Talk:Teaching techniques

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General

Collaborative simulation games favoring schema's for identifying intelligent systems.

  • Irrelevant story lines (0.63) >>>>>> relevant (0.17) (narrative storytelling doesn't matter that much & entertainment vs school-like doesn't either [1]
  • Collaboration[1] (w/ games) > computers > traditional instruction.[2][3]
  • It improves Declarative knowledge (memorizing facts) over conventional (0.34)[1]
  • Across all education levels: intelligent systems > information resources > scaffolding (0.385, almost don't even use)[2]
  • Schematic games (0.46) > cartoon-like (0.20) > photorealistic (0.14).[1]
  • Schematic (0.48) > realistic (-0.01)[1]
  • Physics (0.38) > Life science (0.33) > Chemistry (0.24)[1]
  • Science (0.67) > Computer science (0.50) > Health science (0.41) > math (0.33)[2]
  • Science (1.275) > Health education (0.126) > Arts (0.588) > Math (0.583)
  • Simulations (1.07) > integrated environments (0.68) > participatory technology (0.65)[2]
  • Highest effect sizes with simulations[1]
  • Live simulations > mannequins > virtual objects[4]
  • 1-3month course duration had the highest effect sizes.[5] Instructional duration didn't matter (<20 hr or >21hrs)[6] It has to be different content each time though[1][3] Effects of online scaffolding by learning outcome
  • 5-10min is the typical attention span: Active/Passive not significant. [1][7]

comp-based STEM: No Scaffolding [8]

Scaffolding improves analysis (identifying components of information and ideas), but not synthesis (recognition of patterns) nor evaluation (judging data).[8]

Science

Do

  • Serious games (pref. Science) supplemented with other instructional methods (0.41)[1] Science and health education had the highest effect sizes for Gamification[5]
  • Intelligent systems (1.04)[2]
  • Active/Hands-on (0.93)[2]
  • Inquiry learning (0.71)[2]
  • Representational tools (0.62)[2]
  • Information resources (0.58)[2]
  • Integrated environments (0.58)[2]
  • Discussion board (0.41)[2]

Do not

  • Scripted problem-solving (0.25) (In general education: Scripted problem solving (0.87)[2]

Computers

Computer aid helps regardless of field and works in all fields[9]

Do

Collaborative learning Process (0.58) Knowledge (0.53) Applied Affective (0.38)

  • Engineering: 0.528[8]
  • Technology: 0.379[8]
  • Mathematics (0.425)[8]

Do not

Science (0.146)[8]

Community Design

Do

  • Prompts with unfamiliar context (0.92)[4] (Prompts = short textual hints within the simulation environment, which suggested actions or allowed revisit previous levels)
  • Video conferences & shared workspaces (0.78)[2]
  • Badges + leaderboard/rank + points (0.773)[5]
  • no leaderboards = 0.771 [10]
  • quests/missions/modules (goals and chunking) (0.649) [10]
  • Collaboration (0.609)[10]
  • Points (0.607)[5]
  • 1 game element (0.607)[10]
  • Not using competition (0.59)[10]
  • 3 game elements (0.588)[10]
  • no timing = 0.529 (not significant)[10]
  • Badges/awards, points/experience, advancement/levels (0.509)[10]
  • Discussion board & information resources (0.48)[2]
  • tangible rewards didn't matter[5]
  • student academic levels and disciplines didn't matter[5]
  • differing instructors didn't matter[5]

Do not

  • leaderboards = 0.358[10]
  • Chat & Representational tools (0.35)[2]
  • Prompts with familiar context (0.33)[4] Prompts = short textual hints within the simulation environment, which suggested actions or allowed revisit previous levels)
  • Knowledge forum & Group awareness tools (0.30)[2]
  • Representational tool & group awareness (0.24)[2]
  • timing = 0.236[10]
  • Games & Tabletop (0.15)[2]
  • Email & Chat & Video conferencing (-0.02) probs due to switching so often = complexity[2]

Scaffolding

Scaffolding is gradually letting the learner take control of the learning experience. It's primarily a meta-cognitive education based on expert modeling and feedback through communications disciplines. Small groups are preferred.

Small groups for Scaffolding[1][6][11][12][13]

  • Pairs >>> Individual >> Triad > Groups 3-8
  • 0.59 >>> 0.47 >> 0.41
  • More than 4 group members tend to have more conflict/negotiating

Conceptual Metacognitive = Strategic Motivational? No

Cooperative >> Collaborative > PBL

  • 0.51 >> 0.46 > 0.18

Fading/Adding > Adding > Fading:

  • 0.590 > 0.443 > 0.429[8]

Self-selected > performance-adaptation > fixed time

  • 0.519 > 0.434 > 0.376

Expert Modeling > Feedback > Hints > Multi-forms > Question prompts

  • 0.523 > 0.474 > 0.375 > 0.340 > 0.078[8]
  • reflection phases w/o guidance[4][11]

Metacognitive > strategic > conceptual

  • 0.384 > 0.345 > 0.126[8]

Meta-Cognitive >>>>> Affective = Cognitive

  • 1.6 >>>>> 0.672 = 0.652[14]

Communications > Computing > Education

  • 1.905 > 1.135 > 0.846[14]

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Riopel, M., Nenciovici, L., Potvin, P., Chastenay, P., Charland, P., Sarrasin, J. B., Masson, S. (3 July 2019). "Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis". Studies in Science Education. 55 (2): 169–214. doi:10.1080/03057267.2019.1722420. ISSN 0305-7267. 
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 Jeong, H., Hmelo-Silver, C. E., Jo, K. (November 2019). "Ten years of Computer-Supported Collaborative Learning: A meta-analysis of CSCL in STEM education during 2005–2014". Educational Research Review. 28: 100284. doi:10.1016/j.edurev.2019.100284. ISSN 1747-938X. 
  3. 3.0 3.1 Gegenfurtner, A., Ebner, C. (November 2019). "Webinars in higher education and professional training: A meta-analysis and systematic review of randomized controlled trials". Educational Research Review. 28: 100293. doi:10.1016/j.edurev.2019.100293. ISSN 1747-938X. 
  4. 4.0 4.1 4.2 4.3 Chernikova, O., Heitzmann, N., Stadler, M., Holzberger, D., Seidel, T., Fischer, F. (August 2020). "Simulation-Based Learning in Higher Education: A Meta-Analysis". Review of Educational Research. 90 (4): 499–541. doi:10.3102/0034654320933544. ISSN 0034-6543. 
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Bai, S., Hew, K. F., Huang, B. (June 2020). "Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts". Educational Research Review. 30: 100322. doi:10.1016/j.edurev.2020.100322. ISSN 1747-938X. 
  6. 6.0 6.1 Kalaian, S., Kasim, R., Nims, J. (8 June 2018). "Effectiveness of Small-Group Learning Pedagogies in Engineering and Technology Education: A Meta-Analysis" (PDF). Journal of Technology Education. 29 (2): 20–35. doi:10.21061/jte.v29i2.a.2. ISSN 2331-4702. 
  7. Strelan, P., Osborn, A., Palmer, E. (June 2020). "The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels". Educational Research Review. 30: 100314. doi:10.1016/j.edurev.2020.100314. ISSN 1747-938X. 
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 Kim, N. J., Belland, B. R., Walker, A. E. (June 2018). "Effectiveness of Computer-Based Scaffolding in the Context of Problem-Based Learning for Stem Education: Bayesian Meta-analysis". Educational Psychology Review. 30 (2): 397–429. doi:10.1007/s10648-017-9419-1. ISSN 1040-726X. 
  9. Wilson, A. B., Brown, K. M., Misch, J., Miller, C. H., Klein, B. A., Taylor, M. A., Goodwin, M., Boyle, E. K., Hoppe, C., Lazarus, M. D. (January 2019). "Breaking with Tradition: A Scoping Meta‐Analysis Analyzing the Effects of Student‐Centered Learning and Computer‐Aided Instruction on Student Performance in Anatomy". Anatomical Sciences Education. 12 (1): 61–73. doi:10.1002/ase.1789. ISSN 1935-9772. 
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., Li, J. (August 2020). "The impact of gamification in educational settings on student learning outcomes: a meta-analysis". Educational Technology Research and Development. 68 (4): 1875–1901. doi:10.1007/s11423-020-09807-z. ISSN 1042-1629. 
  11. 11.0 11.1 Kim, N. J., Belland, B. R., Lefler, M., Andreasen, L., Walker, A., Axelrod, D. (June 2020). "Computer-Based Scaffolding Targeting Individual Versus Groups in Problem-Centered Instruction for STEM Education: Meta-analysis". Educational Psychology Review. 32 (2): 415–461. doi:10.1007/s10648-019-09502-3. ISSN 1040-726X. 
  12. Chen, M., Ni, C., Hu, Y., Wang, M., Liu, L., Ji, X., Chu, H., Wu, W., Lu, C., Wang, S., Wang, S., Zhao, L., Li, Z., Zhu, H., Wang, J., Xia, Y., Wang, X. (December 2018). "Meta-analysis on the effectiveness of team-based learning on medical education in China". BMC Medical Education. 18 (1): 77. doi:10.1186/s12909-018-1179-1. ISSN 1472-6920. 
  13. Swanson, E., McCulley, L. V., Osman, D. J., Scammacca Lewis, N., Solis, M. (March 2019). "The effect of team-based learning on content knowledge: A meta-analysis". Active Learning in Higher Education. 20 (1): 39–50. doi:10.1177/1469787417731201. ISSN 1469-7874. 
  14. 14.0 14.1 Doo, M. Y., Bonk, C., Heo, H. (4 March 2020). "A Meta-Analysis of Scaffolding Effects in Online Learning in Higher Education". The International Review of Research in Open and Distributed Learning. 21 (3). doi:10.19173/irrodl.v21i3.4638. ISSN 1492-3831.