Roger Rivero Galeano, Adán Gómez Salgado, Danilza Lorduy Arellano
{"title":"METACOGNITIVE STRATEGIES AND LEARNING QUALITY: A SYSTEMATIC MAPPING STUDY","authors":"Roger Rivero Galeano, Adán Gómez Salgado, Danilza Lorduy Arellano","doi":"10.33965/icedutech2020_202002l007","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002l007","url":null,"abstract":"The purpose of this study was to identify, analyze, synthesize and evaluate research papers aimed at the application of metacognitive strategies to improve the quality of learning in secondary school students. This document is a systematic mapping (SM) which offers a comprehensive overview of the methods, indicators, strategies, techniques and instruments used in those research. A literature review was conducted in seven widely recognized databases in the educational and scientific community worldwide; 722 documents were found and from these 19 were relevant to the search objective. 57.89% applied metacognitive strategies as follows: 15.78% to learning quality 42.10% to learning processes or skills; 31.57% on learning quality, and 10.5% on learning processes without the intervention of metacognitive strategies. The results confirmed the application of metacognitive strategies such as: planning, monitoring, evaluation, underlining, self-evaluation, modeling, thinking aloud, consciously choosing, reflection and reflecting on learners ’ideas, keeping journals, predictions, among others. Learning processes such as: motivation, understanding, transferring, evaluation, selective attention, knowledge association and advanced organization were intervened. Indicators of the learning quality were also used: potential, processes, results, the academic performance, peer evaluation, intrinsic motivation, understanding, knowledge construction indicator, teacher's expectation indicator, the Students’ growth indicator, the superficial level of learning, and the deep level of learning , the level of learning achievement. There was a knowledge gap in the application of metacognitive strategies to improve the learning quality of secondary school students, which confirms the need to conduct studies with this type of classroom interventions.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114945815","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"GAUGING THE USAGE OF THE INTERNAL MARKETING BY TEACHERS FOR EFFECTIVE TEACHING AND COMMUNICATION","authors":"S. Kurian, B. Andrlic, N. H. Ramanathan","doi":"10.33965/ICEDUTECH2020_202002L003","DOIUrl":"https://doi.org/10.33965/ICEDUTECH2020_202002L003","url":null,"abstract":"With a whole new array of technological developments in and around the world ----” The Technology means” are the strongest way to communicate and create long lasting impact on peoples’ minds. As far as teachers are concerned technology enabled teaching environment can positively reinforce their teaching methodology. The internet which is an internetwork of networks and integrates Information and communication technologies, can be used as an effective means for communicating with the students This study assesses the internet usage by teachers of high schools and higher secondary schools along thirteen different categories of uses of the internet for various teaching learning processes. The data was collected from three zones constituted by 14 districts in the Indian state named Kerala. The data was analysed using Friedman's two-way analysis of variance test to gauge the teachers ranking of thirteen popular uses of the Internet. The rankings revealed that the most popular use of the internet was accessing course content, followed by teaching of subjects, performance evaluations and communicating with subject experts. The least ranked categories of use were gaining computer skill, presentation, searching information and communicating with stakeholders like students, parents and teachers. These rankings are indicative of teacher preferences relating to the usage of Internet resources for various teaching learning activities. The results raise several concerns regarding the areas where there is potential for better use of the internet in the future.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"403 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122511324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"VIRTUAL REALITY IN SECOND LANGUAGE ACQUISITION RESEARCH: A CASE ON AMAZON SUMERIAN","authors":"Ana Maria Góes Monteiro, Thies Pfeiffer","doi":"10.33965/icedutech2020_202002r018","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002r018","url":null,"abstract":"Virtual reality (VR) has gained increasing academic attention in recent years, and a possible reason for that might be its spread-out applications across different sectors of life. From the advent of the WebVR 1.0 API (application program interface), released in 2016, it has become easier for developers, without extensive knowledge of programming and modeling of 3D objects, to build and host applications that can be accessed anywhere by a minimum setup of devices. The development of WebVR, now continued as WebXR, is, therefore, especially relevant for research on education and teaching since experiments in VR had required not only expertise in the computer science domain but were also dependent on state-of-the-art hardware, which could have been limiting aspects to researchers and teachers. This paper presents the result of a project conducted at CITEC (Cluster of Excellence Cognitive Interaction Technology), Bielefeld University, Germany, which intended to teach English for a specific purpose in a VR environment using Amazon Sumerian, a web-based service. Contributions and limitations of this project are also discussed.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124029951","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"HEURISTIC USABILITY EVALUATION APPLIED TO EDUCATIONAL GAMES","authors":"Anara Olimpio, Pollyana Notargiacomo","doi":"10.33965/icedutech2020_202002l004","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002l004","url":null,"abstract":"The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles that help in understanding the best way to apply software evaluation and the best timing for such evaluation. Heuristic evaluation of usability is a useful tool for developers to improve interactive tools. Many developers have adopted interactive game-based learning because of its characteristics, and have been able to motivate mobile learning systems. After the consolidation of these papers and heuristics, three digital games geared toward music teaching were selected. The results show that it is possible to identify and analyze problems of playability, allowing designers to make corrections that can improve user experience, such as the possibility of contributing to the learning process. The qualitative study was beneficial, as it helped to understand usability problems that occur in interactive tools.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114501246","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"GLOBAL LEARNING AND ITS IMPLEMENTATION","authors":"M. Ben-Jacob, David Wang","doi":"10.33965/icedutech2020_202002r016","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002r016","url":null,"abstract":"Global learning is concerned with intercultural and international aspects of education as well as specific content areas. Technological advances support students from different countries, backgrounds, and cultures to study and learn together, and enhance their pedagogical and life experiences. Global learning is critical for educators as well as students in order to embrace world cultures and events and develop as citizens of the world. This paper provides a background into global learning. The generic goals of global learning and the technology that can implement, facilitate, and sometimes impede them are discussed.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130171875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lázaro V. O. Lima, Cristiana Araújo, L. Magalhães, P. Henriques
{"title":"TRAINING THE COMPUTATIONAL THINKING WITH AUGMENTED REALITY","authors":"Lázaro V. O. Lima, Cristiana Araújo, L. Magalhães, P. Henriques","doi":"10.33965/icedutech2020_202002d019","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002d019","url":null,"abstract":"To overcome the difficulties of teaching Computer Programming, felt by teachers and students, an increasingly bigger community of researchers in Computer Science is claiming for the importance of preparing students, since very early (primary school), to acquire Computational Thinking skills; in that way the interpretation and design of algorithms/programs will become much easier. However, the development of Computational Thinking requires the creation and use of appropriate Learning Resources. The pragmatics shows that a person only acquires a new way of thinking or a new way of behaving if he is trained with the appropriate devices. First of all, in the paper, we will discuss how an ontology can be used to specify what is involved in Computer Programming and how these concepts and Computational Thinking concepts are related. We believe that this formal description will guide the choice of convenient Learning Resources. In that context, we intend to investigate the impact of Augmented Reality on them. After the ontological approach, the paper will focus on the process of shaping Computational Thinking through Augmented Reality. We aim at creating AR-based Learning Resource in an attractive way to improve fundamental skills on young students.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127426151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. E. Espino, Joffré Huamán Núñez, Braulio Barzola Moscoso, Z. M. Chávez, Alejandro Rumaja Alvitez, Oscar Manuel García Cajo
{"title":"ERRORS IN THE STUDY OF THE VARIATIONAL BEHAVIOR OF FUNCTIONS IN THE UNIVERSITY ENGINEERING STUDENTS","authors":"A. E. Espino, Joffré Huamán Núñez, Braulio Barzola Moscoso, Z. M. Chávez, Alejandro Rumaja Alvitez, Oscar Manuel García Cajo","doi":"10.33965/icedutech2020_202002l011","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002l011","url":null,"abstract":"The study of the variational behavior of functions constitutes an important element in the understanding of the change of phenomena in real life. His understanding is an essential axis in the mathematical training of university students, especially those who pursue engineering careers. This article presents the results of a study whose objective was to determine the mistakes made by engineering students about the variational behavior of functions. The Duval Semiotics Records Theory was taken as a reference and a questionnaire was prepared with questions about identification of regions of variability for “x” and “y”; regions of growth, decrease, stability, extreme values and, analysis and description of the behavior of the function. The evaluation of the answers was done in a quantitative-qualitative way, from an exploratory and descriptive perspective, with 100 students participating in the civil engineering career. The results indicate that students do not make a real reflection on the variational behavior in intervals of the variables or in a global way. They have difficulty discriminating between the behavior of the function and the location of the function. They present cognitive difficulties that do not allow them to make an adequate conversion from one register to the other. Errors related to mathematical language were found, to the limitations to obtain spatial information, to establish erroneous inferences and to the inadequate development of previous knowledge, which does not allow them to properly evaluate the variational behavior of the functions.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125903173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"DIGITAL TOOL FOR BLENDED LEARNING FOR TEACHING VISUAL EFFECTS","authors":"Alexandre V. Maschio, N. Correia","doi":"10.33965/icedutech2020_202002l013","DOIUrl":"https://doi.org/10.33965/icedutech2020_202002l013","url":null,"abstract":"The use of digital and blended digital learning modes is becoming more popular in teaching practice at various levels of instruction. This article reports a case study with a strong experimental approach in which a digital learning object (DLO) was developed to assist in the pedagogical practice in higher education (in the audiovisual area). The objective of the research was mainly to evaluate the pedagogical contribution of DLO, however, this article is restricted to demonstrate what were the methodological paths taken during the research process for the development and conception of the tool (DLO), using theoretical references from the design area, pedagogy (regarding the construction and validation of digital learning objects), and the methodologies defined for their subsequent evaluation and validation. This article intends to contribute mainly by pointing out the design strategies adopted for the conception and creation of a Digital Learning Object for Blended Learning. Future works will present the subsequent validation results, pointing out the paths taken and new research paths to be followed to complement and further contribute to research regarding the importance of DLOs in the teaching practice of higher education. Besides, it is believed that the more research and experimentation with the construction of new DLOs and the sharing of the methods used, the better for the development, reflection and definition of better design strategies to more effectively reach the objectives initially proposed for the digital learning tool.","PeriodicalId":109909,"journal":{"name":"Proceedings of the 7th International Conference on Educational Technologies 2020","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122070317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}