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Christy Tucker's Library tagged research   View Popular, Search in Google

Research on the effectiveness of concept mapping, answering retrieval questions, and reading in multiple sessions. I like the presentation of this in a scenario where you are asked to predict the results of research rather than simply summarizing the study.

instructionaldesign e-learning scenarios research

May
18
2012

Karl Kapp responds to Ruth Clark's claim that "games don't teach" and Richard Clark's claim that no research supports gaming with a review of the research and what it actually does and doesn't tell us.

games research e-learning

  • Instructional games seem to foster higher-order thinking such as planning and reasoning more than factual or verbal knowledge.
  • Specifically, learning from simulation games was maximized when trainees actively rather than passively learned work-related competencies during game play, trainees could choose to play as many times as desired, and simulation games were embedded in an instructional program rather than serving as stand-alone instruction.
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Guy Wallace makes some ad hominem attacks against me for my criticism of Ruth Clark's claim that "games don't teach" (although he doesn't mention me by name or link to me, it's pretty clear that he is talking about my post). Once you get past the part where he says that Clark has made so many contributions to the field that it's not fair to attack her, especially if you're someone like me who isn't a "star," there are some valid points. He's correct that "popularity is not evidence" and that games can be more expensive than other solutions that might be just as effective.

games research e-learning ROI

May
5
2012

Ruth Clark claims that "games don't teach," an obviously false statement. She has some legitimate points about matching the game design to the learning outcomes, but her claim that no research supports using games for anything other than "drill and practice" type activities is clearly incorrect. She makes this claim without addressing any work by Squire, Aldrich, etc., so it appears she didn't do a literature review prior to writing.

She cites one study with two games that were less effective at helping learners remember, and she believes that discounts the dozens of other studies on the topic. First, maybe those games were poorly designed. Second, if you're just measuring "transfer and retention" rather than application, I wouldn't be surprised that a game didn't do as well. Games are often better at moving from recall to application--but of course, she didn't measure application.

games research e-learning

  • The goal of the research was to compare learning efficiency and effectiveness from a narrative game to a slide presentation of the content. Students who played the Crystal Island game learned less and rated the lesson more difficult than students who viewed a slide presentation without any game narrative or hands on activities. Results were similar with the Cache 17 game. The authors conclude that their findings “show that the two well-designed narrative discovery games…were less effective than corresponding slideshows in promoting learning outcomes based on transfer and retention of the games’ academic content” (p. 246).
  • Often the features of a game are at counter-purposes to the learning objectives. For example, many games incorporate an onscreen clock requiring the learner to achieve the goal in seconds or minutes. For learning outcomes that are based on understanding and critical thinking, games with time goals that reinforce fast responses are a poor match.
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Mar
8
2012

A number of resources and posts related to the March 1, 2012 Learning Styles Awareness Day

learningstyles research instructionaldesign

Nov
22
2011

Comments from a number of experts dismissing learning styles, plus discussion on why we still talk about learning styles even though the research doesn't support it

instructionaldesign learningstyles research

Nov
12
2011

Judy Unrein researched animated and static learning agents and found no difference in animation. Learning agents have value, but this research points to no extra value for more expensive and time-consuming animation.

instructionaldesign e-learning avatar multimedia learningagent research

Aug
17
2011

If your software training includes time to explore or "tinker," men and women will have different rates of success. A strategic approach may be better than going through individual features. This research focused on adding new features with an audience who was already familiar with the software; I'm not sure the same training technique would work with beginners with an application.

e-learning softwaretraining research diversity

  • Tinkering with the spreadsheets seems to be a reasonable approach to working with a new problem, in line with generating and testing alternative strategies to find a solution. In other words, learning.  Women who tinkered with the spreadsheets seemed to be doing just that, and, for them, tinkering predicted more effective problem solving.  Counter-intuitively, though, when men tinkered with the spreadsheet, they were less effective in correcting the errors.  The opposite results seem attributable to the fact that women paused before trying something else, long enough to process the information.
  • In the final experiment, researchers provided a different kind of tutorial — one that emphasized a strategic, rather than a feature-by-feature approach to the problem.
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Jul
25
2011

Study examining what happens when you remove common elements of instruction. Practice with feedback was critical; information, objectives, examples, and review made little difference.

"This study investigated the effects of several elements of instruction (objectives, information, practice, examples and review) when they were combined in a systematic manner."
"Results indicated participants who used one of the four versions of the computer program that included practice performed significantly better on the posttest and had consistently more positive attitudes than those who did not receive practice."

instructionaldesign e-learning research

Jun
29
2011

Review of Kirschner, Sweller, and Clark's paper bashing constructivism, discovery, and problem-based learning, plus some context and research on the other side.

learning training pbl constructivism research inquiry

  • Thus Kirschner, Sweller and Clark's paper is an important reminder for us to not carry Problem Based Learning (PBL) to its extreme. That is, while it has its strengths, learners often need a more direct approach in order to build a solid foundations before being presented with PBL.
  • With the title blaring, “Why Minimal Guidance during Instruction Does Not Work” rather than, “Why Minimal Guidance during Instruction Does Not Work for Novice Learners,” the authors almost seem to ignore that PBL is a necessity in order to promote deeper levels of understanding.
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Jun
7
2011

Learners like avatars with the same gender and ethnicity, but they also like those who give feedback the way they want: comparing against others or comparing against their own past scores. However, learning didn't always improve based on liking the avatar better.

research e-learning avatar

  • Although they may seem horribly fake, past research has suggested that we react to them in the same ways we react to a real person: studies have suggested that we tend to be more comfortable when the virtual personality shares our gender and ethnic background, just as we are when we work with living humans. Now, a new study on virtual training instructors extends that to show that people work best with virtual systems that measure progress the same way that they do.
May
21
2011

Summary of findings from a number of studies showing increases in productivity due to telecommuting. Increases in productivity range from 15% to 50%.

telecommuting productivity research

Apr
26
2011

Two IDs look at the use of audio narration--how much, quality of speakers, quality of equipment. Includes guidelines based on their survey of employees. I wish they had some more info about the survey they conducted though (i.e., how many responses they received, how many total employees at the company, etc.)

e-learning audio research casestudies

  • We wanted to know the preferences of our employees so we conducted a survey. They almost unanimously said that 1) they do not want the entire course to be narrated, 2) they do not want text on the screen read to them word for word, and 3) about two-thirds of the employees want to be able to turn the narration on or off.
    • Here are the guidelines we have adopted as a result of this study:

       
         
      1.  

        [How much?] We  will use audio only when instructionally necessary.  

         
      2.  

        [Control] We  will make sure students have the ability to turn the sound on and  off, and that they know how to do so.

         
      3.  

        [Who?] We will  continue to use in-house talent, but other than credits at the end,  we will not identify the narrator unless his or her name or title is  pertinent for the instruction, e.g., having the Compliance Officer  introduce a compliance course. This will prevent having to  re-narrate when someone changes position or leaves the company. We  may audition to get more suitable voices.

         
      4.  

        [Quality] We  only need slightly a higher quality microphone along with a pop  filter to raise our technical quality to the practical limit. We  also identified a storage room that will double as our sound studio  with the use of inexpensive draperies. This location should improve  our ability to splice in updates without sounding noticeably  different from the original.

         
      5.  

        We will  continue to have learners evaluate the use and quality of our  narration and make adjustments accordingly.

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Mar
28
2011

Review of research and claims about digital natives, recommending critical research and real discussion rather than "dismissive scepticism [or] uncritical advocacy."

netgeneration learning research

  • The claim that there is a distinctive new generation of students in possession of sophisticated technology skills and with learning preferences for which education is not equipped to support has excited much recent attention. Proponents arguing that education must change dramatically to cater for the needs of these digital natives have sparked an academic form of a ‘moral panic’ using extreme arguments that have lacked empirical evidence.

    The picture beginning to emerge from research on young people's relationships with technology is much more complex than the digital native characterisation suggests. While technology is embedded in their lives, young people's use and skills are not uniform. There is no evidence of widespread and universal disaffection, or of a distinctly different learning style the like of which has never been seen before.

Feb
21
2011

Selections from a literature review on the efficacy of online learning. Lots of resources from seven sites, mostly focused on higher ed

e-learning highered research

Feb
11
2011

Collected list from Karl Kapp with research highlights on advantages of e-learning, including reduced learning times and increased retention levels.

e-learning research

Jan
17
2011

Highlights of what one principal has learned from Visible learning:
a synthesis of over 800 meta-analyses relating to achievement. Some of the ideas in education reform that we hear the most about (such as class size) maybe aren't as important or have as much impact as other strategies.

research learning education k-12 evaluation

  • 1. Class Size

     

    My initial thought: Decreasing Class Size from 25 to 15 could significantly improve student achievement.

     

    The bold, loud claim I hear:  “Decreasing class sizes is a key to student success!”

     

    What the research says:  Of the 138 factors of the meta-analyses done, this was ranked as number 106, and had a impact factor of 0.21, well below the hinge point of showing notable change.  This is based on studies of more than 40000 classes, and nearly 950000 students worldwide. Perhaps not surprisingly, “quality teaching” has nearly double the impact on student achievement than this factor.

     

    My new thought:  Not the high-yield strategy that I believed.

  • 6.  Formative Evaluation of programs

     

    My initial thought:  Extremely important for teachers to adapt and change their methodologies in response to student learning. Using student data to guide instruction and reflection through collaboration with their peers is something that we have been focussing on in our school through our change in structures.

     

    Loud, bold claim I hear:  “I know what works in my class!”

     

    What the research says:  This ranks as #3 of 138, with an effect of 0.9 over nearly 4000 students and 38 studies.  Teachers being purposeful to innovations in that they are looking to see “what works” and “why it works” as well as looking for reasons why students do not do well lead to improvement in instruction and student achievement.

     

    My new thought:  This is the high-yield strategy that can really make a difference at our school, and through the Professional Learning Community Model of providing time for teachers to collaborate and reflect on teaching practices, we have seen a marked increase in the success of our students.

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