The purpose of this article is to present the results of a study conducted to investigate how the attributes of 3-D technology such as avatars, 3-D space, and comic style bubble dialogue boxes affect participants' social, cognitive, and teaching presences in a blended problem-based learning environment. The community of inquiry model was adopted to analyse and interpret data collected from transcripts and group interviews. The results indicated that although the attributes of 3-D technology promoted participants' social presence, this positive online social experience did not completely contribute to participants' cognitive presence due to inherent technology attributes. Additionally, critical technical and instructional features of the 3-D environment were required in order to further enhance teaching presence and overall learning experience.Research into learning and teaching with Internet technology has been widely recognised and discussed in recent years. One exciting trend in this field is the development of 3-D multiuser virtual environments (3-D MUVEs) where emphasis is placed on promoting community participants' social presence and collaborative inquiry (Barab, Thomas,
The purpose of this study was to study undergraduate students’ opinions toward ubiquitous MOOC for enhancing cross-cultural competence. This descriptive research applied a survey method. The survey data were collected by using survey questionnaires and online questionnaires from 410 undergraduate students recruited from eight government universities. Descriptive statistics and Pearson correlation analyses were analyzed by using a computer program. The findings of this study revealed that all components of ubiquitous MOOC for enhancing cross-cultural competence were evaluated in the high level. The significant correlations among the main research variables revealed that u-learning had a highest positive correlation with massive open online course.
In the last decade, state professional teaching standards and federal mandates have required teachers to enter the field proficient with technology integration skills. Concurrently, the American Association of School Librarians urges collaboration between teachers and school librarians. Based on previous research recommending teacher-school librarian collaboration begin as early as student teaching, this study looks at the contributions of school librarians as members of a blended professional learning community established to mentor student teachers as they prepare for a technology integrated lesson.
This design case describes the work of two designers related to a longitudinal university preservice technology integration course series. We anchored the discussion of our case with various design values that we shared and took a critical role in our design activities. We broke our stories into three chapters in order to discuss our case in a narrative format. In each of these chapters we discuss our design problem, design values, design solutions, and design tensions. Within the chapters our discussions zoom in and out of detailed design issues related to our individual design experiences. Our case demonstrates how our design efforts and our designed products were intertwined with the sociopolitical context in which our case was situated. We end the discussion of this case by sharing what we learned.
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