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1.
Int J Educ Dev ; 101: 102822, 2023 Sep.
Article in English | MEDLINE | ID: covidwho-20232615

ABSTRACT

COVID-19 school closure has disrupted education systems globally raising concerns over learning time loss. At the same time, social isolation at home has seen a decline in happiness level among young learners. Understanding the link between cognitive effort and emotional wellbeing is important for post-pandemic learning recovery interventions particularly if there is a feedback loop from happiness to learning. In this context, we use primary survey data collected during the first school closure in urban Malaysia to study the complex association between learning loss and student happiness. Machine learning methods are used to accommodate the multi-dimensional and interaction effects between the covariates that influence this association. Empirically, we find that the most important covariates are student gender, social economic status (SES) proxied by the number of books ownership, time spent on play and religious activity. Based on the results, we develop a conceptual framework of learning continuity by formalizing the importance of investment in emotional wellbeing.

2.
Russian Law Journal ; 11(6):306-318, 2023.
Article in English | Web of Science | ID: covidwho-20231337

ABSTRACT

Pakistan is going through a period of transition after Covid-19 pandemic situation which created a dire need to use computer as a tool and other online resources in the classrooms. To contribute to this situation, the present study investigated the effects of using computer as a tool and Penzu software as online source for language instructions. The study used experimental design and conducted a classroom experiment of 40 higher secondary school students ( 20 experimental & 20 in control group) through pre/post-tests over different period of time to examine development in students' writing skills. On post-test-I, it was observed that students in the control group showed sudden rise in the development of writing skills compared to experimental group. But, on post-test-II and III, students in the experimental group showed consistency in the development in writing skills while control group could not maintain their consistency of development in writings. Hence, findings of the study revealed that using computer as a tool for instructions and Penzu as online resource to conduct writing activities proved more useful in improving students' writing skills compared to the students in the control group. Finally, findings also revealed that students became more independent in self-corrections in the experimental group and continued to expand their learning outside the classroom while control group was dependent on teacher and could only find time in the classroom for corrective feedback which limited students' learning to their classroom. In addition to this, the study recommends that further computer applications and other online resources can be more useful in language instructions apart from teaching writing skills. Besides, findings of this study have significant theoretical and practical implications pertaining to EFL teachers' professional development, teaching skills and students' learning environment.

3.
Comput Educ ; 203: 104849, 2023 Oct.
Article in English | MEDLINE | ID: covidwho-20230841

ABSTRACT

The COVID-19 pandemic has forced universities and schools around the world to adopt online learning. Teachers may wonder if their students can attain satisfactory learning performance in an online learning environment without teachers' on-the-spot attention. In order to develop students' skills in programming, promote their enjoyment of learning and intention to learn to program, the researchers integrated two innovative teaching approaches, using online peer-facilitated learning and distributed pair programming, and investigated the effects of these on students' online learning performance. This study conducted an experiment that included 128 undergraduates from four class sections of Department of Finance. Thus, the experimental design in this research was a 2 (Peer-facilitated learning vs. non-peer-facilitated learning) × 2 (Distributed pair programming vs. non-distributed pair programming) factorial pretest/post-test design. The participants in this research mainly consisted of four classes of students from a non-computer or information department who took a compulsory course on programming design.' Both quantitative and qualitative data were collected in this study. According to the results, the peer-facilitated learning group exhibited significantly better development of programming skills, enjoyment of learning, and intention to learn, than the non-peer-facilitated learning group. However, expected effects of enhancing the learning of the students in this study who received the distributed pair programming were not found. The design of online pedagogy can be a reference for online educators. The implications of applying online peer-facilitated learning and distributed pair programming to support students' learning and the design of online programming courses are discussed.

4.
Heliyon ; 9(5): e15981, 2023 May.
Article in English | MEDLINE | ID: covidwho-2313597

ABSTRACT

The COVID-19 pandemic has made a prominent impact of social contexts on teachers' professional development in remote classroom teaching. To explore how the change has altered human-environment relationships in university language classes, this qualitative case study investigated three teachers' progressive reflection on their use of affordances for teaching Chinese as a second language (L2) during COVID-19. Under the framework of human ecological language pedagogy, three themes of emergency remote teaching emerged from monthly semi-structured interviews about the three teachers' reflective practice in remote classrooms: computer-dominant teaching conditions, flexible classroom interaction, and rational social empathy in L2 education. The findings suggest the importance of a growth mindset for L2 teachers to leverage their teaching abilities and environmental resources for continuing professional development during COVID-19 and post-pandemic periods.

5.
Comput Educ ; 201: 104831, 2023 Aug.
Article in English | MEDLINE | ID: covidwho-2319316

ABSTRACT

The urgent shift to online distance teaching and learning during the Covid-19 pandemic presented teachers with unique pedagogical, technological, and psychological challenges. The aim of this study was to map the main positive and negative experiences of teachers during this transition, as well as to examine intra- and interpersonal factors that affected teachers' ability to cope effectively with the challenges of online distance teaching. We used a mixed-method approach that combined qualitative (interviews) and quantitative (questionnaires) analyses. The interviews were analyzed using a grounded theory approach, specifically a bottom-up analysis, which led to the identification of five primary categories reflecting teachers' main concerns in online distance teaching (i.e., social, emotional, cognitive, pedagogical, and system support. The two most prominent categories were pedagogy and emotions, illustrating their centrality in teachers' experiences. A regression analysis of the questionnaires' data revealed that the two main variables which predicted both positive and negative experiences in online distance teaching were self-efficacy and teachers' attitudes towards technology integration in teaching. Findings of this study allow formulation of guidelines to promote factors related to positive experiences in online distance teaching.

6.
Teaching in Higher Education ; 2023.
Article in English | Scopus | ID: covidwho-2300679

ABSTRACT

In this phenomenographic study, we contribute with a critical view on teachers' understanding of the use of digital technology in education is at the core. By analysing engineering teachers in Sweden's qualitative different ways of experiencing teaching-learning in virtual learning environments (VLEs) pre-COVID-19 pandemic, we found three different approaches: (A) increased transmission possibilities, (B) outlined trail and (C) forced compromises. Based on our findings, the tensions between the possibilities in the virtual learning environment and teachers' teaching-learning intentions are discussed, and teachers' decreased room for action to design for learning is problematised. Notably, teachers with an increased breadth of awareness of teaching-learning appear to experience the greatest tensions, forcing them to compromise their student-centred intentions. © 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.

7.
Computers and Education ; 200, 2023.
Article in English | Scopus | ID: covidwho-2296678

ABSTRACT

The use of the internet in education has been greatly encouraged by the COVID-19 epidemic. Studying students' internet-specific epistemic beliefs (ISEB) and possible correlates would benefit online teaching and learning. However, little research has been conducted in this field. Therefore, we investigated the current status of ISEB among college students and considered the impact of self-regulated learning (SRL) and e-academic dishonesty (e-AD) on ISEB. A survey research method and convenience sampling were employed. A total of 538 Chinese college students completed the self-reported questionnaire. Our results indicate that although no significant differences were found in ISEB in terms of gender and academic major, students with different backgrounds also differed in e-AD experience and SRL. Three dimensions of ISEB were negatively correlated with SRL, while one had a significant positive correlation. In addition, the latter dimension of ISEB was negatively correlated with e-AD. Finally, SRL and e-AD jointly significantly predicted students' different ISEB, with explanatory power ranging from 14% to 36%. Study techniques of SRL were common predictors that could negatively predict the certainty, simplicity, and source of ISEB and positively predict justification. Based on the results, specific methods for schools, teachers and librarians to enhance students' ISEB are provided. © 2023

8.
Educ Inf Technol (Dordr) ; : 1-27, 2022 Sep 09.
Article in English | MEDLINE | ID: covidwho-2265712

ABSTRACT

As a consequence of the COVID-19 pandemic, many higher education programs had to switch to synchronous online teaching. Teachers suddenly faced pressing unaddressed challenges, such as how to better transfer their "presence" from the traditional classroom to the online space in a way that keeps students engaged. This paper explores new venues for increasing the quality of synchronous online learning. We propose the notion of broad on-slide presence, pillared on an increased instructor expressiveness and an elevated instructor slide-content interaction. We conducted four studies to investigate the benefits of delivering lectures in this format, using a mixed methods research approach. We combined survey methodology with transversal design and structural equation modelling with qualitative methodology using discourse analysis of teacher interviews. Results revealed a significant increase in perceived knowledge gain and attentional engagement, and an improved and more personal student experience. At the same time, the instructor's broader on-slide presence also resulted in an increased teacher satisfaction.

9.
Computers & Education ; 194:N.PAG-N.PAG, 2023.
Article in English | Academic Search Complete | ID: covidwho-2231189

ABSTRACT

To enhance students' learning motivation and learning interest, scholars have attempted to incorporate game-based learning (GBL) into courses to improve conventional teaching which is mostly carried out using textbooks, presentations, or videos. However, one-tier tests were mainly adopted in previous GBL, meaning that it was difficult to identify whether students answered questions correctly by understanding knowledge or merely guessed the correct answer. Such tests also make it difficult to provide adequate feedback and guidance during the learning process. In order to solve this problem, a two-tier test-based digital gaming approach (TT-DGA) developed using RPG Maker was proposed in this study. It not only provided students with a more interesting way to learn art and view world-famous artworks in the game, but also introduced a two-tier test in the learning process to help students gradually construct professional art appreciation knowledge. To explore the effects of this approach, a total of 62 university students who took an elective art course were recruited in the current study. A quasi-experimental design was employed and the course was conducted physically during the Covid-19 pandemic. One class was the experimental group which adopted the TT-DGA for learning, while the other class was the control group which adopted the conventional gaming approach (C-DGA). The results showed that the TT-DGA could significantly enhance students' learning achievement of art appreciation, learning motivation, learning attitudes, and flow experience. Based on the behavioral analysis, students in the experimental group were more active than those in the control group in terms of reading art history materials, watching videos, engaging in tests, and playing the game again. Finally, the interview results uncovered that the two-tier test could help students conduct self-inspection, confirm the accuracy of their understandings of knowledge, and correct misconceptions, and that DGBL made the art course more interesting. • A two-tier test-based digital gaming approach for art education is proposed. • An educational computer game was developed based on the proposed approach. • The approach improved students' learning achievement of art appreciation. • The approach improved students' learning motivation. • The approach improved students' self-inspection and accuracy art concepts. [ FROM AUTHOR]

10.
Computers & Education ; 194:N.PAG-N.PAG, 2023.
Article in English | Academic Search Complete | ID: covidwho-2231073

ABSTRACT

School closures due to the COVID-19 pandemic have had a major impact on teaching activities. Adopting a mixed-methods design, this study aims to categorize daily instructional practices in the early stages of school closure using two-cycle content analysis, present the transition of the categories over days, and test the differences between categories using ANOVA. A total of 48 high school teachers with varying levels of teaching readiness (measured by online professional development experience and distance teaching TPCK) kept teaching logs where they recorded daily teaching practices and assessed teaching satisfaction and perceived student engagement. They also submitted diary entries to report episodic optimal experience. Four salient emergency online teaching patterns emerged, which were further interpreted based on the Community of Inquiry framework (Garrison et al., 1999) as four presence orientations: 1) low social low cognitive, 2) low social high cognitive, 3) high social low cognitive, and 4) high social high cognitive. Daily transition of these orientations revealed slight to medium changes. Teachers adopting different orientations were found to differ in terms of teaching readiness, teaching satisfaction, and perceived student engagement. No difference was shown in optimal experience. The results inform future professional development programs how to prepare high school teachers for the next emergency crisis. • Mixed-methods used to explore online teaching and teachers' optimal experience during pandemic. • Four emergency online teaching orientations emerged from teaching diaries. • Daily transition of emergency online teaching orientations revealing slight changes. • High social low cognitive presence perceived as an effective online teaching approach. [ FROM AUTHOR]

11.
Interactive Learning Environments ; : 1-16, 2023.
Article in English | Academic Search Complete | ID: covidwho-2222285

ABSTRACT

With long-term impact of COVID-19 on education, online interactive live courses have been an effective method to keep learning and teaching from being interrupted, attracting more and more attention due to their synchronous and real-time interaction. However, there is no suitable method for predicting academic performance for students participating in online class. Five machine learning models are employed to predict academic performance of an engineering mechanics course, taking online learning behaviors, comprehensive performance as input and final exam scores (FESs) as output. The analysis shows the gradient boosting regression model achieves the best performance with the highest correlation coefficient (0.7558), and the lowest RMSE (9.3595). Intellectual education score (IES) is the most important factor of comprehensive performance while the number of completed assignment (NOCA), the live viewing rate (LVR) and the replay viewing rate (RVR) of online learning behaviors are the most important factors influencing FESs. Students with higher IES are more likely to achieve better academic performance, and students with lower IES but higher NOCA tend to perform better. Our study can provide effective evidences for teachers to adjust teaching strategies and provide precise assistance for students at risk of academic failure in advance. [ FROM AUTHOR]

12.
Pegem Egitim ve Ogretim Dergisi ; 13(1):168-176, 2022.
Article in English | Scopus | ID: covidwho-2206666

ABSTRACT

The boom of the 4.0 industrial revolution and the Covid-19 pandemic have changed the teaching and learning process, where digital learning environments have become increasingly necessary and convenient. The application of game-based learning (GBL) provides many benefits, such as helping to improve the quality of the mathematics teaching and learning process. This paper describes digital GBL with the application of Learning Analytics (LA) in a primary school and how the LA approach can enhance learning with GBL. GBL allows students to have more practice in their learning, while LA allows the data on teaching and learning materials to be recorded. The recorded data allows the teachers to systematically analyze them to keep track of students' learning performance. The use of LA is also useful to researchers and game designers. This paper has also proven the importance of the cognitive load theory and its application in GBL. It allows the use of GBL-based application to present learning information to cater to students' cognitive needs. This study involved sixty-four students from a rural primary school who participated in a 10-week GBL-based intervention. The results show that digital GBL helped increase the students' achievement in mathematics. Moreover, the LA process could be used as a mathematics achievement prediction model. In this regard, data on login frequency, duration of use, and the score to predict could be used to predict the intervention's impact on mathematics achievements. The study concludes by discussing the findings and their implications towards GBL and LA-based research and practice in mathematics teaching and learning. © 2022,Pegem Egitim ve Ogretim Dergisi. All Rights Reserved.

13.
Heliyon ; 8(12): e12549, 2022 Dec.
Article in English | MEDLINE | ID: covidwho-2179041

ABSTRACT

The COVID-19 period forced (higher) educational institutions to come up with new ways to offer courses. This study focuses on hybrid virtual classrooms, which are learning environments that provide learning activities, guided by a teacher, to both online and onsite students simultaneously. Part-time students evaluated, based on their experiences, how hybrid virtual classrooms stimulated their feeling of being part of a community of inquiry [CoI]. They related this to the three aspects of CoI: social, teaching, and cognitive presence. Additionally, teachers' perceptions on how they enhanced the three aspects were collected. A mixed-method approach was applied in which a validated self-report questionnaire to measure the experienced CoI feeling of students was used. Qualitative data were collected through interviewing teachers about their experiences. The results illustrate that students value hybrid virtual classrooms. Students expressed that social presence can be further enhanced, especially by improving communication tools. Teachers applied various strategies to enhance social presence but felt limited by the communication tools. This also affected their opportunities to stimulate student interaction. Students felt more motivated to engage in deeper learning and felt supported by teachers in their learning process. In conclusion, students and teachers both value hybrid virtual classrooms, but enhancing social presence is challenging. To overcome this, teachers require a better understanding of meaningful learning activities to stimulate interaction between online and onsite students.

14.
Educ Inf Technol (Dordr) ; : 1-22, 2023 Jan 10.
Article in English | MEDLINE | ID: covidwho-2174527

ABSTRACT

The main objective of this study is to investigate the relationships between digital distraction, perceived learning, and general satisfaction in emergency remote teaching. Correlational design, one of the quantitative research methods, was used for the study. The study sample consists of 1532 university students in a Turkish university during Covid-19. The study results show a significant relationship between digital distraction, general satisfaction, and perceived learning. Digital distraction is negatively related to general satisfaction and perceived learning, and general satisfaction is positively related to perceived learning. When the independent demographic variables were analyzed, digital distraction scores were higher for females, those not working in any job, not participate orientation training, and not following the live class and watching it later. In addition, it was revealed that as the age of the students decreased, the digital distraction scores increased. It was found that digital distraction variables, the amount of digital distraction, sending instant messages, checking the time, boredom, sharing social media, and system usability were significant predictors of digital distraction.

15.
Educ Inf Technol (Dordr) ; : 1-26, 2022 Dec 20.
Article in English | MEDLINE | ID: covidwho-2174515

ABSTRACT

Due to the effects of the COVID-19 crisis on educational institutions, schools had to close and switch to online education. Training in-service teachers to incorporate and utilize technology as part of Internet-based instructions was a challenge and pressing necessity. TPACK is an essential framework for comprehending how teachers employ technology in teaching. Despite the significance of adaptive learning environments in recent years, research has not addressed how to use these environments to improve the TPACK of in-service teachers, particularly during crises. Consequently, our objective was to design an adaptive learning environment that provides in-service math, science, and English teachers with substantial and continuing support for each TPACK component. A total of 173 in-service teachers were divided into two groups: an experimental group of 83 who used adaptive learning and a control group of 90 who used Zoom techniques. TPACK questionnaires were administered before and after the experiment. The experimental group improved TPACK more than the control group. All teachers believed that adaptive learning training helped them to build technology-integrated lesson plans. This study provides ideas and practices for developing an adaptive learning environment for the in-service teachers' TPACK development. The challenges to adaptive learning environments have been highlighted, identifying the potential for future investigations.

16.
Computers & Education ; : 104706, 2022.
Article in English | ScienceDirect | ID: covidwho-2149590

ABSTRACT

To enhance students' learning motivation and learning interest, scholars have attempted to incorporate game-based learning (GBL) into courses to improve conventional teaching which is mostly carried out using textbooks, presentations, or videos. However, one-tier tests were mainly adopted in previous GBL, meaning that it was difficult to identify whether students answered questions correctly by understanding knowledge or merely guessed the correct answer. Such tests also make it difficult to provide adequate feedback and guidance during the learning process. In order to solve this problem, a two-tier test-based digital gaming approach (TT-DGA) developed using RPG Maker was proposed in this study. It not only provided students with a more interesting way to learn art and view world-famous artworks in the game, but also introduced a two-tier test in the learning process to help students gradually construct professional art appreciation knowledge. To explore the effects of this approach, a total of 62 university students who took an elective art course were recruited in the current study. A quasi-experimental design was employed and the course was conducted physically during the Covid-19 pandemic. One class was the experimental group which adopted the TT-DGA for learning, while the other class was the control group which adopted the conventional gaming approach (C-DGA). The results showed that the TT-DGA could significantly enhance students’ learning achievement of art appreciation, learning motivation, learning attitudes, and flow experience. Based on the behavioral analysis, students in the experimental group were more active than those in the control group in terms of reading art history materials, watching videos, engaging in tests, and playing the game again. Finally, the interview results uncovered that the two-tier test could help students conduct self-inspection, confirm the accuracy of their understandings of knowledge, and correct misconceptions, and that DGBL made the art course more interesting.

17.
7th International Conference on Higher Education Advances (Head'21) ; : 253-261, 2021.
Article in English | Web of Science | ID: covidwho-2124000

ABSTRACT

The main objective of this paper is to describe the programme implemented through the use of information and communication technologies (ICT) for the development and acquisition of quality engineering (QE)-related competences in the context of the Covid-19 pandemic. In the 100% face-to-face context, different products, such as catapults and paper helicopters, are used to apply the theoretical concepts of Six Sigma in a real environment, which would be impossible in an online or blended learning context. To overcome the difficulties due to the Covid-19 pandemic, a new programme has been defined that includes continuous ICT use, with a simulator of an injection process to generate the necessary data to develop practice. The programme and the simulator used have successfully replaced the practices and products previously used in a 100% face-to-face environment, allowing students to acquire QE-related competences in a practical way in a non-face-to-face environment.

18.
Computers & Education ; : 104678, 2022.
Article in English | ScienceDirect | ID: covidwho-2104655

ABSTRACT

School closures due to the COVID-19 pandemic have had a major impact on teaching activities. Adopting a mixed-methods design, this study aims to categorize daily instructional practices in the early stages of school closure using two-cycle content analysis, present the transition of the categories over days, and test the differences between categories using ANOVA. A total of 48 high school teachers with varying levels of teaching readiness (measured by online professional development experience and distance teaching TPCK) kept teaching logs where they recorded daily teaching practices and assessed teaching satisfaction and perceived student engagement. They also submitted diary entries to report episodic optimal experience. Four salient emergency online teaching patterns emerged, which were further interpreted based on the Community of Inquiry framework (Garrison et al., 1999) as four orientations: 1) low social low cognitive, 2) low social high cognitive, 3) high social low cognitive, and 4) high social high cognitive. Daily transition of these orientations revealed slight to medium changes. Teachers adopting different orientations were found to differ in terms of teaching readiness, teaching satisfaction, and perceived student engagement. No difference was shown in optimal experience. The results inform future professional development programs how to prepare high school teachers for the next emergency crisis.

19.
International Journal of Emerging Technologies in Learning (Online) ; 17(12):42-60, 2022.
Article in English | ProQuest Central | ID: covidwho-1924374

ABSTRACT

The research focused on two elements of technology enhanced learning: the digital nudge and gamified online learning. The objective was to digitally nudge students towards a gamified online learning tool, thereby improving quiz test performance through a fun motivating language learning game. A mixed methods approach: the primary quasi-experimental methodology was regression discontinuity design, with a follow up survey. The findings show that few students actively participated in the fun gamified activities, yet none-the-less there was a significant 5% treatment effect afforded by the digitally nudged call to action. The research demonstrates the effectiveness of nudging students to complete L2 learning activity. It also somewhat shows the potential of gamification for voluntary engagement amongst first-year students at a Japanese university. Keywords—Digital nudge, Online learning, Gamification, L2 teaching/learning strategies.

20.
Computers and Education Open ; 3:100095, 2022.
Article in English | ScienceDirect | ID: covidwho-1914196

ABSTRACT

Due to the COVID-19 pandemic, universities across the world radically shifted to emergency remote teaching. Since then, many universities have moved forward considerably and many lessons were learned in the area of online education. The aim of this qualitative study is to investigate how university teachers in a Belgian university experienced online education since the start of the pandemic and what exactly influences their experiences with online education. Six online focus groups (with thirty-two lecturers) revealed both enthusiasm and stress, and six tension fields that influenced their experiences with online education during COVID-19: (1) connection with students, (2) connection with colleagues, (3) digital opportunities and threats for students’ learning processes (online student feedback, online interaction, structured learning materials, flexibility in time and space), (4) changing teacher roles, (5) tension due to time pressure and (6) support issues. Every tension field contains both opportunities and threats for online education, which can inform practitioners of online education in the future of university education.

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