Options
Azilawati Jamaludin
- PublicationRestrictedDeveloping a translating educational neuroscience Clearinghouse for the differentiated instruction of diverse learners(Office of Education Research, National Institute of Education, Singapore, 2024)
; ;Chen, Annabel Shen-Hsing; ; ;Walker, ZacharyHale, James B.With increasing interest in the possible contributions of neuroscience research to educational practice, the field of ‘educational neuroscience’ has emerged. Educational neuroscience (also known as ‘mind, brain, and education’ or ‘neuroeducation’) integrates the disciplines of neuroscience, cognitive psychology, and education, and it seeks to study the relationship between the brain, mental processes, and behaviours using a combination of neuroscience and behavioural methods (Szűcs & Goswami, 2007). Neuroscience and behavioural data can inform our understanding of learning and can therefore inform educational practice (Howard-Jones et al., 2016). Some examples are: neuroscience data alongside behavioural data constrain psychological theories (Gabrieli, 2016), neuroscience provides new insights into the learning processes (De Smedt, 2018), and neuroscience leads to the development of new instructions (Howard-Jones et al., 2016). However, challenges exist in applying theoretical knowledge from neuroscience research to inform educational practice in order to impact classroom outcomes in the real world (Bowers, 2016a, 2016b; De Smedt, 2018; Thomas, Ansari, & Knowland, 2019).
A major challenge in applying neuroscience research to inform educational practice is that there is a gap between the study of how the brain works and the practice in classroom, i.e., the neuroscience-education gap. Neuroscientists understand the relationship between brain and behaviour, but they have little knowledge about classroom instruction; educators understand classroom instruction, but they have little knowledge about the relationship between brain and behaviour (Ansari, De Smedt, & Grabner, 2012). The different languages used in the fields of neuroscience and education make the communication between the two fields and the understanding of each other difficult. Misinterpretations can occur when neuroscientists who have little knowledge about classroom instruction turn an experimental task into a classroom intervention or when educators who have little knowledge about the relationship between brain and behaviour over-interpret brain imaging findings (De Smedt, 2018). As a result, efforts to translate neuroscience research into meaningful educational practice have been quite limited.
Bridges can be built at multiple levels to bring the neuroscience-education gap closer, and one way of applying neuroscience research to inform educational practice is by developing educator brain literacy (Ansari & Coch, 2006). Brain literacy is the understanding of the relationship between brain and behaviour; developing educator brain literacy is helping educators understand how the brain learns. The rationale for developing educator brain literacy is: (1) the brain is constantly changing in response to the environment (e.g., Dubinsky, Roehrig, & Varma, 2013); (2) cognitive diversity is the norm (i.e., there are individual differences in the ability to learn) for all children (e.g., Hale, Fiorello, Kavanagh, Holdnack, & Aloe, 2007); and (3) designing instruction based on the understanding of cognitive diversity maximises a student’s learning and potentially prevents learning difficulties from developing into a lifelong disability (e.g., Koziol, Budding, & Hale, 2013).
Given that teaching changes the brain, brain literacy is potentially very useful for educators (Walker, Chen, Poon, & Hale, 2017). First, brain literacy can sensitise educators to individual differences in the ability to learn, which can help them differentiate instruction to meet the needs of diverse learners (e.g., Tomlinson, 2014). Specifically, brain literacy can help educators develop the skills to serve all students by recognising the impact of individual differences in the ability to learn on their instructional processes and student outcomes. Brain literate educators are more likely to understand and meet the diverse learning needs of students by recognising the signs and symptoms exhibited by students and applying alternative instructional strategies. Second, brain literacy enables educators to consider both brain and behavioural information when designing curriculum and instruction to improve student outcomes. Considering both brain and behavioural information may be more beneficial compared to considering behavioural information alone (Gabrieli, Ghosh, & Witfield-Gabrieli, 2015). Therefore, acquiring brain literacy has potential to empower teachers to re-evaluate the effects of their practices (Schwartz et al., 2019) in light of newfound neuroscience evidence, which although has yet to be empirically tested, may be beneficial for their students.
13 36 - PublicationOpen AccessStream differences in asynchronous online discussions: Analysing student cohesion and roles in technology-mediated project work classrooms(2005-11)
; This study aims to investigate stream differences in asynchronous online discussions in the context of Project Work. Empirical evidence from literature shows that knowledge construction in asynchronous online discussions is strongly associated with cohesion and role structure in online networks. We analysed the social networks in two eighth grade classes from two different streams for cohesion and role structures. A total of 80 students in 16 project groups were involved in this study. All groups were facilitated by the same teacher. The findings revealed no significant stream difference for cohesion. It was found that groups which are more cohesive had high correlation values of structural role equivalence while less cohesive groups had lower correlation values of structural role equivalence, indicating the strong presence of dominating and lurking members. The findings provide evidence that asynchronous online discussions in Project Work classrooms provide possibilities for equal participatory activities and cohesive structures in groups of different learning abilities (express and normal stream).98 189 - PublicationEmbargoThe SOLIO taxonomy: An integrated model for assessing student learning and interestAssessing student learning outcomes has been an integral and central component of schools and academic institutions, both as a measure of how well the school is performing and how well individual students are progressing. However, standardised tests might not be able to fully capture holistic aspects of learning such as self-regulatory competencies, motivation and interest. The Structure of Observed Learning Outcomes (SOLO) taxonomy has been used to examine the quality of learning outcomes. Based on findings from the current study in a STEM-based learning curriculum, a new model, the Structure of Observed Learning and Interest Outcomes (SOLIO) taxonomy, is proposed to capture student interest development as well as learning outcomes for a more holistic assessment of learning.
12 14 - PublicationOpen AccessDeveloping a translating educational neuroscience clearinghouse for the differentiated instruction of diverse learners.(National Institute of Education (Singapore), 2019)
; ;Chen, Annabel Shen-Hsing; ; ;Walker, ZacharyHale, James B.426 363 - PublicationOpen AccessPervading binaries, disrupting boundaries: Investigating youth’s negotiation of the dialectical interplay of offline and online identities(2009-11)
; ;Chee, Yam SanTan, Ek MingThis paper investigates the digital migration of Singapore youth to virtual worlds so as to better understand the dialectical interplay between living in the real and the digitally-mediated worlds on how youth construct their identity and sense of self, negotiate meaning, and make sense of their social experiences online. Situating this study within a context of the immensely popular MMORPG, World of Warcraft (WoW), this paper proposes the notion of a performing cyborg as a theoretical lens of looking at the interplay between the everyday, situated lives of digital youth gamers and their activities in WoW. The findings suggest a recurrent theme that challenges ascribed dichotomies between youth’s presence in the real world and virtual world in terms of their identities in play, their sense of embodiment, and their orientation toward work, play, and the spirit of communitas within WoW. We posit that exploration of such a phenomenon that indicates a more intimately enmeshed and dialectically coupled experience of youths’ online and offline worlds provides a fundamental framework for educators to better understand the impact of youths’ exodus to the virtual worlds and its implications for 21st century pedagogy. To this end, this work will strengthen current efforts in augmenting an understanding of the broader learning ecologies within which youth learning activities are situated, illuminating the interplay between youth living in the real and the digitally-mediated virtual world.311 128 - PublicationMetadata onlyDesigning for game-based learning with technology
The use of games for learning is ubiquitous in today’s classrooms. Numerous digital game based learning (DGBL) research has demonstrated enhanced learning outcomes in various areas, such as developing proficiency in cognitive skills, developing critical thinking and problem-solving dispositions, enhancing students’ motivation and engagement in challenging content areas and improving attention and overall learning experience. Yet we also encounter verbal cautionary statements about the excessive use of games particularly in areas of prospective addiction, overly dependence on gameplay, and social isolation of gamers. To address both cognitive and social issues associated with games, schools have integrated the teaching of cyber wellness during Character and Citizenship Education which focuses on the well-being of students as they navigate cyberspace. To further extend the effective use of games as an ICT modality. How can teachers, parents and students balance optimal use of games in education such that learning is maximised? What are the critical educational game aspects that teachers can take note of, in the current technology-dominated times, to enhance learners’ learning experiences and learning outcomes?
In this chapter, we elucidate critical educational game-based learning aspects, harnessing the power of technology for optimal learning. These include four key aspects of (1) alignments between learning aims and assessment measurements, (2) harnessing technological affordances for enhanced design features, (3) integrating learning analytics to capture learning progression, and (4) designing appropriate contexts for gameplay that optimises both individual learning and social interactions. This chapter also aims to clarify terms such as gamification and game-based learning.
71 - PublicationOpen AccessInvestigating projective identity trajectories for 21st century learningIn this article, the authors discuss the importance of studying identity in the context of 21st century learning. Identity is an evolving trajectory that is always in-flux or changing. In a fast changing 21st century, educators are recognizing the significance of identity work, in particular projective ident1ty, as individuals participate in multiple roles. The purpose of this article is to formulate key tenets for the study of projective identity in the form of role-play(s) as youth-participants navigate different social and spatial affinity spaces, and to describe why it is important to 21st century learning.
184 143 - PublicationOpen AccessThe impact of structured argumentation and enactive role play on students’ argumentative writing skills(2007-12)
; ;Ho, CarolineChee, Yam SanThis paper reports the impact of using a structured argumentation board and enactive role play in Second Life on students' argumentative writing skills in the context of the A-level subject General Paper. Students were taught the structural aspects of argumentation based on Toulmin's (1958) argumentation framework. The structured argumentation board, Voices of Reason, supported their argumentation discourse while the Second Life platform supported students' contextualised role-playing activities on the topic of globalisation. Students participated in these two separate modes of technology-facilitated learning in a cyclic, interwoven fashion, alternating back and forth between two cycles of argument and enaction. Data in the form of argumentative essays were collected at the beginning and the end of a four week intervention period. We compare the pre and post intervention argumentation essays written by the students based on Toulmin’s argumentation framework, contrast the findings with that of the control group's argumentative essays, and present the statistical results in this paper.570 536