Technology-based learning environments
R. Pirouzmand; M. Rostaminezhad; N. Mohammadhasani; M. Ayati
Abstract
Background and Objectives: Recent advances in computer technology, artificial intelligence, and virtual reality technology have enabled instructional designers to create on-screen pedagogical agents in multimedia learning environments. But what is needed is research on how to make pedagogical agents ...
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Background and Objectives: Recent advances in computer technology, artificial intelligence, and virtual reality technology have enabled instructional designers to create on-screen pedagogical agents in multimedia learning environments. But what is needed is research on how to make pedagogical agents more effective in improving learning at the highest possible level for learners. Therefore, what is currently important in the field of research on animated pedagogical agents is increasing the efficiency of pedagogical agents by using supporting strategies. The important point in the priority of choosing among the types of supporting strategies is to pay attention to the individual differences of learners, which determines the necessity of using different types of strategies. Among the individual differences that can affect the learning and processing of learners and need to be considered by designers in educational design is the difference in the cognitive style of learners considering the importance of individual differences in the design of educational content; also, considering the importance of visual attention in the process of receiving and processing educational content, the present research was conducted with the aim of investigating the effect of visual signaling by the animated pedagogical agent on the attention of students with field-dependent cognitive style in a multimedia learning environment.Methods: The current study was applied research and a single-subject quasi-experimental design, and A-B-A design with follow-up was used in it. First, grouped embedded figure test (GEFT) was conducted and three students with field-dependent cognitive style who had the conditions to participate in the experiment were selected. Then, in the baseline stage, the participants were exposed to English grammar training during 8 sessions using multimedia with animated pedagogical agent, and the eye tracking data of the participants were collected at the same time. Afterwards, the participants were exposed to English grammar training for 8 sessions in the test stage using multimedia with animated pedagogical agent along with visual signaling and the desired data were collected according to the previous phase. The stage of returning to the baseline was also done for 8 sessions, like the baseline stage. Descriptive and inferential statistical methods were used for data analysis using SPSS software and visual chart analysis.Findings: The findings of the research showed that, with the addition of visual signaling to the animated pedagogical agent, the attention of the learner with field-dependent cognitive style increased to the educational content (F=42.09, p=0.001). Also, the examination of the visual diagrams in the present study showed, the back and forth of the learners' attention between the content and the pedagogical agent in the intervention situation was effective and targeted.Conclusion: Considering the positive effect of accompanying visual signaling with animated pedagogical agent on the attention of learners with a field-dependent cognitive style, the design of educational multimedia together with animated pedagogical agent with visual signaling can be used as useful educational content for learners with this cognitive style. Also, considering the positive effect of simultaneous visual signaling with verbal and non-verbal cues of the pedagogical agent, on the targeting of the selection process, in learners with cognitive style dependent on the field, it is recommended to use the sum of verbal and non-verbal cues of the pedagogical agent in the design and compilation of multimedia educational contents.
Preparation and compilation of electronic content
M. Khosravi Chahkandak; M. Rostaminezhad,; M Akbaribooreng
Abstract
Background and Objectives: In today's world and in competitive business environments, the capacities, competencies and capabilities of human resources and their identification, development and updating play a very decisive role in the survival and continuation of the life of the organization and organizations ...
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Background and Objectives: In today's world and in competitive business environments, the capacities, competencies and capabilities of human resources and their identification, development and updating play a very decisive role in the survival and continuation of the life of the organization and organizations can, by no means, pass by them without having a systematic plan. Manpower is recognized as a strategic resource and knowledge capital of organizations, and certainly any disregard for their capabilities and competencies will deprive organizations of competitive advantage and make them victims of change and serious rivalries. Advances in technology and the digitalization of human life in recent years have created new needs in the labor market and even in people's lives as a result of which the job market has changed day by day and different types of jobs have been created. The widespread presence of businesses on the web and social networks and the use of sites and blogs to promote and sell products has created the need to produce content and, therefore, the need for specialists in electronic content production is felt more than ever. In this regard, the aim of the present study is to identify the professional competencies of specialists in electronic content production.Methods: The research was conducted with a qualitative approach and qualitative content analysis method. The data required to achieve the research goal were collected by reviewing internal and external documents and interviews with experts, professors and postgraduate and doctoral students in educational technology, information technology, computer and curriculum planning with expertise in the field of e-learning who had experience in producing electronic content. First, in order to identify the competencies of specialist in electronic content production, articles, books, publications, and reputable domestic and foreign scientific sites related to the electronic content production curriculum were reviewed by using the review method of descriptive studies to select scientific sources from reputable sites, such as ScienceDirect, SAGE, Elsevier, Scopus, Eric. The selection criteria for the articles and resources of these sites were that the selected articles had to have been published in the period of 2000 to 2021 and also, they had to be related to the production of electronic content and competency criteria in the curriculum. After identifying the elements and indicators with experts, professors and postgraduate and doctoral students in educational technology, information technology, computer and curriculum planning, with expertise in the field of e-learning who had experience in producing electronic content, an interview with a semi-structured format was conducted regarding these criteria and the amount of their importance and adequacy. se the purpose of these interviews was to identify the hidden dimensions and components or indicators that may not have been mentioned in the previous theoretical foundations and research. The field of research included all professors and postgraduate and doctoral students in educational technology, information technology, computer and curriculum planning who were experienced in the research field of e-learning and e-content production. The research sample was determined purposefully based on the principle of data adequacy.Findings: The research findings categorized the professional competencies of the experts in the production of electronic content in three categories of cognitive competencies (with two categories of specialized knowledge in the field of electronic content production and general knowledge), skill competencies (with four categories of training skills, design skills, production skills and soft skills) and attitudinal competencies (with three categories of attitude principles related to the field of electronic content production, ethical principles and cultural and social principles).Conclusion: The findings of this study can be used in different stages of designing a competency-based electronic content production curriculum.
e-learning
S. Hamedinasab; M. Ayati; M. Rostaminejad; F. Seraji
Abstract
Background and Objectives: In recent years, social networking sites and software have become one of the most influential phenomena among new technologies. Student-teacher learning and their professional development also take place in this context, both formally and informally. In this regard, the purpose ...
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Background and Objectives: In recent years, social networking sites and software have become one of the most influential phenomena among new technologies. Student-teacher learning and their professional development also take place in this context, both formally and informally. In this regard, the purpose of the present study is to design a curriculum model for the use of informal learning based on Authorized social networks to develop the student-teacher profession.Methods: The method of this research was done with a multi-method approach. To design the above model, the grounded theory method was first used. Participants in this study were all primary school teachers in Farhan Gian University of South Khorasan in 2018-2019. Based on purposive sampling with semi-structured interviews, until the theoretical saturation of the data, 15 of these students were interviewed. To analyze the data, using the dimension analysis approach and during the open, pivotal and selective coding steps, the existing model of informal learning based on student-teacher social networks was extracted for their professional development. To obtain the validity and verifiability of the data, two methods of reviewing the participants and reviewing the non-participating experts in the research were used. In the end, with the theoretical research method and based on previous findings, at first, the nine elements of Klein were the basis of the work and based on it, the desired model was designed. In the next step, the basic concepts or the same characteristics of the curriculum elements and structural concepts, which are in fact the same as identifying the relationship between these elements, were identified. Finally, the model presented by the experts was validated.Findings: Findings showed that goals in unpredictable social networks are flexible and continuous, which have the property of snowballs and should be validated. Content on social media requires features such as; be in tune with the audience, pave the way for critical thinking, action and screening. Learning activities; They create self-sufficiency and belonging, satisfy desires, motivate and lay the groundwork for individual and group education. Materials and resources; Diverse, easy to access, fluid and interactive. Learner grouping; It is non-linear, optional and based on extensive collaboration and online responsiveness. Also, on social media; Enough time to reflect on the answer, the possibility of communicating with communication nodes at any time, the possibility of wasting useful time with attractive content and achieving a large amount of information in a short time. In addition, access to information and educational resources is available everywhere, and the place of learning is the creator of opportunities and is based on ecology and interactive communication. Teaching strategies; Problem-oriented, interactive, based on inclusive buoyancy and with flexible instructor guidance. Evaluation methods; It is quality-oriented, process-oriented, self-assessing, continuous and based on instant feedback. The findings also showed that most experts confirmed the validity of the model in the criteria of validity, coherence, perceptibility, innovation, usability, acceptability and comprehensiveness.Conclusion: Due to the characteristics of social network-based curriculum elements, curriculum planners are suggested to use the coordinates of these elements to design a curriculum based on social networks in order to achieve the development of student-teacher careers. It is also suggested that Farhangian University provides the necessary infrastructure for the purposeful use of social networks for the development of student-teacher professions.
e-learning
S. Hamedinasab; M. Ayati; M.َA. Rostaminejad; F. Seraji
Abstract
Background and Objectives: To use social media effectively, we need to identify and apply the implications of supportive theories using social media. Different learning theories provide a variety of interpretations of learning. Different learning theories lead to diverse orientations and outcomes in ...
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Background and Objectives: To use social media effectively, we need to identify and apply the implications of supportive theories using social media. Different learning theories provide a variety of interpretations of learning. Different learning theories lead to diverse orientations and outcomes in curriculum planning. Therefore, learning theories serve as a framework for guiding decisions during the design and implementation of the curriculum. The aim of this study was to identify the types of learning theories that support the use of social networks and to analyze learning theories on social networks in order to provide a theoretical basis for designing curricula. Methods: For this study, qualitative content analysis method was used. The statistical population of this study consists of all valid documents related to the subject- supportive theories of learning in social networks- from 1995 to 2018 (n=30) selected based on purposeful sampling. The content of 30 documents were analyzed. The analysis unit is the theme. To analyze the findings, the main and sub-classes were extracted after open coding. To ensure the validity of the research, the methods of review by members, triangulation of data sources and review by colleagues were used, and to ensure reliability, the agreement method between the two coders was used. Findings: The findings showed a variety of context-based, community-based, and person-centered theories that support learning on social media. The findings also include four main categories: It showed the dimensions of social networks, network interactions, types of learning, and curriculum elements. It was shown that network communication in social networks includes social interaction, interpersonal communication and interactive communication with admin and teacher-student communication, which is broad and based on community sharing, central agreement and based on sharing ideas. Types of learning on social networks include; network learning, situational learning, problem-based learning, personal learning, and indirect learning. Elements of the curriculum include; network objectives, network content, network learning environment, network inclusiveness, and network evaluation. Network Objectives; features such as unpredictability, divergence, unpredictability, variability, nonlinearity, flexibility, value, reproductive and interactive. Network content has some features such as distributed knowledge, multiplicity of resources, reliable resources, accessibility, context-based knowledge, shared knowledge, inclusive knowledge, self-centered information, voluntary knowledge creation, interchangeable content. The network environment includes technical and educational features. Among the technical features of this environment, we can mention the diversity of language, the existence of communication tools, the possibility of customizing the message and simulating communication. The educational features of this environment also include; being rich is one of the tools of knowledge management, situational awareness, personalized information, open and flexible environment. The network learner is knowledgeable and up-to-date, independent and active, able to do several things together. The network learner is an actor, and social agent who processes, publishes, and manages knowledge on a regular basis. Evaluation on social media is a nonlinear process, formative, conscious, and continuous that is accompanied by the elimination of standard rankings and tests. Conclusion: Based on the research results, it is suggested that those in charge of education use the coordinates of social network-based curriculum elements to design a curriculum based on social networks. For further research it is suggested that researchers implement the findings in an experimental environment to take a positive step towards the optimal use of social networks to learners’ learning outcome.
Educational Technology
M. Rostaminezhad; M. mohammadi
Abstract
Background and Objectives: Certainly we all know that due to the diversity and multiplicity of different media around our children, today their taste for learning has changed and there is no choice but to use technology in education and use tools and methods of teaching based on multimedia. Today, in ...
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Background and Objectives: Certainly we all know that due to the diversity and multiplicity of different media around our children, today their taste for learning has changed and there is no choice but to use technology in education and use tools and methods of teaching based on multimedia. Today, in addition to textbooks, multimedia, digital teaching and learning environments have also come to the educational support of learners. While we all know that the use of computers and multimedia alone does not have an educational effect, but combines it with a good educational and self-learning thinking that is applicable. Meanwhile, in disciplines such as computer, where teaching is software-based and the teacher is required to teach a software, at the same time provide his training directly on the relevant software, lessons and multimedia There are some that have been prepared and produced that teachers use for teaching and students for learning, along with specialized textbooks in the field, as a source of teaching aid, but the most important point in designing these tools and multimedia is not to use them. It is a suitable educational approach along with efficient educational design. One of the appropriate educational models and approaches for this purpose is the model of constructivism. This model is based on an issue, question or project as the focus and support and mental systems. The student's goal is to interpret the problem or solve the problem or complete the project. In order to reflect on action, students must imitate the performance that has been modeled for them, and teachers must re-demonstrate student performance so that students engage in action-reflecting. Modeling strategies focus on how experts work. In addition, for project-based training, there are three practice-based, position-based, and project-based models. In this study, after designing a multimedia software with a project-oriented constructivist (PBL) approach. , Which generally uses two models of practice-based and project-based learning, finally, the extent of the impact of multimedia with a project-based approach on learning memory learning of tenth grade students in the field of computer science in Birjand city has been investigated Mathods: The study design is quasi-experimental. The statistical population of this study consists of all second grade boy students of technical and vocational schools in Birjand. The sample was divided into experimental and control groups, which 25 participants in each. The experimental and control groups were trained with multimedia and traditional methods, respectively. Students' academic achievement was measured by teacher-made tests (pretests and the posttests) and their reliabilities were estimated using Cronbach's alpha estimated to be %77. Data were analyzed through inferential statistics (Analysis of variance with repeated measures and Covariance). Findings: The results indicated that the impact of project-based multimedia training on students' learning-retention had more positive effect (68.5% in comparison to the traditional method. Conclusion: The present study shows that computer-based Constructivism with project-based approach affects both low level of learning (knowledge, understanding and use) and high level of learning ( analysis, evaluation, and creation) and retention among students in vocational and technical schools.
Electronic learning- virtual
M.A. Rostaminezad; A.A. Ajam; H. Zabet
Abstract
Background and Objective: One of the most sensitive parts of the education system in every person's life is elementary school. A period that plays a very important role in the life of each person; and the success or failure in this period will have very serious effects on the future of the individual. ...
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Background and Objective: One of the most sensitive parts of the education system in every person's life is elementary school. A period that plays a very important role in the life of each person; and the success or failure in this period will have very serious effects on the future of the individual. Meanwhile, the role and importance of mathematics is felt more than other subject matters as many students are weak in this course. For this reason, the teaching of this course should be changed from a strict and inflexible subject matter that is limited to lecturing to various approaches in accordance with mathematics education and active teaching methods along with new educational technologies. Educational technology and e-learning are some of the concepts that were introduced and attracted a lot of attention in the field of education with the growth and development of information and communication technologies (ICTs). Recently, Wanser proposed a theory of educational humor processing, a theory that has evolved from the basic models of persuasion and incompatibility theories to explain the role of educational humor in facilitating learning. This research conducted with the aim of evaluating the effectiveness of the electronic humorous content on the learning and retention of students' mathematics. Methods: The present study was a semi-experimental research using pre-test-post-test design with experimental and control groups. The population consisted of all 5th grade students (N=2200) in elementary schools at Birjand in 2018. The statistical population of the study consisted of 58 people who were selected with convenience sampling. The study sample included a class as the experimental group and another class as the control group selected out of four classes, each consisting of 29 people. For data collection, Teacher-made test used in pre-test and post-test. In addition to, descriptive analysis, covariance test used to analyze the data. Findings: There is a significant difference between the mean scores of the experimental and control groups' mathematical learning variable. Regarding ETA, we can say that using humorous content, explains 15.4% of the variance of post-test scores ( = 15.4%،p < .05). There was no significant difference between the mean scores of pre-test and post-test of retention in the experimental group compared to the control group. The findings of this study showed that the effect of humorous electronic mathematical content on learning was significant (15%), but the effect of humorous electronic content on retention was not significant. Conclusion: The use of e-content is a step forward toward the effectiveness of the teaching and learning process. The application of this research results for pedagogues is that in order to improve mathematics learning, we should pay attention to the role and function of humorous education and electronic content; and by combining these two direct mathematical teaching methods to create interest in this subject matter. Combining the process of teaching mathematics with humorous e-content will increase students' attention and motivation, improve their mathematical learning, and foster their creative power. The findings of several studies suggest that providing opportunities for collaborative, moderated, and competitive learning in schools can help reduce anxiety and improve students' math performance. This requires a systematic and purposeful effort on the part of the education system to bring about a change in math textbooks and teaching methods. For this reason, it is necessary to take essential measures to make the e-content as effective as possible. This requires that professionals, teachers, and all educators collaborate effectively and efficiently to successfully design and produce e-content.
Technology-based learning environments
M. A. Rostaminezhad; A. Akhbari; M. Akabri Bourang
Abstract
Iranian educational systems heavily focus on Smart schools and equipping. Based on social-cognitive theory student attitude toward school affect student achievement and motivation. With attention to the importance of student attitude toward technology and schools, this study aims to develop and ...
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Iranian educational systems heavily focus on Smart schools and equipping. Based on social-cognitive theory student attitude toward school affect student achievement and motivation. With attention to the importance of student attitude toward technology and schools, this study aims to develop and validate a questionnaire in order to estimate student attitude toward Smart schools. A sample 305 middle school student from grade 7 and 8 in South Khorasan was selected randomly. Exploratory factor analysis identified 9 factors that explain 62 present of the variance of student attitude toward smart schools. These factors include: attitude towards interactive whiteboard; attitude towards teacher; reluctance to classroom; general attitude towards smart schools; test and feedback; feeling alone in school; student satisfaction from teaching; the impression of school and finally family attitude. The alpha value revealed instrument is reliable (α=0. 89). All Instrument factors can predict 22.5 percent of the variance of students' self-expressed GPA. This questionnaire was recommended to researchers to study and school policy makers for decision making.