E-Lerning
S. Abdoli; M. Nili Ahmadabadi; H. Fardanesh; M. Asgari
Abstract
Background and Objectives:. Learning management systems are one of the most important platforms for virtual education, and usability is the most important feature that determines their quality. In the conducted research, various factors have been proposed as factors affecting the usability of learning ...
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Background and Objectives:. Learning management systems are one of the most important platforms for virtual education, and usability is the most important feature that determines their quality. In the conducted research, various factors have been proposed as factors affecting the usability of learning management systems, but shortcomings in the field of usability of these systems and determining the factors affecting it in a comprehensive and practical guide map, based on which usability of learning management system can be evaluated and improved, is the challenge of various educational institutions in virtual education. Therefore, the purpose of this research is to extract the most important factors affecting usability and then present these factors in a comprehensive and practical framework.Methods: In this research, the qualitative method and meta-synthesis approach were used. Based on the stages of the meta-synthesis approach, after stating the research questions and purposes, the systematic review method was used to search for research reports in the field of usability of learning management systems, which were the statistical population of this research, and the sample - the documents available in Scopus and Web of Science databases - was selected through purposive sampling. Then, the quality of research resources was examined through individual appraisal and comparative appraisal; the findings from the research were classified, these findings were synthesized by the taxonomic analysis approach, and finally, to examine the validity of the findings, the audit trail, consensual validity, and expert peer review methods were used.Findings: The findings of this research included the usability factors of learning management systems and the presentation of these factors in a framework. In this framework, factors were categorized based on the responsible of each factor. Factors included navigation, visual design, learnability and memorability, efficiency, accessibility, errors correction, privacy and security, ease of use, ethical issues and compliance in the tasks of IT specialists and content, Instructor’s knowledge, and learning orientation in the task Instructors/instructional designers. Factors that both IT specialists and instructors/instructional designers were in charge of encompassed interactivity/interaction, assessment and feedback, help and documentation, usefulness, and satisfaction and enjoyment.Conclusion: Based on the findings, by considering usability factors in designing and evaluation of learning management systems, it is possible to increase the efficiency and effectiveness of these platforms in virtual education and ultimately the level of learners' satisfaction. The results of this research, while enriching the research literature in the field of usability of learning management systems, help these systems to be used efficiently, effectively and satisfactorily by learners and teachers. The results also help system developers, instructional designers, and evaluators to adopt a more effective approach to improving system usability by designing and evaluating learning management systems based on the framework presented in this research. The time-consuming nature of testing the usability of learning management systems used in Iranian universities based on the proposed framework was one of the limitations of this research, and other researchers can focus on doing this test in future research. It is also suggested that future research, in addition to the Scopus and Web of Science databases, which have been selected as the sources for research reports, consider the resources available in other databases, such as ERIC and Google Scholar. In addition, increasing the number of reviewers of research in the systematic review and the number of evaluators in the phase of evaluating the quality of resources and validating findings make the results more generalizable. Finally, applying quantitative research methods as well as heuristic evaluation of usability factors can complement this qualitative research.
Technology-based learning environments
S. Sahebalzamani; A. Naeimi; M. Haddad Narafshan
Abstract
Background and Objectives: As the result of a rapidly evolving, technology-saturated world, individual development has become increasingly noteworthy. This development makes education systems accountable to incorporate 21st-century skills, especially critical thinking skill into their experiential learning ...
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Background and Objectives: As the result of a rapidly evolving, technology-saturated world, individual development has become increasingly noteworthy. This development makes education systems accountable to incorporate 21st-century skills, especially critical thinking skill into their experiential learning curricula. There may be a divergence between what students learn in school and what they experience to get through the real world and to handle the real-life participations conforming to the unpredictable changes in the world and educational systems. This pressurizes educational sectors to improve and expand their educational instruction processes in an innovative and creative design which helps students to acquire experiences and develop the required life skills. To prepare students to be sufficiently constructive in their personal and social life, education should change its focus from merely content and academic development to individual and non-academic development according to different methods and diverse theories. One of these theories is experiential learning. As the name implies, learning by doing involves students acting and honing their language skills in and out of the classroom. To manage this, teachers must cultivate a culture of creativity, problem-solving and engagement in the classroom by the intellectually disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating information gathered from or generated by observation, experience, reflection, reasoning, or communication as a guide to belief and action. The purpose of this study was to find out the impact of technology-integrated experiential leaning on reading comprehension and critical thinking of English language learners (aged 10) in one of the primary schools in Kerman.Methods: This study was quasi-experimental in terms of research method, using pre-test and post-test design with experimental and control groups who were chosen randomly. The independent variable in this study was technology-integrated experiential learning, and the dependent variables were learners' critical thinking and reading comprehension. Over four months, two groups of 60 learners (30 students in each group) were exposed to experiential learning in two forms of technology-mediated and traditional classrooms. The instruction in both groups was based on experiential learning theory by Kolb (1984). In the experimental group, the activities were done using technology potentials, and in the control group, the activities were done using classroom potentials. Pre-tests and post-tests were used to measure learners’ improvements in reading comprehension and Naieni’s (2005) questionnaire was acquired to assess learner’s level of critical thinking. Findings: The results of the Shapiro-Wilk test showed that the equality of variances was established, and the normality of the data distribution was confirmed. According to the findings obtained from the homogeneity of variances test, the assumption of homogeneity of variances was also confirmed. The results of covariance analysis showed that there was a significant difference between the post-test scores of reading comprehension in the technology-integrated experimental group and the traditional control group. Therefore, experiential learning based on technology had a significant effect on improving students' reading comprehension (P < 0.01). Because the square of partial Eta, which is equal to (partial ɳ2= 0.81), expressed the tremendous effect of experience on the basis of technology. In addition, there was a significant difference between the average scores of the technology-integrated group and the traditional control group in connection with the post-test of critical thinking. Although both groups improved in the level of critical thinking, but combining experiential learning with technology had a more significant effect on improving critical thinking. Learners in the experimental group (P < 0.01) with the partial square root equal to (partial ɳ2= 0.90) indicated a significant effect.Conclusion: The present research showed that learning by experience through the integration of technology is extremely significant for language learning. Additionally, it highlights the possibility of research and its effectiveness not only for school achievement but also for developing personal skills and critical thinking in primary school students. Even though experiential learning is effective in improving students' comprehension and critical thinking, combining classes with technology through learning management systems is a more effective way to increase students' understanding and critical thinking. It is hoped that the present research play a significant role in helping identify effective educational factors based on experience.
e-learning
S. F. Noorani; M. Ahmadi
Abstract
Background and Objectives: Moodle is a Learning Management System (LMS) that is designed and implemented to provide easy distance learning and e-learning and run any electronic and online learning program. This system is an open-source and can be used in any field of learning. Given the importance and ...
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Background and Objectives: Moodle is a Learning Management System (LMS) that is designed and implemented to provide easy distance learning and e-learning and run any electronic and online learning program. This system is an open-source and can be used in any field of learning. Given the importance and impact of collaborative learning as an educational paradigm, Moodle has provided tools such as wikis, workshops, and forums to provide an environment of collaborative interaction. Peer learning is a form of collaborative learning in which socially equal learners teach and learn from each other. In this paper, we applied Game Theory to design and implement a mechanism to design and run a peer learning environment in Moodle. The proposed mechanism is called GT-Moodle which uses forum tools in the Moodle environment and Prisoner's Dilemma - one of the most famous games in Game Theory- to create a peer learning environment to increase the learners’ motivation in the process of learning. By investigating the education-oriented research conducted in the field of Game Theory, it was found that these research studies have modeled the interaction of teacher/teacher, teacher/learner, learner/learner, and employee/learner. To the best of our knowledge, no study has been conducted to apply the Game Theory in order to create a peer-learning space in a Moodle environment. The space and conditions of the Prisoner’s Dilemma is very similar to those of the peer learning environment. Like Prisoner’s Dilemma in which the cooperation and participation of both players bring more achievement than lack of cooperation and enmity of both of them, in peer learning, the effort and cooperation of both learners in the activities designed for learning lead to more educational achievement and learning for both of the learners. More cooperation in peer learning increases the learning improvement that is the main goal of the GT-Moodle mechanism.Methods: The present research is applied in terms of purpose, and descriptive in terms of data collection and analysis, and quasi-experimental in terms of implementation using post-test design with control and experimental groups. To evaluate, 26 students of discrete mathematics in computer engineering were randomly selected as the experimental group and 27 students were selected as the control group. The GT-Moodle mechanism uses Forum to group and define group activities. This mechanism was performed in several different sessions of the course on the test group and finally, the results of a post-test on the control and test groups were used to evaluate the effect of the proposed GT-Moodle mechanism.Findings: Using the Mann-Whitney U independent group test, the post-test scores of the test group and the control group were compared. The Mann-Whitney U test showed a p-value=0.000<0.05 meaning that there is a significant difference between the mean rank of the experimental and control groups at the level of 5%. Also, the mean rank of the experimental group was 35.31 which is higher than the mean rank of the control group with a value of 19. This indicates a positive effect for the proposed mechanism in this study (GT-Moodle) on learning enhancement.Conclusion: The results of this research can be used and implemented by any educational institution that is going to use peer learning to create a productive learning environment. Since the current Moodle's tools have been used in the design of the proposed mechanism, its implementation does not require additional skills other than those of working with the Moodle, and any instructor with the knowledge of using the Moodle space can easily use the GT-Moodle mechanism.
Electronic learning- virtual
F. Vardasbi; M. RezaeiZadeh; A. khorasani; P. Alikhani
Abstract
Background and Objectives:Universities play an important role in society. They are centers of innovation, attract and nurture talent, create and share new knowledge, and are of great value in the national and regional economies. Thus, declining government budgets and increasing global competition for ...
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Background and Objectives:Universities play an important role in society. They are centers of innovation, attract and nurture talent, create and share new knowledge, and are of great value in the national and regional economies. Thus, declining government budgets and increasing global competition for qualified staff and students have led universities to provide better conditions for providing education in a variety of ways. On the other hand, communication technologies have paved the way for distance learning by offering new methods of education. Therefore, with the development of the Internet and multimedia technologies and their use in educational programs, a kind of educational model called e-learning has been created. In e-learning, due to the existence of the World Wide Web, all stages of education have benefited from what the Internet has provided. In the web space, a variety of features such as online class notes and lecture materials, dynamic online Q & A systems, classroom preparation for exams, games and real-life simulations for educators and learners are provided. In order to present and manage activities in the e-learning environment, a software program called Learning Management System (LMS) is used, which provides facilities for sharing educational materials, sending notifications related to each lesson, presenting and performing assignments, providing users with online communication with each other, conducting evaluations, and evaluating results. Accessibility is one of the important indicators in obtaining students' and teachers' interest in a courseware. Therefore, the present study aimed to identify the effective factors impacting on the accessibility of Shahid Beheshti University’s courseware. Method and Materials: Accordingly, a qualitative phenomenology research has been implemented. The population of this study is undergraduate students of the Faculty of Education and Psychology of Shahid Beheshti University in Tehran who had an experience of working with the courseware. 15 Participants were selected using purposeful sampling method. Semi-structured interviews were conducted for data gathering until the theoretical saturation was achieved. The findings were analyzed using Strauss and Corbin coding method at two open and axial coding levels. Findings: According to the findings from 15 interviews, six categories including: the weakness of quick access to the content of discussions, the lack of off-line access to the discussions, not suitable access to the content on multiple platforms, lack of ability to display online users, the weakness in access to discussions of the previous groups; and lack of student access to their performance results, were identified. Conclusion: The main result of this research is to highlight the importance of the "availability" indicator for learning management tools and systems and also to determine the factors affecting this important indicator. If the designers and implementers of learning management systems in schools and universities are interested in improving the management function of their curriculum, it is necessary to pay proper attention to these six factors. Processes and components in courseware need to be changed so that they can be "more accessible" to their stakeholders by considering the above six factors. These factors could help e-learning administrators and designers to provide a better and more qualified experience for their students and faculties.