Since its introduction, the Nintendo Wii remote has become one of the world's most sophisticated and common input devices. Combining its impressive capability with a low cost and high degree of ...accessibility make it an ideal platform for exploring a variety of interaction research concepts. The author describes the technology inside the Wii remote, existing interaction techniques, what's involved in creating custom applications, and several projects ranging from multiobject tracking to spatial augmented reality that challenge the way its developers meant it to be used.
The aim of this research is to produce a puzzle game about Indonesian culture product assisted by an interactive whiteboard that attracts students' attention, fosters learning motivation, is ...interactive, is fun, and students are directly involved in learning and are valid or appropriate for use in learning. Submission of material is packaged in an educational game in the form of dialogue, mission, challenges, and obstacles and when played by students will automatically learn about the diversity of Indonesian culture. This study uses a multimedia development model according to Lee & Owens with three stages of completion, that is assessment/analysis, design dan development. The result of the development puzzle game about Indonesian culture assisted by Interactive Whiteboard has received positive responses from media experts and material experts and is appropriate to use. Abstrak: Tujuan dari pengembangan ini adalah menghasilkan produk Puzzle Game Keragaman Budaya Indonesia berbantuan interactive whiteboard yang menarik perhatian siswa, menumbuhkan motivasi belajar, interaktif, menyenangkan dan siswa terlibat langsung dalam pembelajaran yang layak untuk digunakan. Penyampaian materi dikemas didalam game edukasi berupa dialog, misi, tantangan dan hambatan dan ketika dimainkan oleh peserta didik otomatis akan belajar tentang keragaman budaya Indonesia. Penelitian ini menggunakan model pengembangan multimedia menurut Lee & Owens dengan tiga tahap penyelesaian, yaitu assessment/analysis, design dan development. Hasil pengembangan adalah Puzzle Game Keragaman Budaya Indonesia berbantuan Interactive Whiteboard mendapatkan respon positif oleh ahli media dan ahli materi serta layak digunakan.
Interactive whiteboards (IWB) are regarded as one of the most revolutionary instructional technologies for various educational levels. While the impacts of IWBs in classroom settings have been ...examined recently in a number of studies, this study not only looks at the perception but also examines the actual usage and behaviors associated with promising IWB features in practical settings. The main goal of this paper is to evaluate both teachers' perceptions and their use of IWBs. A questionnaire was developed based on an extensive literature review as well as related instructional theories and models. The questionnaire consisted of questions about demographics, usage, and teachers' perceptions related to IWBs. For this study, 174 teacher-participants, who have actively used IWBs for instruction, were selected from various educational levels (from grade 6 to 12). The results show that teachers believe that IWBs can be used for different subject domains. Also, teachers believe that IWBs can be used to facilitate learning and instruction under the following conditions, 1) collaboration with colleagues, 2) training about effective instructional strategies using IWB, and 3) more frequent teacher use of IWBs to improve IWB competency.
As a modern pedagogical philosophy, problem-based learning (PBL) is increasingly being recognized as a major research area in student learning and pedagogical innovation in health sciences education. ...A new area of research interest has been the role of emerging educational technologies in PBL. Although this field is growing, no systematic reviews of studies of the usage and effects of educational technologies in PBL in health sciences education have been conducted to date.
The aim of this paper is to review new and emerging educational technologies in problem-based curricula, with a specific focus on 3 cognate clinical disciplines: medicine, dentistry, and speech and hearing sciences. Analysis of the studies reviewed focused on the effects of educational technologies in PBL contexts while addressing the particular issue of scaffolding of student learning.
A comprehensive computerized database search of full-text articles published in English from 1996 to 2014 was carried out using 3 databases: ProQuest, Scopus, and EBSCOhost. Eligibility criteria for selection of studies for review were also determined in light of the population, intervention, comparison, and outcomes (PICO) guidelines. The population was limited to postsecondary education, specifically in dentistry, medicine, and speech and hearing sciences, in which PBL was the key educational pedagogy and curriculum design. Three types of educational technologies were identified as interventions used to support student inquiry: learning software and digital learning objects; interactive whiteboards (IWBs) and plasma screens; and learning management systems (LMSs).
Of 470 studies, 28 were selected for analysis. Most studies examined the effects of learning software and digital learning objects (n=20) with integration of IWB (n=5) and LMS (n=3) for PBL receiving relatively less attention. The educational technologies examined in these studies were seen as potentially fit for problem-based health sciences education. Positive outcomes for student learning included providing rich, authentic problems and/or case contexts for learning; supporting student development of medical expertise through the accessing and structuring of expert knowledge and skills; making disciplinary thinking and strategies explicit; providing a platform to elicit articulation, collaboration, and reflection; and reducing perceived cognitive load. Limitations included cumbersome scenarios, infrastructure requirements, and the need for staff and student support in light of the technological demands of new affordances.
This literature review demonstrates the generally positive effect of educational technologies in PBL. Further research into the various applications of educational technology in PBL curricula is needed to fully realize its potential to enhance problem-based approaches in health sciences education.
A review of the literature shows that the model for the Unified Theory of Acceptance and Use of Technology (UTAUT) has received only limited validation in educational contexts. This limitation led to ...this study to determine the applicability of the UTAUT model with an educational perspective and to statistically explain the factors affecting student teachers' intentions to use interactive whiteboards. The research project comprised a cohort of 159 student teachers who undertook a questionnaire designed to measure their responses to performance expectancy, effort expectancy, social influence, facilitating condition and behavioural intention. Structural equation modelling was used as the main technique for data analysis. According to the result of the goodness-of-fit test, the findings led to the conclusion that the model was endorsed by the data. Overall, the model accounted for 59.6 % of the variance in intention of student teachers to use interactive whiteboards in their teaching. The findings also demonstrated the important distinction of performance expectancy, effort expectancy and user's experiences in interactive whiteboard adoption amongst student teachers. The theoretical and practical implications of the model are discussed.
The perceived usefulness (PU) of a technology is critical for its final adoption; however, what makes an interactive whiteboard (IWB) perceived useful remains unclear. This study aims to investigate ...how pre-service teachers perceive the usefulness of Seewo interactive whiteboards for ESL (English-as-a-second-language) instruction. We recruited 80 pre-service ESL teachers, divided them into 16 groups, provided five weeks of training, and conducted focus group interviews to gather qualitative feedback. The data were analyzed using grounded theory techniques with the aid of the software Nvivo. Three research questions were addressed: how pre-service ESL teachers perceive the usefulness of Seewo IWB in terms of its functions that enhance the learning process (PU-process), how they perceive the usefulness of Seewo IWB in terms of its functions that improve learning outcomes (PU-outcome), and how they perceive the non-usefulness of Seewo IWB. The findings shed light on the determinants of the perceived usefulness (PU) concept, which is crucial for fostering a higher intention to accept technology.
La explotación visual en la PDI Cancelas-Alvarez, Paula Cancelas
Studia Iberystyczne,
06/2021, Letnik:
10, Številka:
10
Journal Article
Recenzirano
Odprti dostop
Using audiovisual aids in the classroom not only gives an opportunity for the students to learn in a more pleasant way, but also provides means for addressing numerous aspects and skills in teaching ...a foreign language. The use of Interactive Whiteboards is spreading rapidly in the recent years. Interactive Whiteboards offer a possibility of a more interesting and modern use of the audiovisual techniques, so they are becoming an invaluable tool for a teacher. This is why it is so important for us, teachers, to learn how to make the best use of this tool during our classes. This article presents briefly the advantages of Interactive Whiteboards and the use of audiovisual aids in teaching. Moreover, it shows some techniques and examples ready to be introduced in the classroom, all of them extracted from classes of Spanish as a foreign language.
The article deals with the phenomenon of Interactive Whiteboards; their characteristics, possible ways of use and contributions to English lessons. The main aims are to examine the tool from various ...perspectives, to research the Interactive Whiteboards implementation possibilities in Ukraine and to provide methodological support for teachers of English as a foreign language. The key facts about Interactive Whiteboards on the basis of worldwide research and publications are summarized in the article. The article includes description and analysis of the uses of Interactive Whiteboards in English as a Foreign Language (EFL) classroom. The research aims at investigating the effects of using an Interactive Whiteboard in vocabulary, grammar, reading, writing and speaking teaching. It is emphasized that teaching English as a foreign language in accordance with the recent trends requires equal development of all language skills, regular exposition to natural language by Whiteboards, which support multimodality and learners involvement, have the potential to become one of the tools that can help the English teachers fulfill these aims. The study shows that there is potential in language learning for students with the use of Interactive Whiteboards, due to the teachers’ willingness to integrate new technology and take risks when applying it. This attitude is a positive first step and if the correct measures are taken from policy makers and stakeholders, language teaching may advance in particular ways. Findings show that the use of Interactive Whiteboards increases the students’ English academic success when compared to the use of blackboard and using Interactive Whiteboard in teaching English affects school students’ achievement positively.