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Archive for the ‘Research’ Category

How We Got Here: A Historical Look At The Academic Teaching Library And The Role Of The Teaching Librarian

This paper outlines a brief history of the academic teaching library and, in consequence, it examines the changing role of librarians. As part of that history, the paper also discusses distinctions among various terms used to describe instructional activities in teaching libraries, such as “bibliographic instruction” and “information literacy.” Finally, amidst the renewed debates about […]

Learning Innovation: A Framework for Transformation

Learning with and through technological enhancements operates in a landscape unrecognisable only a few years ago. Focussing on Higher Education, this article shows how to capture and model complex strategic processes that will move the potential of online and blended learning in universities to new stages of development. It offers the example of a four […]

ENTEL: A Case Study on Knowledge Networks and the Impact of Web 2.0 Technologies

This study re-visits an organisation that defined its knowledge-management strategy in 2008-9 applying an established strategy-intellectual capital alignment framework. It addresses questions “How has knowledge management evolved at ENTEL, and what lessons can be learnt? Does the strategy-knowledge management alignment framework applied at ENTEL in 2008-9 still hold today?” The enquiry applies qualitative research in […]

Digital Culture and neuroscience: A conversation with learning and curriculum

Multimedia digital technologies mirror neural processes and capacities and their proliferation introduce new possibilities for learning. Not only does the new digital media have the capacity to instantly record and communicate lifeworld experiences unimpeded by the distance or size of the targeted audience, but offers the means to construct virtual reality environments which were previously […]

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 […]

Frequency and pattern of learner-instructor interaction in an online English language learning environment in Vietnam

This study examines the frequency and pattern of interpersonal interactions between the learners and instructors of an online English language learning course offered at a Vietnamese university. The paper begins with a review of literature on interaction type, pattern and model of interaction followed by a brief description of the online environment and its learners […]

Building a Conceptual Framework for Online Educator Dispositions

It has been argued that online instruction is distinctive from the conventional classroom. If an effective online practice is to emerge, the roles, characteristics and dispositions of the educators themselves should be studied more closely. The aim of this paper was to present an online educator dispositions model that addresses the underlying dimensions of the […]

Examining Sense of Community among Medical Professionals in an Online Program

As the number of online degree programs continues to grow, one of the greatest challenges is developing a sense of community among learners who do not convene at the same time and place. This study examined the sense of community among medical professionals in an online graduate program for healthcare professionals. We took the sample […]

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. […]

Facilitating dialog in the game-based learning classroom: Teacher challenges reconstructing professional identity

Despite widespread interest in the use of digital games to engage students and enhance the quality of student learning, the teacher’s perspective has been less extensively studied. The challenges that teachers face when enacting authentic game-based learning predicated on dialogic pedagogy in the classroom offer powerful opportunities for professional learning despite potentially engendering stressful experiences. […]