Effective integration of Information and Communication Technology (ICT) into teaching and learning is becoming an essential competency for teachers. However, teachers do not usually follow linear instructional design models when they are planning for ICT integration. This paper proposes a generic model, which consists of three fundamental elements: pedagogy, social interaction and technology. Sound design of these components should help teachers to integrate ICT into their curricula in effective ways. Constructivist learning theories, the design of interactivity and the notion of usefulness provide the theoretical foundations for the construction of this model. Some examples of applying this model to the design of Web‐based learning environments, facilitation of online discussions and comparison of ICT tools are presented.
9 April 2022 in Computer Assisted Language Learning
This study investigated the application of an artificial intelligence (AI) coach for second language (L2) learning in a primary school involving 327 participants. In line with Community of Inquiry, learners were expected to perceive social, cognitive, and teaching presences when interacting with the AI coach, which was considered a humanized agent. To examine how learners’ perceived AI presences were related to their language learning, this study drew on AI usage data, actual learning outcomes, and attitudinal data. Results from hierarchical regression analyses suggest that cognitive presence and learners’ affection for AI’s appearance were significant predictors of L2 enjoyment, which also positively predicted learning outcomes. The score of English shadowing (representing the quality of AI usage) positively predicted learning outcomes. Contrary to intuition, teaching presence was found to negatively predict learning outcomes. Based on cluster analysis and subsequent MANOVA results, this study indicates that the learners perceiving higher social and cognitive presences via interacting with AI and showing greater affection for AI’s appearance tended to use the AI coach more frequently, demonstrate higher L2 enjoyment, and achieve higher learning outcomes. The present study contributes to the limited but increasing knowledge of human-AI interaction in educational settings and carries implications for future efforts on the use of AI for L2 learning.
E-Schoolbag is an integrated platform presented on the portable digital devices for educational purposes. Successful and sustainable integration of e-Schoolbag into the classroom often demands teachers to be equipped with essential knowledge, skills, and willingness to employ it on a voluntary basis. The purpose of this study was to examine if teacher’s TPACK abilities could predict their inclination to use e-Schoolbag. A total of 1185 teachers from 45 primary and secondary schools in China participated in this study. A structural equation model was established to examine if and how the TPACK framework might affect TAM. Results showed that the teachers’ TPACK level had a large impact on their acceptance of e-Schoolbag through perceived usefulness (PU) and ease of use (EOU). Specifically, the technological knowledge (TK) component was more significantly correlated with the e-Schoolbag acceptance than Pedagogical knowledge (PK) and content knowledge (CK). The path coefficient value further showed that TPACK affected the EOU more than the PU.
13 March 2009 in Interactive Learning Environments
The constructivist learning environment was designed on three perspectives: pedagogical, social and technological. A group of 24 trainee teachers used the environment and participated in the formative evaluation. Results showed that the trainee teachers liked the design specifications and perceived the learning environment to be useful. The purpose of this paper is to describe the design specifications, implementation processes and formative evaluation results of the learning environment. Issues and implications for designing web-based learning environments are discussed.
13 March 2009 in Interactive Learning Environments
Critical thinking and knowledge construction have become essential competencies for people in the new information age. In this study, we designed an interactive learning environment involving three forms of interaction: individual reflections, group collaboration and, class discussions. The purpose of this study was to investigate the extent to which the three forms of interaction promoted students' critical thinking and knowledge construction. Seventeen students at National Institute of Education of Singapore participated in this study. Their reflections and discussions were analyzed by following a content analysis approach. Results showed that writing reflections had potential to promote critical thinking but, not all students thought critically. Knowledge construction in groups and in class discussions happened at lower levels. This paper presents the conceptual framework, design specifications and evaluation results of the ILE. Implications of the results are discussed.