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Archive for the ‘Instructional Design’ Category

Bridging the Communication Divide: CMC and Deaf Individuals’ Literacy Skills

Deaf individuals frequently capitalize upon communication technologies that increase equitable access to communication in an ongoing, effortless manner. Those communication technologies create conditions that increase direct access to language and literacy. It is the lack of direct access to language that has been historically problematic for deaf individuals, contributing to English literacy achievement gaps that […]

When Actors Replace Instructors as On-Camera Talent

If your school has been producing course videos the same way for years, it may be time to update your technique to make sure students are still watching. Purdue shares lessons learned from an unconventional approach. Campus Technology  

Alexandria – A Virtual Repository of Knowledge

Virtual worlds are development platforms, similar to sandbox games where users are able to interact with each other with no predefined goal. Due to immersive visual feedback, these platforms have been successfully used in the past to create lesson plans and materials used for undergraduate and, graduate education as well as for  and recreation. To […]

The Analysis of Iranian Students’ Persistence in Online Education

In the following research, the relationship between instructional interaction and student persistence in e-learning has been analyzed. In order to conduct a descriptive-analytic survey, 744 undergraduate e-students were selected by stratified random sampling method to examine not only the frequency and the methods of establishing an instructional interaction, but also the barriers to the student […]

A different perspective in building tools to collect and share educational resources

Until now, a large amount of effort has been spent on structuring educational repositories. Standard metadata for learning objects have been provided and large databases have been deployed both from academia, and private organizations following mainly a content-centric approach. Vice-versa, a pedagogy-centric approach to the collection and sharing of learning resources still remains under-investigated. In […]

Digital ontologies of self: Two African American adolescents co-construct and negotiate identities through The Sims 2

This article describes how two African American adolescent male cousins become co-constructors and negotiators of identity while playing The Sims 2, an online life simulation computer game.i Utilising literacy as social practices and multimodal practices, this article produces a framework to establish how adolescents use digital tools to construct their identities, and how identity construction and interactions with these […]

Reconceptualising gamification: Play and pedagogy

Gamification is a complex and controversial concept. It has been both embraced as a marketing and education revolution, and dismissed as practice of exploitation. Contested within the debate around gamification has been the very concept of what a game is, what the core mechanics of games are, and whether gamification truly mobilises these core mechanics. […]

Mindtool-Assisted In-Field Learning (MAIL): An Advanced Ubiquitous Learning Project in Taiwan

Scholars have identified that learning in an authentic environment with quality contextual and procedural supports can engage students in thorough observations and knowledge construction. Moreover, the target is that students are able to experience and make sense of all of the learning activities in the real-world environment with meaningful supports, such that their learning motivation […]

Can I Say Something? The Effects of Digital Gameplay on Willingness to Communicate

This paper reports on a study into the effects of digital game play on learners’ Willingness to Communicate (WTC), or individuals’ “readiness to enter into discourse at a particular time with a specific person or persons, using a L2” (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). Thirty Thai learners of English as a foreign […]

Khan Academy: The Illusion of Understanding

This paper examines the ongoing challenge of defining what learning means from the perspective of the cognitive and learning sciences, especially as it unfolds in online environments. To better define learning as well as offer guiding principles, this paper uses Khan Academy as an example of what some highprofile individuals, such as Bill Gates, are […]