Leveraging educational software, the Videolab case study
A case-study in educational software simulation design, development, and use.
Presented at END 2019 International Conference on Education and New Developments. Porto, June 22, 2019.
the VideoLab simulation case study Eduardo Morais [email protected] With Carla Morais & João C. Paiva cmorais | [email protected] END 2019 – International Conference on Education and New Developments Porto, June 22-24 This work was supported by the UT Austin | Portugal Program and the Foundation of Science and Technology (FCT) doctoral scholarship PD/BD/128416/2017.
in the Visual Arts Classroom: an [un]easy partnership. Studies in Art Education, 54(1), 54–65. Rizwan, O. (2015) Bring on the Real Computer Revolution. Intersect, 8(2). The context There is a lack of exploration of digital technologies’ potential in arts classrooms. Computers are still regarded as “tools rather than a medium.”
Ferneding, Karen (2007) «Understanding the Message of the Medium: Media Technologies as an Aesthetic», in L. Bresler (Ed.), International Handbook of Research in Arts Education (pp. 1331–1352). Springer. The context Artists are expected to “encounter technology with impunity.” Educators and institutions are called to “negotiate the effects of mediation.”
View. Arts Education Policy Review, 102(2), 17–18. Effectiveness grounded in literature reviews; Material practice is central in arts education. Escueta et al. (2017). Education Technology: An Evidence-Based Review. Cambridge, MA Simulation development. Why?
Learning theories. Mayer, Richard E. 2003. “The Promise of Multimedia Learning: Using the Same Instructional Design Methods across Different Media.” Learning and Instruction 13(2):125–39. van Merriënboer & Ayres. 2005. “Research on Cognitive Load Theory and Its Design Implications for E-Learning.” Educational Technology Research and Development 53(3):5–13.
problem-solving.” To “guide students’ learning and avoid dissipation.” To measure outcomes. (small questionnaire at the end of each section) van Merriënboer & Ayres. 2005. “Research on Cognitive Load Theory and Its Design Implications for E-Learning.” Educational Technology Research and Development 53(3):5–13. Paiva, João C. and Luiza A. Costa. 2010. “Exploration Guides as a Strategy To Improve the Effectiveness of Educational Software in Chemistry.” Journal of Chemical Education 87(6):589–91.
(LOES-S): • Learning efficacy; Object quality; Object engagement; Kay & Knaack. 2008. “Assessing Learning, Quality and Engagement in Learning Objects: The Learning Object Evaluation Scale for Students (LOES-S).” Educational Technology Research and Development 57(2):147–68.
(LOES-S): • Learning efficacy; Object quality; Object engagement; • Exploration Guide quizzes; Kay & Knaack. 2008. “Assessing Learning, Quality and Engagement in Learning Objects: The Learning Object Evaluation Scale for Students (LOES-S).” Educational Technology Research and Development 57(2):147–68.
(LOES-S): • Learning efficacy; Object quality; Object engagement; • Exploration Guide quizzes; • Screen Recording for usage measurements (with full written consent of the students and the institution). Kay & Knaack. 2008. “Assessing Learning, Quality and Engagement in Learning Objects: The Learning Object Evaluation Scale for Students (LOES-S).” Educational Technology Research and Development 57(2):147–68.
two classes (n = 20 each); • 22 male students, 18 female students; • Ages 18 to 27 (median 19, mean 20.2); • Knowledge of the topics: • 7 with no knowledge; • 25 with a little familiarity; • 8 very confident about their knowledge.
(L) and reading the help (R) (n = 40, quadratic fit lines). Plots of the exploration guide outcomes vs module loads (L) and help invocations (R) (n = 40, quadratic fit lines).
(L) and reading the help (R) (n = 40, quadratic fit lines). Plots of the exploration guide outcomes vs module loads (L) and help invocations (R) (n = 40, quadratic fit lines).
found between quiz outcomes and… • Reading the text explanations (p < .001); • Switching modes less often (p = .005) – suggest the student is following the EG more closely.
Learning value: mean +1.05 ( std. dev = .40 ) • Design quality: mean +1.23 ( std. dev = .51 ) • Engagement: mean +0.68 ( std. dev = .66 ) Correlations (Spearman 2-tailed) • All three constructs persuasively correlate to each other (p < .014 or better); • Strong correlation between students’ opinion of VideoLab’s design quality and their quiz outcomes (p < .001).
improvement in some of the modules/topics; Instructional flexibility led to different learning approaches – but reading was very important; Outcomes were dependent on adherence to the exploration guide.
(ex. in vocational studies, or as a blended learning tool); Further study aimed at determining effectiveness; Use of acceptance research methodologies;
(ex. in vocational studies, or as a blended learning tool); Further study aimed at determining effectiveness; Use of acceptance research methodologies; Address the literature gap on the interactions between educational software and: • the instructor, • other materials (such as the EG), • the curriculum.
Program and the Foundation of Science and Technology (FCT) doctoral scholarship PD/BD/128416/2017. Thank you! Eduardo Morais [email protected] END 2019 – International Conference on Education and New Developments Porto, June 22-24