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IJEM is a leading, peer-reviewed, open access, research journal that provides an online forum for studies in education, by and for scholars and practitioners, worldwide.

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RHAPSODE
Eurasian Society of Educational Research
College House, 2nd Floor 17 King Edwards Road, Ruislip, London, HA4 7AE, UK
RHAPSODE
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College House, 2nd Floor 17 King Edwards Road, Ruislip, London, HA4 7AE, UK

'collaborative writing' Search Results



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The fact that the prospective Turkish teachers’ having a command of different methods and techniques as being Turkish teachers of the future is important in terms of its positive effects on the comprehension and expression skills of the middle school students. This study used the case study design and the qualitative approach. The aim of the research was to test the effectiveness of literature circle method and contribute to the field in theoretical and practical context. Fourty-six prospective Turkish teachers were conveniently sampled from the state university in Istanbul, to participate in the study. During six weeks, the opinions of prospective Turkish teachers who applied literature circle method were collected through unstructured interview forms. The data collected were subjected to a content analysis. It was concluded that prospective Turkish teachers found the method of literature circle favorible, in terms of cooperation, solidarity, gaining different perspectives, revealing hidden talents, developing self-confidence, aesthetic pleasure, enriching vocabulary and catching the details.

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10.12973/ijem.4.2.53
Pages: 53-60
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649
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6

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Digital storytelling has undergone extensive study in different content-areas, but its naturally-combined use with collaborative writing for skills development, and reflective practice remains underresearched in pre-service EFL teacher education. This study undertook joint tech-enhanced retelling of L2 texts by 56 Turkish EFL teacher candidates, rubric-based peer and teacher assessment of final products, comparative analysis of complexity, accuracy, and fluency (CAF) between outliers, and process evaluation using the significant learning taxonomy to explore impacts on L2 writing performance, academic learning, and personal growth. Despite assigning lower scores than the teacher-assessors, especially to the top-performers, the majority of peers successfully fulfilled the job, effectively performed the future reviewer role, and positively reacted to co-construction, and technology integration. CAF and reflection analyses indicated that the biggest difference between the highest- and lowest-scoring groups lay in grammatical accuracy, and lack of mutual interaction could account for the less cooperative group’s poorer performance. The classification of their post-task responses into six kinds of learning gains (foundational knowledge, application, integration, human dimension, caring, and learning how to learn) also revealed that their collaborative digital storytelling experience (CDS) elicited more procedural, critical, creative and practical thinking on the academic learning front, while disciplinary and integrative thinking may have declined due to more immediate preoccupation with task achievement. Their critical thinking was mainly organised around consensus-reaching, fluctuating membership, and logistical challenges, and most demonstrated a clear understanding of the role of positive group dynamics in group outcomes. Despite heightened awareness of the performance-boosting, character-forming, and motivational benefits of collective scaffolding and multimodal meaning-making, a minority could also discern the instrumentality of innovative teaching techniques in their future classroom practices.

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10.12973/ijem.6.3.555
Pages: 555-569
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771
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1463
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9

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Designs for Learning: A Research Approach

designs for learning learning education educational design-based research

Anna Åkerfeldt , Eva Svärdemo Åberg


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In this article, we present some core ideas underpinning research that takes a Designs for Learning (DFL) approach guided by theoretical considerations and choices, as well as by practitioners’ challenges and inquiries. These choices shape, and are shaped by, DFL’s research goals and motives, theoretical orientation, research objectives, questions, and practitioners’ participation and ethical considerations. Further, we present and discuss how DFL as a research approach compares to other design-oriented research strategies. Even if a DFL research approach shares several similarities with other approaches of inquiry, we argue that it remains primarily oriented towards knowledge areas that relate to understanding and developing learning and teaching – both in formal education and in informal settings such as museums.

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10.12973/ijem.7.4.547
Pages: 547-555
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638
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987
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2

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This study aims to develop a learning model based on 4C skills to improve high school students’ mathematical critical thinking skills. Research & development is the design used in this research by applying Plomp’s development theory which consists of three phases, namely needs analysis, design and implementation, and evaluation. This research was conducted at Madrasah Aliyah Negeri 2 Parepare, South Sulawesi, Indonesia involving five experts, four teachers, and 20 students. Data collection and analysis were carried out qualitatively and quantitatively. Analysis of interviews’ data and observations qualitatively with the thematic analysis technique. We also analyse data from validation sheets, questionnaires, and mathematical essay tests with the help of SPSS 20.00. The results show that students and lecturers need a learning model to improve mathematical critical thinking skills. In addition, other findings stated that the learning model developed was proven to be valid, practical, and effective to be used in general. Developing your learning model can further improve students' learning outcomes and mathematical critical thinking skills because they are designed based on the actual needs and problems. For this reason, a teacher must be able to design his learning model.

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10.12973/ijem.8.3.493
Pages: 493-504
cloud_download 705
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705
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1347
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2

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2

A Literature Review of the Project-based Teaching Method in the Education of Vietnam

education project-based teaching teaching method vietnam

Ca-Nguyen Duc , Phuong-Ngo Thi , Thang-Ngoc Hoang , Thuy-Nguyen Thi Thanh , Thang-Nguyen The


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The teaching method is one of the main aspects to make a huge contribution to the success of any education system, and project-based teaching (PBL) is an important aspect to contribute to the success of education also. This research was conducted through a review of project-based teaching that has been used in the education system of Vietnam, including a sample, and setting that included imperial and theoretical literature selected from the fields of education. Findings show that this method has been applied to various sectors of education, from kindergarten education to higher education, in many disciplines and subjects, in schools and educational settings, and has become more widely popular than ever. This method, however, has its drawbacks because it takes time to master and teachers need more skills to manage the learning atmosphere. This method has been commonly accepted as one that can help teachers and learners understand more and get more benefits in the learning and teaching process.

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10.12973/ijem.8.3.567
Pages: 567-584
cloud_download 645
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645
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1443
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2

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Gamification in education refers to the application of game design elements and game principles in teaching with the goal of increasing students’ motivation and engagement, which contributes to more successful achievement of learning outcomes. Gamification can be used in education at different levels, from primary and secondary schools to universities and adult education. An analysis of the literature on the use of gamification in education has shown that it is more common in university education and less common in primary and secondary schools. Nonetheless, experience shows that games and numerous digital tools are successfully used in schools for the purpose of gamification, although this is generally not supported by the relevant research published in the papers. The research presented in this paper represents a systematic review of the literature on relevant research on the use of gamification in primary and secondary schools to explore the field and make recommendations for future research. The conclusion is that research on gamification should continue to suggest appropriate pedagogical and technological frameworks which would facilitate the use of gamification in schools by teachers.

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10.12973/ijem.9.1.13
Pages: 13-27
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1036
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2793
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8

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1

Bloom’s Taxonomy Revision-Oriented Learning Activities to Improve Procedural Capabilities and Learning Outcomes

bloom’s taxonomy revision learning outcomes procedural capabilities

Made Aryawan Adijaya , I Wayan Widiana , I Gusti Lanang Agung Parwata , I Gede Wahyu Suwela Antara


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The implementation of learning activities in schools has not provided opportunities or encouragement for students in developing their procedural knowledge. This research aimed to test the effectiveness of developing Bloom’s Taxonomy revision-oriented learning activities to grade IV elementary learners’ procedural knowledge capabilities and learning outcomes. This research used quasi-experiment with a quasi-experimental design which consisted of a posttest-only control design. The population of this study was sixth-grade students of 9 schools with an overall number of 229 students. The sample in the study was 50 students, there were 26 students from the experimental class and 24 students from the control class. A test method with 10 question items was used as a data collection method. The data analysis methods and techniques used were quantitative descriptive analysis and inferential statistical analysis. Then the data were analyzed using the MANOVA test assisted by the IBM SPSS Statistics 21.0 program. The hypothesis test results showed a significance value of .000 (Sig<.05). It can be concluded in procedural capabilities and learning outcomes between groups of students there is a significant difference from following learning by implementing Bloom's Taxonomy Revision oriented learning activities with the experimental and control group.

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10.12973/ijem.9.1.261
Pages: 261-270
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580
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1224
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An Exploration into the Impact of Flipped Classroom Model on Cadets’ Problem-Solving Skills: A Mix Method Study

flipped classroom mix method problem-solving skill

Muhammad Ivan , Maria Ulfah , Awalludin Awalludin , Novarita Novarita , Rita Nilawijaya , Di’amah Fitriyyah


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Many education and learning experts currently recommend the flipped classroom model as an alternative to learning after the COVID-19 pandemic. This study aims to explore the impact of the flipped classroom model on social skills and problem-solving skills for cadets. This research used a sequential mix method involving 50 maritime students in semester 7 of the Engineering Study Program at the Maritime Sciences Polytechnic Makassar, South Sulawesi, Indonesia. Researchers used two main instruments, namely problem-solving skill tests and interviews. Furthermore, in the quantitative analysis, the researcher ran paired sample t-tests and one-way Multivariate Analysis of Covariance (MANCOVA) using the SPSS 25.00 program. In addition, researchers also analysed qualitative data from interviews using thematic analysis techniques. The results showed that the flipped classroom model proved to have a positive effect on the problem-solving skills of maritime students. Other findings state that the cadets also respond positively to the flipped classroom model. Researchers recommend that teachers use the flipped classroom model, especially in dealing with learning in the post-pandemic era, like today.

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10.12973/ijem.9.4.745
Pages: 745-759
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394
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999
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The computing and creative skills of students in Indonesia are still low since the government has not focused on student creativity and computational empowerment programs. This research aims to develop a science, technology, engineering, art, mathematics, and reflection (STEAMER) hybrid learning project model for teachers' creative and computational thinking abilities, as well as analyze elementary school teacher candidates' perceptions of the use of STEAMER hybrid learning model to improve teachers' creative and computational thinking abilities. This research is development research with an analysis, design, development, implementation, and evaluation (ADDIE) model. The instruments used in this study were questionnaires and interviews with experts, lecturers, and elementary school teacher candidates. The research was conducted at eight universities in Indonesia with a total sample of 100 elementary school teacher candidates. Through quantitative and qualitative data analysis, the research results have developed the STEAMER hybrid learning project model based on learning theory, syntax, social systems, support systems, and the instructional impact of learning models. The results of the validation show that the developed learning model is feasible in terms of model, material, media, and language experts. The model is suitable for elementary school teacher education. Furthermore, based on the perceptions of the teacher candidates, it is stated that the STEAMER hybrid learning project can develop the ability of the teacher candidates to think creatively and computationally.

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10.12973/ijem.10.3.413
Pages: 413-429
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201
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864
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