change processes during their teaching and tutoring and adapt the teaching methods to the present age. 86 educators and 186 pre-service teachers filled an online questionnaire which included quantitative as well as qualitative, open questions. In addition, 11 interviews were conducted. The study results indicate that despite the ubiquitous changes that we experience in our environment, methods of teaching and learning have not changed substantially. Students feel that in fact, educators are not making a genuine effort to lead the change that they recognize as so important. While preservice teachers and educators agree that experiencing new technological environments is an important step toward a different educational future, they both feel they do not have enough knowledge about essential pedagogical changes and about the skills they will require in order to cope with the new reality.
The academic achievement of any student is the result of a complex interplay of various factors, such as study habits, personality trait, and personal interest of student as well as teaching skills of concerned faculties. This paper examines the relative importance of these factors on student's academic performance. The authors have collected data from 117 college/university students studying in Gurugram. To study the factors affecting academic grades of students, the authors have used factor analysis technique. Also to investigate the impact of these factors on academic grades, the they have used Multiple Regression Analysis (MRA) with dummy variable for introducing categorical variable 'gender'. Results of the analysis indicates teaching efficacy of educators, study habits, distraction factors, and family environment of student as significant predictors of academic performance of college students. Results also point towards gender difference in academic achievement of students. On average, girls achieve higher grade than boys. For the purpose of data analysis, Statistical Package for Social Sciences (SPSS) is used.