| Literature DB >> 32837123 |
Abstract
The special issue "A Synthesis of Systematic Review Research on Emerging Learning Environments and Technologies" edited by Drs. Florence Martin, Vanessa Dennen, and Curtis Bonk has assembled a noteworthy collection of systematic review articles, each focusing on a different aspect of emerging learning technologies. In this conclusion, we focus on these evidence-based reviews and their practical implications for practitioners as well as future researchers. While recognizing the merits of these reviews, we conclude our analysis by encouraging readers to consider conducting educational design research to address serious problems related to teaching, learning, and performance, collaborating more closely with teachers, administrators, and other practitioners in tackling these problems, and always striving to make a difference in the lives of learners around the world. © Association for Educational Communications and Technology 2020.Entities:
Year: 2020 PMID: 32837123 PMCID: PMC7382956 DOI: 10.1007/s11423-020-09811-3
Source DB: PubMed Journal: Educ Technol Res Dev ISSN: 1042-1629
Summary of advice for researchers and practitioners based on the 13 systematic reviews
| Topics | Authors | Recommendations for researchers | Implications for practitioners |
|---|---|---|---|
| Social media and school context | Dennen, Choi, and Word | The systemic nature of social media use by individuals should be considered; studies bridging disciplines and contexts need to be conducted | There does not yet exist a robust set of design principles for incorporating social media into teaching and learning at any level. Hence, efforts to utilize social media to support teaching and learning should be approached carefully and best implemented and tested using action research with clear pedagogical needs in mind |
| Social media and professional development in higher education | Luo, Freeman, and Stefaniak | Further systematic research is needed using different research methods to investigate specific components and claims of social media-based professional learning | Social media-supported professional learning networks and communities of practices can potentially contribute to faculty learning; yet, challenges exist in sustaining faculty participation, engagement, and effective navigation of the social media space |
| MOOC research | Zhu, Sari, and Lee | Most MOOC research to date has focused on learner issues. MOOC researchers should design comprehensive studies of various MOOC stakeholders including instructors, designers, or program administrators | MOOCs are researched around the world and research is becoming cross-institutionally and internationally collaborative. MOOC instructors and instructional designers should communicate and collaborate globally to share design approaches and pedagogical practices to improve the quality of MOOCs and meet diverse learner needs and expectations |
| Using technology in special education | Oluvabunmi, Akcayir, Ishola, and Demmans Epp | More research is needed into learning technologies for life, job skills and training, and social skills; further studies in everyday settings could help students to contextualize their learning | We need to keep improving the design and deployment of educational technologies for supporting those with developmental and cognitive disorders to contribute towards creating a future that offers equitable educational opportunities to every student |
| Mobile technologies on preschool and elementary children's literacy achievement | Eutsler, Mitchell, Stamm, and Kogut | Transparency is needed in reporting participant characteristics so that the studies are applicable to other contexts; standardized achievement measures are needed to address reliability and replicability of the studies | To use mobile apps effectively, practitioners must ensure alignment between the app characteristics and the learning goals (e.g. literacy domain). It is unrealistic to expect too much impact from a single app, and thus multiple interventions and/or apps may be needed to improve students’ literacy over time |
| Mobile devices on language learning | Chen, Chen, Jia, and An | MALL (mobile-assisted language learning) studies employing the situated and collaborative features of mobile learning produce a high effect. These features of mobile technologies are transforming the way we live, work, and learn. Future research should explore the role of mobile devices in shaping the relationship between people, technologies, and learning contexts | Language learning through mobile devices can be more effective than some traditional instructional approaches. Effective language learning can be enhanced through situated and collaborative features in MALL |
| Mobile game-based learning in STEM education | Gao, Li, and Sun | The following studies are needed: studies that move beyond simple comparison of traditional approach and mobile game-based approach; studies that base the design of mobile games on learning and motivational theories; studies that adopt a theoretical framework to categorize learning outcomes; and studies that utilize innovative research techniques | Mobile game-based learning has a potential to motivate students to learn STEM and improve their learning. It is important for instructional designers and educators to make sure that the game design is aligned with learning principles. Other factors including learner characteristics, learning contexts, learning content, learning goals, learning activities, and game features should be taken into consideration throughout the design and implementation process |
| Wearables research in educational settings | Havard and Podsiad | Researchers need to explore wearable technology and conduct rigorous quantitative studies that can evolve the current literature | When using wearables in educational settings, instructors should focus on aligning objectives, pedagogical strategies, specific affordances of the wearables, and assessment strategies in their lesson planning and implementation |
| Competition in digital game-based learning | Chen, Shih, and Law | More empirical research is needed in this area, particularly, the examinations of different game elements to enhance cognitive and non-cognitive learning outcomes | Competitions worked better in math education than in language learning and science education. Education practitioners are encouraged to include competition in game-based learning environments |
| Gamification in educational settings on student learning outcomes | Huang, Ritzhaupt, Sommer, Zhu, Stephen, Valle, Hampton, and Li | Researchers should move past this current era of “pointification” (points, badges, and leaderboards) and evolve into something with more potential in facilitating learning | The integration of gamification along with other innovations (e.g. flipped classroom or learning analytics) in educational settings has the potential to advance educational outcomes |
| Adaptive learning research | Martin, Chen, Moore, and Westine | Adaptive learning researchers need to consider the broader scope of the adaptive learning model to include both the source and target. Future studies should focus on the increasing availability and capacities of adaptive learning as a learning technology to assist individual learning and personalized growth | For designers, developers, and instructors, it might be beneficial to know that learning can be adapted based on a variety of learner characteristics such as knowledge and metacognitive knowledge, preference, behavior, profile, ability, and interest. In addition, content (including presentation, assessment, feedback, and navigation) can be adapted in several ways, such as topic and question difficulty, learning sequence, path, pacing, and material format |
| Adaptivity in educational games | Liu, Moon, Kim, and Dai | Adaptive learning condition did not result in a substantial overall effect compared to a non-adaptive condition. Future research should encourage more rigorous experimental design to validate the added value of adaptivity | Researchers and practitioners should seek sound theories from learning sciences and instructional design that explain: (a) how learning happens through in-game interactions, and (b) how to support game-based learning experiences |
| Utilizing learning analytics for study success | Ifenthaler and Yau | A wider adoption of learning analytics systems is needed. Standardized measures, visualizations, and interventions are needed to be integrated into any digital learning environments so as to reliably predict at-risk students and to provide personalized prevention and intervention strategies | Teachers should be encouraged to further their educational data literacy, especially with respect to the ethically responsible collection, management, analysis, comprehension, interpretation, and application of data from educational contexts |