Iolie Nicolaidou
Cyprus University of Technology
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Canadian Journal of Learning and Technology | 2008
Philip C. Abrami; Robert M. Bernard; Anne Wade; Richard F. Schmid; Eugene Borokhovski; Rana Tamin; Michael A. Surkes; Gretchen Lowerison; Dai Zhang; Iolie Nicolaidou; Sherry Newman; Lori Wozney; Anna Peretiatkowicz
This review provides a rough sketch of the evidence, gaps and promising directions in e-learning from 2000 onwards, with a particular focus on Canada. We searched a wide range of sources and document types to ensure that we represented, comprehensively, the arguments surrounding e-learning. Overall, there were 2,042 entries in our database, of which we reviewed 1,146, including all the Canadian primary research and all scholarly reviews of the literature. In total, there were 726 documents included in our review: 235 – general public opinion; 131 – trade/practitioners’ opinion; 88 – policy documents; 120 – reviews; and 152 – primary empirical research. The Argument Catalogue codebook included the following eleven classes of variables: 1) Document Source; 2) Areas/Themes of e-learning; 3) Value/Impact; 4) Type of evidence; 5) Research design; 6) Area of applicability; 7) Pedagogical implementation factors; 8) A-priori attitudes; 9) Types of learners; 10) Context; and 11) Technology Factors. We examined the data from a number of perspectives, including their quality as evidence. In the primary research literature, we examined the kinds of research designs that were used. We found that over half of the studies conducted in Canada are qualitative in nature, while the rest are split in half between surveys and quantitative studies (correlational and experimental). When we looked at the nature of the research designs, we found that 51% are qualitative case studies and 15.8% are experimental or quasi-experimental studies. It seems that studies that can help us understand “what works” in e-learning settings are underrepresented in the Canadian research literature. The documents were coded to provide data on outcomes of e-learning (we also refer to them as “impacts” of e-learning). Outcomes/impacts are the perceived or measured benefits of e-learning, whereas predictors are the conditions or features of e-learning that can potentially affect the outcomes/impacts. The impacts were coded on a positive to negative scale and included: 1) achievement; 2) motivation/satisfaction; 3) interactivity/ communication; 4) meeting social demands; 5) retention/attrition; 6) learning flexibility; and 7) cost. Based on an analysis of the correlations among these impacts, we subsequently collapsed them (all but cost) into a single impact scale ranging from –1 to +1. We found, generally, that the perception of impact or actual measured impact varies across the types of documents. They appear to be lower in general opinion documents, practitioner documents and policy making reports than in scholarly reviews and primary research. While this represents an expression of hope for positive impact, on the one hand, it possibly represents reality, on the other. Where there were sufficient documents to examine and code, impact was high across each of the CCL Theme Areas. Health and Learning was the highest, with a mean of 0.80 and Elementary/Secondary was the lowest, with a mean of 0.77. However, there was no significant difference between these means. The impact of e-learning and technology use was highest in distance education, where its presence is required (Mean = 0.80) and lowest in face-to-face instructional settings (Mean = 0.60) where its presence is not required. Network-based technologies (e.g., Internet, Web-based, CMC) produced a higher impact score (Mean = 0.72) than straight technology integration in educational settings (Mean = 0.66), although this difference was considered negligible. Interestingly, among the Pedagogical Uses of Technology, student applications (i.e., students using technology) and communication applications (both Mean = 0.78) had a higher impact score than instructional or informative uses (Mean = 0.63). This result suggests that the student manipulation of technology in achieving educational goals is preferable to teacher manipulation of technology. In terms of predictor variables (professional training, course design, infrastructure/ logistics, type of learners [general population, special needs, gifted], gender issues and ethnicity/race/religion/aboriginal, location, school setting, context of technology use, type of tool used and pedagogical function of technology) we found the following: professional development was underrepresented compared to issues of course design and infrastructure/ logistics; most attention is devoted to general population students, with little representation of special needs, the gifted students, issues of gender or ethnic/race/religious/aboriginal status; the greatest attention is paid to technology use in distance education and the least attention paid to the newly emerging area of hybrid/blended learning; the most attention is paid to networked technologies such as the Internet, the WWW and CMC and the least paid to virtual reality and simulations. Using technology for instruction and using technology for communication are the two highest categories of pedagogical use. In the final stage, the primary e-learning studies from the Canadian context that could be summarized quantitatively were identified. We examined 152 studies and found a total of 7 that were truly experimental (i.e., random assignment with treatment and control groups) and 10 that were quasi-experimental (i.e., not randomized but possessing a pretest and a posttest). For these studies we extracted 29 effect sizes or standardized mean differences, which were included in the composite measure. The mean effect size was +0.117, a small positive effect. Approximately 54% of the e-learning participants performed at or above the mean of the control participants (50 th percentile), an advantage of 4%. However, the heterogeneity analysis was significant, indicating that the effect sizes were widely dispersed. It is clearly not the case that e-learning is always the superior condition for educational impact. Overall, we know that research in e-learning has not been a Canadian priority; the culture of educational technology research, as distinct from development, has not taken on great import. In addition, there appears to have been a disproportionate emphasis on qualitative research in the Canadian e-learning research culture. We noted that there are gaps in areas of research related to early childhood education and adult education. Finally, we believe that more emphasis must be placed on implementing longitudinal research, whether qualitative or quantitative (preferably a mixture of the two), and that all development efforts be accompanied by strong evaluation components that focus on learning impact. It is a shame to attempt innovation and not be able to tell why it works or doesn’t work. In this sense, the finest laboratories for e-learning research are the institutions in which it is being applied. Implications for K-12 Practitioners When implemented appropriately, technology tools are beneficial to students’ learning, and may facilitate the development of higher order thinking skills. Student manipulation of technology in achieving the goals of education is preferable to teacher manipulation of technology. Teachers need to be aware of differences between instructional design for e-learning as compared to traditional face-to-face situations. Immediate, extensive, and sustained support should be offered to teachers in order to make the best out of e-learning. Implications for Post-Secondary Some educators suggest that e-learning has the potential to transform learning, but there is limited empirical research to assess the benefits. Post-secondary education would benefit from a Pan-Canadian plan to assess the impact of e-learning initiatives. It is important that instructional design match the goals and potential of e-learning. Research is needed to determine the feasibility and effectiveness of such things as learning objects and multimedia applications. Properly implemented computer mediated communication can enrich the learning environment; help reduce low motivation and feelings of isolation in distance learners. E-learning appears to be more effective in distance education, where technology use is required than in face-to-face instructional settings. Implications for Policy Makers Effective and efficient implementation of e-learning technologies represents new, and difficult, challenges to practitioners, researchers, and policymakers. The term e-learning has been used to describe many different applications of technology, which may be implemented in a wide variety of ways (some of which are much more beneficial than others). School administrators must balance the needs of all stakeholders, and the cost-benefit ratios of technology tools, in deciding not only which technologies to use, but also when and how to implement new technologies. Traditional methods of instructional design and school administration must be adjusted to deal with the demands of distance education and other contexts of technology use. Professional education, development, and training for educators must ensure that teachers will be equipped to make optimal pedagogical use of new methods.
Journal of Medical Internet Research | 2015
Iolie Nicolaidou; Athos Antoniades; Riana Constantinou; Charis Marangos; Efthyvoulos Kyriacou; Eleni Dafli; Constantinos S. Pattichis
Background Serious games involving virtual patients in medical education can provide a controlled setting within which players can learn in an engaging way, while avoiding the risks associated with real patients. Moreover, serious games align with medical students’ preferred learning styles. The Virtual Emergency TeleMedicine (VETM) game is a simulation-based game that was developed in collaboration with the mEducator Best Practice network in response to calls to integrate serious games in medical education and training. The VETM game makes use of data from an electrocardiogram to train practicing doctors, nurses, or medical students for problem-solving in real-life clinical scenarios through a telemedicine system and virtual patients. The study responds to two gaps: the limited number of games in emergency cardiology and the lack of evaluations by professionals. Objective The objective of this study is a quantitative, professional feedback-informed evaluation of one scenario of VETM, involving cardiovascular complications. The study has the following research question: “What are professionals’ perceptions of the potential of the Virtual Emergency Telemedicine game for training people involved in the assessment and management of emergency cases?” Methods The evaluation of the VETM game was conducted with 90 professional ambulance crew nursing personnel specializing in the assessment and management of emergency cases. After collaboratively trying out one VETM scenario, participants individually completed an evaluation of the game (36 questions on a 5-point Likert scale) and provided written and verbal comments. The instrument assessed six dimensions of the game: (1) user interface, (2) difficulty level, (3) feedback, (4) educational value, (5) user engagement, and (6) terminology. Data sources of the study were 90 questionnaires, including written comments from 51 participants, 24 interviews with 55 participants, and 379 log files of their interaction with the game. Results Overall, the results were positive in all dimensions of the game that were assessed as means ranged from 3.2 to 3.99 out of 5, with user engagement receiving the highest score (mean 3.99, SD 0.87). Users’ perceived difficulty level received the lowest score (mean 3.20, SD 0.65), a finding which agrees with the analysis of log files that showed a rather low success rate (20.6%). Even though professionals saw the educational value and usefulness of the tool for pre-hospital emergency training (mean 3.83, SD 1.05), they identified confusing features and provided input for improving them. Conclusions Overall, the results of the professional feedback-informed evaluation of the game provide a strong indication of its potential as an educational tool for emergency training. Professionals’ input will serve to improve the game. Further research will aim to validate VETM, in a randomized pre-test, post-test control group study to examine possible learning gains in participants’ problem-solving skills in treating a patient’s symptoms in an emergency situation.
ESERA | 2014
Eleni A. Kyza; Christothea Herodotou; Iolie Nicolaidou; Andreas Redfors; Lena Hansson; Sascha Schanze; Ulf Saballus; Nicos Papadouris; Georgia Michael
This chapter discusses the process of adapting inquiry learning environments (LEs) from one national context to another, drawing from the collaboration of eight partners from Europe and Israel, all participating in the European project “Digital Support for Inquiry, Collaboration, and Reflection on Socio-scientific Debates” (CoReflect, http://www.coreflect.org). Each national Local Working Group (LWG), which was comprised of researchers, practicing teachers, and science experts, used a common theoretical framework to design, enact, and investigate web-based inquiry LEs on socio-scientific issues. Following design-based research and iterative improvements of the LEs through local enactments, the LWGs translated each learning environment in English and one other language. The LEs were adapted and used in authentic classroom environments in a different country. Four of the seven adaptations are reported here and implications for educational praxis are discussed.
ESERA | 2014
Andreas Redfors; Lena Hansson; Eleni A. Kyza; Iolie Nicolaidou; Itay Asher; Iris Tabak; Nicos Papadouris; Christakis Avraam
This chapter describes the development of the web-based inquiry learning environments as part of CoReflect, a finalized 3-year EC project involving seven countries. In CoReflect, interactive web-based materials for data-driven inquiry using the web-based platform STOCHASMOS were developed. The learning environments (LEs) embrace the guided constructivist approach to learning and support collaborative and reflective work. Teachers were engaged in the design and implementation of the LEs so that a mechanism could be developed for subsequent scale-up within Europe. All LEs were implemented at least three times and in two different countries. The final versions are available from coreflect.org. This chapter focuses on experiences from the first two implementations and gives an overview of the implementations of four LEs, discussing findings and student outcomes. Results are related to earlier research on the use of socio-scientific issues in the teaching of science.
Archive | 2016
Efthyvoulos Kyriacou; Iolie Nicolaidou; Synesios Christou; Chrysovalantis Nikolaou; Rafail Mavrocheilos; Giorgos Spyrou; Marios Neophytou; Riana Constantinou
Support of Emergency cases handling using telemedicine systems is an issue of publication and research efforts for years. The goal of this study is to present feedback from the actual use of an emergency telemedicine system from paramedics and doctors working with emergencies. The feedback of 72 paramedics and doctors was solicited after the use of the system during a professional exercise and their input will be used for further improvement of the telemedicine system.
Codesign | 2017
Eleni A. Kyza; Iolie Nicolaidou
Abstract This study examined the contribution of a co-design approach to science teachers’ situated professional development, and explored its effect on student learning and motivation. Study participants were three science teachers who were members of a co-design team; one of the teachers enacted the designed learning environment with her 11th grade, non-science major students. Data were collected from 31 design meetings over two years, teacher interviews, and from pre-post student learning and motivation assessments. Findings indicated that the co-design approach addressed teachers’ reform-based professional development needs, had greater impact on the enacting teacher, and met the enacting students’ learning and motivation needs. The findings talk to the potential of co-design as a successful approach for teachers’ reform-based, situated professional development.
Archive | 2016
Efthyvoulos Kyriacou; Iolie Nicolaidou; Nasia Theodorou; Maria Nicolaou; M. Tsimaris; Chrysovalantis Nikolaou; Marios Neophytou; Riana Constantinou
Crisis and emergency response training is one of the actions that can improve the performance of personnel handling major emergencies or crisis events. This paper is presenting a system that has been created in order to help personnel handling a major emergency event and describes the results of the feedback received by nursing personnel who used the system during a professional exercise. This is the initial feedback received from Users. Their responses with regard to the perceived value of the system have been encouraging and comments with regard to the system’s usability will be used to enhance and further improve the system.
Journal of Research in Science Teaching | 2011
Iolie Nicolaidou; Eleni A. Kyza; Frederiki Terzian; Andreas Ch. Hadjichambis; Dimitris Kafouris
Computers in Education | 2013
Iolie Nicolaidou
International Journal of Educational Research | 2012
Iolie Nicolaidou