The use of digital technology in the learning process and teaching practices in formal teaching is highly dependent on the ability of teachers of introducing it without jeopardizing the richness of the classroom environment, namely the attention that students need to follow the flow of argumentation and to guarantee the quality of the inquiring.Although several studies value the importance of technologies in our media-enriched world and the "learn anytime and anywhere" motto associated with mobile learning, we argue that the classroom dynamics are becoming more and more at risk with the addictive dimension brought about by the ubiquitous presence of digital devices and social media in students' lives. In this article, we will make a critical review of the literature related to mobile learning because there is still a need of more extensive research on the interference of technology in the classroom, especially on how multitasking affects the teacher role in-class as a media orchestrator and learning facilitator. Finally, we will discuss the use of technology in the formal classroom environment, mainly to stimulate a much-needed discussion about the bright-not-so-bright impacts of technology in the teaching and learning process.
In the scope of the school activities of the GamiLearning project, badges were issued to students, aiming to engage them in the online community created in the SAPO Campus platform. Analyzing the use of badges in the platform, it was possible to identify that only a few communities actually used the badges tool. In order to promote the use of Badges by the members of these schools a MOOC was designed and implemented. The MOOC was named "Badges: how to use?" and started on the 20th of April of 2017. This paper presents the assumptions underlying the creation of this MOOC, explaining how it was organized. It characterizes its participants and remarks are given on how to continue working with the participants through a community of practice about badges.
This paper, reporting on research at an early stage, aims to analyse the impact of badges when used in conjunction with an introductory tutorial that aims to help users getting to know its most important areas and functionalities. With that in mind, a test session was designed, asking learners new to SAPO Campus platform (an institutionally supported social Web platform), to complete a tutorial, discovering the existence of badges and how they could be earned and associated with their profile page, visible to the community. Learners were also asked about the impact of badges on their desire to complete the tutorial, and their general attitude towards being rewarded for completing several actions inside and outside the platform. Preliminary data reveals that learners considered that badges had a significant positive contribute to make them feel more engaged and motivated to complete the tutorial.
The present paper is part of a wider study, focussed on the development of a digital educational resource for Science Education in primary school, integrating an Educational Data Mining framework. The proposed conceptual framework aims to infer the impact of the adopted learning approach for the development of scientific competences and students' self-regulated learning. Thus, students' exploration of learning sequences and students' behaviour towards available help, formative feedback and recommendations will be analysed. The framework derives from the proposed learning approach, as well as from the literature review. Before introducing it, the authors present an overview of the digital educational resource learning approach and the adopted Educational Data Mining methods. Finally, we present the proposed conceptual Educational Data Mining framework for Science Education, focussing its relevance on the development of students' scientific competences and self-regulated learning.
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