Search results for: Educational technology
Page 1/24 236 items
Mentoring the Mentors: Hybridizing Professional Development to Support Cooperating Teachers’ Mentoring Practice in Science
This article describes key features of a hybrid professional development (PD) program that was designed to prepare elementary classroom teachers to mentor preservice teachers for effective science instruction. Five classroom teachers who were new to mentor training participated in the study to document the impacts of the PD sequence. The PD combined an in-person immersion into the components of effective science instruction with online modules centered on learner-supportive mentoring practices. Findings indicated that mentors who engaged in the hybrid face-to-face and online PD more effectively coached their mentees and displayed specific shifts in their approach to mentor conversations. Participants showed statistically significant increases in their ability to use coaching as a default mentoring stance, to focus on evidence of students’ science learning, and to draw on a consistent framework for effective science instruction for their conversations.
Updated: Dec. 01, 2019
Learning Across Boundaries: Educator and Startup Involvement in the Educational Technology Innovation Ecosystem
This qualitative case study examined what educators and startups learned from each other when participating in a 4-hour educational technology (edtech) design summit, SlowPitch, which strategically facilitated boundary crossing conversations and activities among typically siloed constituents, such as educators, researchers, developers, investors, and students, in the edtech ecosystem. The study examined what educators and startups learn from each other, the ties they form, and the resources they share when offered a chance to deeply engage with each other. The research context involved a specially designed edtech pitch event that strategically facilitated a boundary crossing opportunity through conversation across typically siloed constituents in the edtech ecosystem.
Updated: Nov. 26, 2019
In this study, the authors were interested to evaluate the participants’ ability to integrate game design in their lesson plans and explore their experiences over time during the workshops. The findings revealed that the participants’ lesson planscan be improved in terms of allowing students to take ownership during the game creation, design, and problem-solving processes. Instead of giving students freedom and agency, the lesson plans did not allow high levels of collaboration and exploration.The analysis of the reflections helped the authors describe participants’ varied experiences and identify challenges faced during the Game Design and Learning (GDL) workshops. At the end of the workshops, all participants indicated that they developed a basic understanding of game design and programming and felt comfortable with the process.
Updated: Oct. 22, 2017
Digital Participatory Pedagogy: Digital Participation as a Method for Technology Integration in Curriculum
This participatory action research demonstrates how teachers' technological pedagogical knowledge might combine with a participatory stance to encourage students to design and carry out content-focused projects. Findings indicate that teachers struggle with how to assess new literacies, especially participatory digital literacies that engage learners in collaborative and innovative ways.
Updated: Aug. 13, 2017
Preparing Teachers to Integrate Technology Into K–12 Instruction: Comparing a Stand-Alone Technology Course With a Technology-Infused Approach
In this article, the authors compared the effectiveness of learning technological, pedagogical, and content knowledge (TPACK) domain knowledge in a new technology-infused approach for teaching technology to teacher candidates with a more traditional, stand-alone course. In the new approach, learning to use technology is infused into program methods courses. Candidates all improved their TPACK domain scores.
Updated: Aug. 09, 2017
This exploratory study examines the effectiveness of a “virtual role-play” (VRP) tool developed to help teacher candidates effectively respond to classroom bullying by providing them with opportunities to engage in repeated, authentic practice conversations. The authors hypothesized that practice in simulated conversations provided by VRP would improve teacher candidates’ communication skills and increase their confidence in responding to classroom bullying. The findings revealed that the repeated practice afforded by VRP improved candidates’ fluency in a way that traditional role-play did not, especially given the time and logistical constraints for conducting regular role-play.
Updated: May. 10, 2017
This study reports on the extent to which teacher education programs in the United States have begun to integrate maker principles and technologies. It also explores the factors which contribute to their decisions to include or not to include maker elements into their programs. Results indicate that approximately half of teacher education programs have at least some opportunities for undergraduates and graduates to learn about teaching and learning with maker technologies and principles.
Updated: May. 10, 2017
The present study utilized an innovative methodological approach to capture the noticing of preservice teachers using wearable cameras while they were in an introspective position within the elementary classroom context. Findings indicate that differences exist in the ability for preservice teachers to mark noticing as compared to practicing teachers.
Updated: May. 10, 2017
Factors Influencing Turkish Preservice Teachers’ Intentions to Use Educational Technologies and Mediating Role of Risk Perceptions
An expanded version of the Decomposed Theory of Planned Behavior, which incorporated the concept of Risk Perceptions (RP), was used to examine the intentions of Turkish preservice middle school teachers to use educational technologies (ET) in their future classrooms.
Updated: Feb. 26, 2017
This article describes an online course, which was created for engaging in-service teachers in pedagogies and technologies associated with creativity, innovation, and invention; using a variety of technologies in a safe, open, and playful atmosphere to help practicing teachers develop their own creativity; and providing tools for the development of creativity in their own students. Data from this self-assessment were analyzed to measure whether the course activities increased participants’ scores for overall creativity and for eight components of creativity. The results indicated that participants did make a significant overall gain in creativity and in the component areas of Abstraction, Connection, Perspective, and Boldness.
Updated: Feb. 01, 2017