This review provides a rough sketch of the evidence, gaps and promising directions in e-learning from 2000 onwards, with a particular focus on Canada. We searched a wide range of sources and document types to ensure that we represented, comprehensively, the arguments surrounding e-learning. Overall, there were 2,042 entries in our database, of which we reviewed 1,146, including all the Canadian primary research and all scholarly reviews of the literature. In total, there were 726 documents included in our review: 235 – general public opinion; 131 – trade/practitioners’ opinion; 88 – policy documents; 120 – reviews; and 152 – primary empirical research. The Argument Catalogue codebook included the following eleven classes of variables: 1) Document Source; 2) Areas/Themes of e-learning; 3) Value/Impact; 4) Type of evidence; 5) Research design; 6) Area of applicability; 7) Pedagogical implementation factors; 8) A-priori attitudes; 9) Types of learners; 10) Context; and 11) Technology Factors. We examined the data from a number of perspectives, including their quality as evidence. In the primary research literature, we examined the kinds of research designs that were used. We found that over half of the studies conducted in Canada are qualitative in nature, while the rest are split in half between surveys and quantitative studies (correlational and experimental). When we looked at the nature of the research designs, we found that 51% are qualitative case studies and 15.8% are experimental or quasi-experimental studies. It seems that studies that can help us understand “what works” in e-learning settings are underrepresented in the Canadian research literature. The documents were coded to provide data on outcomes of e-learning (we also refer to them as “impacts” of e-learning). Outcomes/impacts are the perceived or measured benefits of e-learning, whereas predictors are the conditions or features of e-learning that can potentially affect the outcomes/impacts. The impacts were coded on a positive to negative scale and included: 1) achievement; 2) motivation/satisfaction; 3) interactivity/ communication; 4) meeting social demands; 5) retention/attrition; 6) learning flexibility; and 7) cost. Based on an analysis of the correlations among these impacts, we subsequently collapsed them (all but cost) into a single impact scale ranging from –1 to +1. We found, generally, that the perception of impact or actual measured impact varies across the types of documents. They appear to be lower in general opinion documents, practitioner documents and policy making reports than in scholarly reviews and primary research. While this represents an expression of hope for positive impact, on the one hand, it possibly represents reality, on the other. Where there were sufficient documents to examine and code, impact was high across each of the CCL Theme Areas. Health and Learning was the highest, with a mean of 0.80 and Elementary/Secondary was the lowest, with a mean of 0.77. However, there was no significant difference between these means. The impact of e-learning and technology use was highest in distance education, where its presence is required (Mean = 0.80) and lowest in face-to-face instructional settings (Mean = 0.60) where its presence is not required. Network-based technologies (e.g., Internet, Web-based, CMC) produced a higher impact score (Mean = 0.72) than straight technology integration in educational settings (Mean = 0.66), although this difference was considered negligible. Interestingly, among the Pedagogical Uses of Technology, student applications (i.e., students using technology) and communication applications (both Mean = 0.78) had a higher impact score than instructional or informative uses (Mean = 0.63). This result suggests that the student manipulation of technology in achieving educational goals is preferable to teacher manipulation of technology. In terms of predictor variables (professional training, course design, infrastructure/ logistics, type of learners [general population, special needs, gifted], gender issues and ethnicity/race/religion/aboriginal, location, school setting, context of technology use, type of tool used and pedagogical function of technology) we found the following: professional development was underrepresented compared to issues of course design and infrastructure/ logistics; most attention is devoted to general population students, with little representation of special needs, the gifted students, issues of gender or ethnic/race/religious/aboriginal status; the greatest attention is paid to technology use in distance education and the least attention paid to the newly emerging area of hybrid/blended learning; the most attention is paid to networked technologies such as the Internet, the WWW and CMC and the least paid to virtual reality and simulations. Using technology for instruction and using technology for communication are the two highest categories of pedagogical use. In the final stage, the primary e-learning studies from the Canadian context that could be summarized quantitatively were identified. We examined 152 studies and found a total of 7 that were truly experimental (i.e., random assignment with treatment and control groups) and 10 that were quasi-experimental (i.e., not randomized but possessing a pretest and a posttest). For these studies we extracted 29 effect sizes or standardized mean differences, which were included in the composite measure. The mean effect size was +0.117, a small positive effect. Approximately 54% of the e-learning participants performed at or above the mean of the control participants (50 th percentile), an advantage of 4%. However, the heterogeneity analysis was significant, indicating that the effect sizes were widely dispersed. It is clearly not the case that e-learning is always the superior condition for educational impact. Overall, we know that research in e-learning has not been a Canadian priority; the culture of educational technology research, as distinct from development, has not taken on great import. In addition, there appears to have been a disproportionate emphasis on qualitative research in the Canadian e-learning research culture. We noted that there are gaps in areas of research related to early childhood education and adult education. Finally, we believe that more emphasis must be placed on implementing longitudinal research, whether qualitative or quantitative (preferably a mixture of the two), and that all development efforts be accompanied by strong evaluation components that focus on learning impact. It is a shame to attempt innovation and not be able to tell why it works or doesn’t work. In this sense, the finest laboratories for e-learning research are the institutions in which it is being applied. Implications for K-12 Practitioners When implemented appropriately, technology tools are beneficial to students’ learning, and may facilitate the development of higher order thinking skills. Student manipulation of technology in achieving the goals of education is preferable to teacher manipulation of technology. Teachers need to be aware of differences between instructional design for e-learning as compared to traditional face-to-face situations. Immediate, extensive, and sustained support should be offered to teachers in order to make the best out of e-learning. Implications for Post-Secondary Some educators suggest that e-learning has the potential to transform learning, but there is limited empirical research to assess the benefits. Post-secondary education would benefit from a Pan-Canadian plan to assess the impact of e-learning initiatives. It is important that instructional design match the goals and potential of e-learning. Research is needed to determine the feasibility and effectiveness of such things as learning objects and multimedia applications. Properly implemented computer mediated communication can enrich the learning environment; help reduce low motivation and feelings of isolation in distance learners. E-learning appears to be more effective in distance education, where technology use is required than in face-to-face instructional settings. Implications for Policy Makers Effective and efficient implementation of e-learning technologies represents new, and difficult, challenges to practitioners, researchers, and policymakers. The term e-learning has been used to describe many different applications of technology, which may be implemented in a wide variety of ways (some of which are much more beneficial than others). School administrators must balance the needs of all stakeholders, and the cost-benefit ratios of technology tools, in deciding not only which technologies to use, but also when and how to implement new technologies. Traditional methods of instructional design and school administration must be adjusted to deal with the demands of distance education and other contexts of technology use. Professional education, development, and training for educators must ensure that teachers will be equipped to make optimal pedagogical use of new methods.
Assessing the credibility of evidence in complex, socio‐scientific problems is of paramount importance. However, there is little discussion in the science education literature on this topic and on how students can be supported in developing such skills. In this article, we describe an instructional design framework, which we call the Credibility Assessment Framework, to scaffold high school students' collaborative construction of evidence‐based decisions and their assessment of the credibility of evidence. The framework was employed for the design of a web‐based reflective inquiry environment on a socio‐scientific issue, and was enacted with 11th grade students. The article describes the components of the Credibility Assessment Framework and provides the details and results of an empirical study illustrating this framework in practice. The results are presented in the form of a case study of how 11th grade students investigated and evaluated scientific data relating to the cultivation of genetically modified plants. Multiple kinds of data were collected, including pre‐ and post‐tests of students' conceptual understanding and their skills in assessing the credibility of evidence, and videotapes of students' collaborative inquiry sessions. The analysis of the pre‐ and post‐tests on students' conceptual understanding of Biotechnology and their skills in assessing the credibility of evidence revealed statistically significant learning gains. Students' work in task‐related artifacts and the analysis of two groups' videotaped discussions showed that students became sensitive to credibility criteria, questioned the sources of data and correctly identified sources of low, moderate, and high credibility. Implications for designers and educators regarding the application of this framework are discussed. © 2011 Wiley Periodicals, Inc. J Res Sci Teach 48: 711–744, 2011
BackgroundSerious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students’ preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals.ObjectiveThe objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: “What are professionals’ perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?”MethodsThe evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game.ResultsOverall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users’ perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6%). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them.ConclusionsOverall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals’ input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants’ problem-solving skills in treating a patient’s symptoms in an emergency situation.
Background Advances in technology are progressively more relevant to the clinical practice of psychology and mental health services generally. Studies indicate that technology facilitates the delivery of interventions, such as cognitive behavioral therapy, in the treatment of psychological disorders in adults, such as depression, anxiety, obsessive-compulsive disorder, panic symptoms, and eating disorders. Fewer data exist for computer-based (stand-alone, self-help) and computer-assisted (in combination with face-to-face therapy, or therapist guided) programs for youth. Objective Our objective was to summarize and critically review the literature evaluating the acceptability and efficacy of using technology with treatment and prevention programs for anxiety in young children and adolescents. The aim was to improve the understanding of what would be critical for future development of effective technology-based interventions. Methods We conducted an exploratory review of the literature through searches in 3 scientific electronic databases (PsycINFO, ScienceDirect, and PubMed). We used keywords in various combinations: child or children, adolescent, preschool children, anxiety, intervention or treatment or program, smartphone applications or apps, online or Web-based tool, computer-based tool, internet-based tool, serious games, cognitive behavioral therapy or CBT, biofeedback, and mindfulness. For inclusion, articles had to (1) employ a technological therapeutic tool with or without the guidance of a therapist; (2) be specific for treatment or prevention of anxiety disorders in children or adolescents; (3) be published between 2000 and 2018; and (4) be published in English and in scientific peer-reviewed journals. Results We identified and examined 197 articles deemed to be relevant. Of these, we excluded 164 because they did not satisfy 1 or more of the requirements. The final review comprised 19 programs. Published studies demonstrated promising results in reducing anxiety, especially relative to the application of cognitive behavioral therapy with technology. For those programs demonstrating efficacy, no difference was noted when compared with traditional interventions. Other approaches have been applied to technology-based interventions with inconclusive results. Most programs were developed to be used concurrently with traditional treatments and lacked long-term evaluation. Very little has been done in terms of prevention interventions. Conclusions Future development of eHealth programs for anxiety management in children will have to address several unmet needs and overcome key challenges. Although developmental stages may limit the applicability to preschool children, prevention should start in early ages. Self-help formats and personalization are highly relevant for large-scale dissemination. Automated data collection should be built in for program evaluation and effectiveness ...
Digital storytelling, including text, images, audio, music, and video, has been researched as a means of enhancing learners’ motivation, autonomy, and engagement and as a way to improve oral and speaking skills in foreign language learning. This study examined the relation between adults’ engagement in digital storytelling (scaffolded by an interactive learning environment) and their speaking skills and motivation when learning a foreign language. The study used a pre-test, post-test control group design with two groups of 20 Russians who were beginners in learning Greek as a foreign language (n = 40). The 12-h intervention was technology-supported only for the experimental group. Even though the comparison of participants’ recorded speech pre- and post-intervention revealed a statistically significant decrease of mistakes made during speech from pre- to post-intervention for both groups, an independent samples t-test to compare the groups’ post-intervention speaking performance revealed a statistically significant difference in favor of the experimental group (t(38) = 4.05, p < 0.05). The analysis of results from a motivation questionnaire administered pre- and post-intervention showed a statistically significant increase in the motivation of the experimental group only. Findings provide an indication that digital storytelling, scaffolded by an interactive learning environment, supports the development of adults’ speaking skills in a foreign language and increases their motivation.
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