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Learning and Teaching With Technology in Higher Education - a systematic review

Authors:
  • Norwegian Knowledge Centre for Education

Abstract and Figures

This systematic review was commissioned by the Norwegian Ministry of Education and Research and answers the following research question: How can teaching with technology support student active learning in higher education? The systematic review was conducted in collaboration with SLATE (Centre for the Science of Learning & Technology) and has explored how technology is influencing educational practices in higher education institutions.
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LEARNING AND TEACHING WITH TECHNOLOGY
IN HIGHER EDUCATION

SØLVI LILLEJORD, KRISTIN BØRTE, KATRINE NESJE AND ERIK RUUD
 KNOWLEDGE CENTRE FOR EDUCATION
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KNOWLEDGE CENTRE FOR EDUCATION
VISITING ADDRESS: Drammensveien 288, 0283 Oslo
POSTAL ADDRESS: P.O. BOX 564, NO- 1327 Lysaker
ISBN: 978-82-12-03703-8
REFERENCE NO: KSU 2/2018
PUBLISHED: June 2018
PHOTO: Shuerstock
TITLE: Learning and teaching with technology in higher
educaon – a systemac review
REFERENCE: Lillejord S., Børte K., Nesje K. & Ruud E.
(2018). Learning and teaching with technology in
higher educaon – a systemac review.
Oslo: Knowledge Centre for Educaon,
www.kunnskapssenter.no
In collaboraon with SLATE (Centre for the Science of
Learning & Technology) at the University of Bergen
FUNDED BY: this report is funded by the Norwegian
Ministry of Educaon and Research
© 2018 Knowledge Centre for Educaon, The
Research Council of Norway, Oslo. It is permied to
quote this report for research use or other
non-commercial purposes – provided that the
representaon is accurate, that no rights are aected
and that the report is cited correctly. Any other use
requires wrien permission.
 KNOWLEDGE CENTRE FOR EDUCATION
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CONTENT
Summary ..............................................................................................................2
 ..................................................................................................................................................................................... 5
1.1 Policy iniaves ....................................................................................................................................................................... 6
1.1.1 Student learning and the need for technological competence ..........................................7
1.1.2 Suggesons for improvement...............................................................................................................................7
1.2 Status and challenges ........................................................................................................................................................ 8
1.3 Outline of the review ......................................................................................................................................................... 9
2 Method ..............................................................................................................................................................................................10
2.1 Searching and sorng .....................................................................................................................................................10
2.2 Preparaon for synthesis ............................................................................................................................................12
 .................................................................................................................15
3.1 Instuonal level: Decision making ................................................................................................................16
3.1.1 Learning analycs, learning design and MOOCs ............................................................................17
3.2 Learning and teaching across contexts .........................................................................................................25
3.2.1 Lecture capture ................................................................................................................................................................26
3.2.2 Mobile learning ................................................................................................................................................................29
3.2.3 Hybrid learning contexts .........................................................................................................................................32
3.3 Emerging educaonal technologies and innovave learning .................................................34
3.3.1 Augmented Reality .......................................................................................................................................................35
3.3.2 Games and interacve response systems ..............................................................................................38
3.3.3 Pedagogical implicaons of technology use .......................................................................................43
3.4 Collaborave learning ....................................................................................................................................................45
3.5 Barriers to technology use and innovave teaching .......................................................................50
 ................................................54
 .............................................................................................................................58
 .........................................................................................................60
 ....................................................................................62
 .......................................................63
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KNOWLEDGE CENTRE FOR EDUCATION |

This systemac review was commissioned by the
Norwegian Ministry of Educaon and Research and
answers the following research queson: How can
teaching with technology support student acve
learning in higher educaon? The systemac review
was conducted in collaboraon with SLATE (Centre for
the Science of Learning & Technology) and has
explored how technology is inuencing educaonal
pracces in higher educaon instuons.
The systemac review has 5 chapters. Chapter 1,
Introducon, presents strategies and policy iniaves
for digitalisaon of Norwegian higher educaon. As a
result of an increasingly diverse student populaon
and the expected exponenal growth of demand for
educaon provision, higher educaon instuons
currently face major changes. The Norwegian Ministry
of Educaon and Research has recently taken several
iniaves to promote technology use in higher
educaon instuons, both on infrastructure, and
related to teaching and learning. The eCampus-
programme was iniated to provide accessible and
robust ICT soluons and to support the pedagogical
use of technology. In 2013, the MOOCs commission
was appointed to invesgate opportunies and
challenges arising from the emergence of Massive
Open Online Courses and similar oers. The
commission reported a series of recommendaons,
including a targeted fund, the development of a
naonal MOOC plaorm, digital competence
development for teachers, and increased use of open
educaonal resources.
A systemac mapping of the eects of ICT on learning
outcome1 showed that it is how digital tools are
implemented and used pedagogically that maer for
students’ learning outcome, not the technology itself.
1 Morgan, K., Morgan, M., Johansson, L. & Ruud, E. (2016) A systemac
mapping of the eects of ICT on learning outcomes. Oslo. Knowledge
Centre for Educaon. www.kunnskapssenter.no
This nding is conrmed in two recent reports from
NIFU 2, 3. Having found that students self-organise a
scaolding peer support system to compensate for
insucient interacon with teachers, a study of the
rst internaonal MOOC developed at the University
of Oslo, concludes that new pedagogical pracces
appears to be in the making for online learning. This
indicates that digital technologies must be integrated
into course designs and their use facilitated by
teachers4 because it is not the digital technologies per
se that solve teaching and learning challenges.
The Status report on Norwegian higher educaon5
showed that higher educaon instuons are not
fully exploing the possibilies in digital technology.
Norwegian students reported that they only to a
small degree experienced pedagogical use of digital
technology in their educaon. This problem is not
exclusive to Norway. The EU Commission6 argues that
member states should be supported in developing
naonal frameworks and infrastructure for integrang
new modes of learning and teaching across the higher
educaon system. Across OECD-countries, the
expectaon is that digital technologies and pedagogy
should be integral to higher educaon instuons’
strategies for teaching and learning, and in parallel, a
competency framework for teachers’ digital skills
must be developed.
2 Damşa, C., de Lange, T., Elken, M., Esterhazy, R., Fossland, T., Frølich, N.,
... & Stensaker, B. (2015). Quality in Norwegian higher educaon: A
review of research on aspects aecng student learning. 2015: 24
3 Nerland, M., & Prøitz, T. S. (2018). Pathways to quality in higher
educaon: Case studies of educaonal pracces in eight courses. NIFU
report 2018:3
4 Henderson, M., Selwyn, N., & Aston, R. (2017). What works and why?
Student percepons of ‘useful’digital technology in university teaching
and learning. Studies in Higher Educaon, 42(8), 1567-1579.
5 Tilstandsrapport for høyere utdanning 2018 hps://www.regjeringen.
no/no/dokumenter/lstandsrapport-for-hoyere-utdanning-2018/
id2600317/
6 European Commission (2014) Report to the EU Commission on New
modes of learning and teaching in higher educaon hp://ec.europa.
eu/dgs/educaon_culture/repository/educaon/library/reports/
modernisaon-universies_en.pdf
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Chapter 2 describes the systemac review method.
Electronic searches for studies published between
2012 and 2018 were conducted in seven databases
September 2017 and January 2018. Addional
supplementary and hand searches were conducted,
and the process yielded 6526 hits. Due to the large
number of papers, text mining technology was used
to assist the idencaon of relevant studies. Aer
the rst stage of relevance assessment, 71 studies
with potenal relevance for the systemac review
were idened and read in full text. 35 studies with
high or medium quality and relevance are included in
the systemac review. A congurave synthesis
suitable for analysing ndings from heterogeneous
studies has been conducted.
Chapter 3 presents the 35 included studies, in ve
subchapters. 3.1: Instuonal level and decision
making, presents ve studies with ndings of
parcular relevance for higher educaon leaders and
administrators. These studies cover themes such as
learning analycs (LA), learning design and MOOCs
and provide informaon about big data, knowledge
ulisaon, evaluaon and big-scale iniaves that
require leaders’ aenon, funding and instuon
wide training and support to reach the potenals
inherent in new technologies. The studies show the
need for instuons to establish systems for
connuous learning, where data gathered is
systemacally transformed into acon-relevant
knowledge that can be used to design learning
environments beer adapted to students’ individual
and social needs. Successful learning designs support
student acve learning by allowing them to
communicate, produce, experiment, interact and
engage in varied forms of assessment. Learning
Analycs has the potenal to support this work
through providing useful big and small data.
In 3.2: Learning and teaching across contexts, ten
studies with relevance for department heads,
lecturers and students are presented. An underlying
assumpon in the studies is that teaching can no
longer be the sole responsibility of individual
teachers. Having invesgated the potenal
educaonal benets of a combinaon of capture
technologies (recorded lectures) and a variety of
tradional classroom pracces across digital and
physical learning contexts, studies report inconsistent
ndings. While researchers perceive capture
technologies as a potenally producve learning
design, research cannot establish posive outcomes.
A behaviourist learning paradigm, where instrucon is
perceived as content delivery, seems to dominate
higher educaon teaching pracces, even when
teachers use capture technologies. Researchers
report that both teachers and students are challenged
when learning happens across formats. Blended and
hybrid learning requires increased me commitment
from teachers, and students are expected to develop
skills in goal seng, monitoring, me management
and self-evaluaon, in addion to a range of self-
regulaon strategies. In the studies included in this
category, the need for instuonal and technical
support for sta is a major issue.
In 3.3: Emerging educaonal technologies and
innovave learning, ten studies invesgate the
potenal of emerging technologies and what is
required of instuons in terms of facilies,
organisaon and sta development for these
innovaons to impact the instuons’ teaching
pracce. It is argued that instuons must develop
policies for how they want to educate young
technology users. Augmented Reality is a promising
emerging technology with educaonal potenal as it
projects digital materials onto real-world objects,
enhances and expands students’ learning experiences
and facilitates collaboraon and student acve
learning. The included studies show that emerging
technologies, such as games, must be goal directed,
compeve, and designed within a framework of
choices and feedback to enable teachers and students
to monitor learning progress. Playing and designing
games can contribute to acve, engaging, and
authenc educaonal experiences. Introducing new
technology does not, in itself, guarantee innovave
pracces in higher educaon instuons. Instead of
taking the opportunity to introduce student acve
teaching methods, sta tends to adapt new
technologies to tradional pracce. The dichotomy
digital/non-digital should not overshadow the fact
that pedagogical quality is the most important issue
in both face-to-face and technology supported
educaonal provision.
In 3.4: Collaborave learning, ve studies are
presented. There are indicaons in the research that
when students work in groups, responsibility tends to
be dispersed. This highlights the need for learning
designs that support collaboraon and acvate each
student. Students in higher educaon are expected to
learn to argue. In academically producve talk (APT),
students build on prior knowledge and connect their
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KNOWLEDGE CENTRE FOR EDUCATION |
contribuons to domain concepts to support their
claims and arguments. Encouraging students to make
their knowledge sources explicit is considered vital in
academic environments. Studies also nd that
student collaboraon happens more spontaneously in
apps designed for social media use than in more
formal learning technologies. Depending on the
design, Wikis are perceived as a favourable tool to
support collaborave learning. A review of research
on telecollaboraon reveals tradional online
pracces with email dominang the communicaon.
Researchers also ask why academics don’t recognise
their own responsibility for professional development
in the area of technology use in teaching, but expect
external iniaves.
In 3.5: Barriers to technology use and innovave
teaching, ve studies are presented. The studies show
that there are signicant barriers to technology use in
higher educaon instuons. One paradox idened
is that academics appear not to be using a scholarly
approach when implemenng technology in
educaon. Research indicates that pedagogy is a
more fundamental barrier to innovave teaching in
higher educaon than technology use. Therefore, the
conclusion in all ve studies is the obvious need to
ensure that the focus of sta development programs
in higher educaon is on instructors’ percepon of
teaching rst, and then on technology. Knowing how
to use technology is important, but not sucient, if
the instuonal goal is student acve learning.
Chapter 4 presents the congurave synthesis. The
included studies reveal a consistent paern: while
researchers assume the transforming potenal of
technology, studies nd few examples of sustainable
innovave teaching pracces in higher educaon. The
overall picture is that tradional ideas about how
students learn sll dominate and that instead of
challenging the tradion, technological devices are
adapted to the tradion. Technology is a tool with the
potenal to transform teaching and learning, facilitate
collaboraon and communicaon across contexts,
and support student acve learning. However, this
potenal is not realized unless teachers and sta use
technology in a pedagogically appropriate manner.
Researchers suggest that teachers abandon a
behaviourisc perspecve on learning and adopt a
socio-cultural, construcvist approach. This requires
that instuons priorise professional development.
Instuons should take the iniave to develop
scholarly teachers who are research-informed, inquire
into their own professional learning opportunies,
and disseminate their ndings. The status of teaching
must be heightened, the knowledge base for teaching
strengthened and an infrastructure developed for
connuous inquiry into quesons of importance for
pedagogy and didaccs.
Chapter 5 concludes and lists knowledge gaps in the
research on the use of technology in higher educaon
idened in this review.
 KNOWLEDGE CENTRE FOR EDUCATION
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1 INTRODUCTION
This systemac review is commissioned by the
Norwegian Ministry of Educaon and Research and
conducted in collaboraon with SLATE (Centre for the
Science of Learning & Technology)7. It answers the
following research queson:
How can teaching with technology support
student acve learning in higher educaon?
Digitalisaon inuences and challenges how
educaon is organised and administered. The
worldwide demand for higher educaon provision is
expected to grow exponenally, and over the next 10
years, e-learning is projected to grow een-fold,
accounng for 30% of all educaonal provision8. The
compeon between higher educaon instuons
increases when well-reputed instuons, such as
Harvard, Stanford and the Massachuses Instute of
Technology (MIT), provide free MOOCs. At the same
me, this opens for new opportunies9. The
Norwegian Government expect leaders and managers
in higher educaon to focus both on how technology
can contribute to a more ecient and robust sector,
and how it can be used to renew pracces and
enhance educaonal quality.
7 The Norwegian Knowledge Centre parcularly thanks Professor Barbara
Wasson for valuable input at seminars, and comments on dras.
PhD-candidate Kamila Misiejuk (SLATE) has read arcles and contributed
to seminars. Professor Konrad Morgan has read and commented on
dras, read arcles and parcipated in seminars. Researcher Tamara
Kalandadze has read arcles and contributed at the early stages of the
review.
8 European Commission (2014). Report to the EU Commission on New
modes of learning and teaching in higher educaon hp://ec.europa.
eu/dgs/educaon_culture/repository/educaon/library/reports/
modernisaon-universies_en.pdf
9 Meld. St. 18 (2014-2015). Konsentrasjon for kvalitet — Strukturreform i
universitets- og høyskolesektoren
hps://www.regjeringen.no/no/dokumenter/meld.-st.-18-2014-2015/
id2402377/
Following up the White Paper Culture for Quality in
Higher Educaon10, the Norwegian Ministry of
Educaon and Research has developed a strategy for
digitalisaon of higher educaon (2017-2021)11. As
digitalisaon and new plaorms take a more
prominent place in the sector, Informaon and
Communicaon Technology (ICT)-soluons impact the
quality of educaon and research. The use of learning
analycs to understand students’ learning paerns
and improve learning processes, is sll in its infancy12,
but is expected to assist instuons in reaching the
goal of improving student learning, broadly facilitate
study opons, and support outstanding research. The
interacve use of technology for knowledge
development must be elevated to a strategic level at
higher educaon instuons and integrated into all
academic and administrave acvies. How
technology is developed and used must therefore be
an integral part of naonal and instuonal
strategies.
The Norwegian higher educaon sector is at the
forefront of co-operaon on digital soluons, with
eecve infrastructure soluons and joint services for
administrave tasks, educaon, and research.
Nevertheless, there is signicant potenal for quality
improvement by exploing exisng and new ICT
soluons, and these aims are outlined for data and
infrastructure, students and teachers:
10 Meld. St. 16 (2016–2017). Kultur for kvalitet i høyere utdanning
hps://www.regjeringen.no/no/dokumenter/meld.-st.-16-20162017/
id2536007/
11 hps://www.regjeringen.no/no/dokumenter/digitaliseringsstrategi-for-
universitets--og-hoyskolesektoren---/id2571085/
12 The MOOC Commiee’s proposal to establish an environment for
research-based knowledge development, development work, and
knowledge-sharing related to learning analysis was followed up through
the establishment of the Centre for the Science of Learning &
Technology (SLATE) in 2016 by the Norwegian Ministry of Educaon and
Research with the University of Bergen as the host instuon.
6
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KNOWLEDGE CENTRE FOR EDUCATION |
: Data is stored once
and made available from a single source. Data is
retrievable, available, interoperable, and reusable in
accordance with the FAIR principles. Infrastructure is
exible and facilitates mobility and development.
Cohesive governance and management of
informaon security are fundamental to digitalisaon
and strategic eorts.
: Students have access to a modern
and exible learning environment that facilitates
individual and collaborave learning. They parcipate
in an academic community where technology is
integrated in acve and varied methods for teaching
and assessment, and provide students with advanced
academic and digital qualicaons. When parcipang
in research projects (research-based teaching),
students learn principles and pracces of research.
: Teachers have high levels of digital
and pedagogical skills, incenves for the development
of their own teaching, access to support services and
collegial communies. They are familiar with a wide
range of applicaons, digital tools and services that
support teaching, from planning, through interacon
with students and colleagues, to the follow-up and
evaluaon of students at individual and group level.
Based on documented results, teachers can be
remunerated or given me to further innovate their
pedagogical pracce.
1.1 POLICY INITIATIVES
In recent years, the Norwegian Ministry for Educaon
and Research has taken several iniaves related to
digitalisaon in higher educaon instuons; both on
quesons of technology and infrastructure, as well as
changes in teaching and student acve learning.
In White Paper no. 18 (2012-2013) Long-term
perspecves – knowledge provides opportunity13, the
Government calls for a strengthened eort regarding
high-quality higher educaon, free access to learning
resources along with relevant competence and skills
development, by establishing the ve-year and NOK
70 million eCampus program. ICT-supported exible
educaon ensures equal access to higher educaon,
and instuons are expected to cooperate on the
13 Meld. St. 18 (2012–2013), Lange linjer – kunnskap gir muligheter
hps://www.regjeringen.no/no/dokumenter/meld-st-18-20122013/
id716040/
exible use of professional resources and
technological soluons. Digital learning resources can
lower the thresholds to higher educaon, by
facilitang access, independent of geography, age and
other factors. When evaluang the eCampus
program,14 NIFU15 found that the program has
succeeded in providing accessible and robust ICT
soluons and have promoted the use of ICT based
tools. However, the use of ICT tools varies across
dierent instuons.
In June 2013, a Commission16 was appointed by the
Norwegian Government to invesgate the
opportunies and challenges arising from the
emergence of Massive Open Online Courses (MOOCs)
and similar oers. The Commission should map the
development of MOOCs and provide
recommendaons on how Norwegian authories and
instuons should relate to technological
developments. The report showed that MOOCs were
not central to the strategic planning of Norwegian
universies and colleges and not perceived as tools
for pedagogical development. A tradional,
instrucon-based model for online educaon seemed
to be the most widely used. The Norwegian
Commission on MOOCs reported a series of
recommendaons including a targeted fund, the
development of a naonal MOOC plaorm, digital
competence development for teachers, and more use
of open educaonal resources. Studies17 on
digitalisaon at Norwegian higher educaon
instuons indicate that digital innovaons are not
necessarily anchored in instuonal strategies, but
driven by individual enthusiasts. Studies also indicate
that newly trained teachers lack the sucient digital
skills18, also conrmed by the MOOC Commiee19.
Several instuons have developed MOOCs with
support from the Norwegian Agency for Digital
Learning in Higher Educaon. New digital assessment
14 Tømte, C., Aanstad, S., og Løver, N. (2016) Evaluering av eCampus-
programmet, NIFU rapport 2016:44
15 Nordic Instute for Studies in Innovaon, Research and Educaon
16 NOU 2014: 5 MOOC l Norge. Nye digitale læringsformer i høyere
utdanning
17 Norwegian Agency for Digital Learning in Higher Educaon, Digital
lstand 2014, which follows on from corresponding surveys from 2008
and 2011.
18 cf. Norwegian Ministry of Educaon and Research’s digitalisaon
strategy for basic educaon (2017-2021)
19 NOU 2014:5 MOOC for Norway. New digital learning methods in higher
educaon.
 KNOWLEDGE CENTRE FOR EDUCATION
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7
methods are being developed20, and exams are
digitalised.
A study of how Naonal Governments and instuons
shape the development of MOOCs nds ve central
movaons for adopng MOOCs in Norwegian higher
educaon: 1) strengthen the quality,2) increase
access, 3) recruit students and promote Haigher
Educaon Instuons, 4) increase cooperaon, and 5)
reduce costs21. A study of the rst internaonal
MOOC developed at the University of Oslo nds that
students self-organize and establish a scaolding peer
support system to compensate for insucient
interacon with teachers. The study concludes that
new pedagogical pracces appears to only be in the
making for online learning 22.
1.1.1 

White Paper no. 16 (2016-2017) Culture for Quality in
Higher Educaon highlights student learning and
teaching23. One objecve is that all students should
experience smulang and varied learning and
assessment methods where digital opportunies are
exploited. The White Paper further states that
technological tools can help students get the best
possible educaon and feedback, also in large student
groups. Educaon should be based on knowledge of
how students are best educated and developed. While
nine out of ten students report that digital tools are
important in their daily student life, only half believe
that the tools help them learn beer. There are many
indicaons that learning management systems are
more successful in managing learning than supporng
the pracce of learning, as instuons do not priorize
implemenng digital tools in curricula, subject
descripons and work requirements. There are many
high quality open learning resources available online.
Student response systems can be a way of engaging
the students. Flipped classroom, where students
prepare for the lecture in advance, allows the teacher
20 Both the Norwegian Agency for Digital Learning in Higher Educaon and
SLATE are central to these development eorts.
21 Tømte, C. E., Fevolden, A. M., & Aanstad, S. (2017). Massive, Open,
Online, and Naonal? A Study of How Naonal Governments and
Instuons Shape the Development of MOOCs. The Internaonal
Review of Research in Open and Distributed Learning, 18(5).
22 Singh, A. B., & Mørch, A. I. (2018). An Analysis of Parcipants’
Experiences from the First Internaonal MOOC Oered at the University
of Oslo. Nordic Journal of Digital Literacy, 13(01), 40-64.
23 Meld. St. 16 (2016–2017)- Kultur for kvalitet i høyere utdanning
hps://www.regjeringen.no/no/dokumenter/meld.-st.-16-20162017/
id2536007/
to spend me discussing with the students. Video
recording of lectures and/or podcasts give students
possibilies for repeons. Digital learning combined
with more tradional classroom learning (blended
learning) appear to be eecvely enhancing learning.
The long-term plan for research and higher
educaon24 shows that digitalisaon also closes the
gap between educaon and working life by allowing
students to work more acvely with the subject
maer. By allowing each student to choose when he
or she wants to focus on the study material, it opens
for collaboraon between instuons, as well as with
the business community, trade and industry. However,
as emphasised in a report from the EU commission25,
students are unique, and so is the way they learn.
Teaching tools used in universies and colleges should
therefore cater for individual learning, with the
student at the centre. Digital media can facilitate
more acve, problem-based learning which has been
demonstrated to encourage greater student
engagement and improved learning outcomes. Some
learn beer with the help of interacve media with
images, graphics, videos and audio as incorporated
elements. Technology can combine these for a
personalised learning experience, based on individual
strengths.
The EU-report further stresses that teaching sta
must be equipped with the necessary skills and
knowledge to allow them to fully ulise the range of
new teaching tools. New technologies and associated
pedagogies require a very dierent skill-set from
more convenonal teaching. Academic sta are not
all technology experts, and many have had lile or no
pedagogical training. If they are to deliver quality
teaching with technology, they need specic training,
guidance and support.
1.1.2 
Digital technologies and pedagogy should be an
integral element of higher educaon instuons’
strategies for teaching and learning, and in parallel, a
competency framework for higher educaon
teachers’ digital skills must be developed. The EU
24 Meld. St. 7 (2014-2015) Long -term plan for research and higher
educaon 2015-2024
25 European Commission (2014) Report to the EU Commission on New
modes of learning and teaching in higher educaon hp://ec.europa.
eu/dgs/educaon_culture/repository/educaon/library/reports/
modernisaon-universies_en.pdf
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KNOWLEDGE CENTRE FOR EDUCATION |
Commission26 argue that member states should be
supported in developing naonal frameworks and
infrastructure for integrang new modes of learning
and teaching across the higher educaon system.
Legal frameworks that allow higher educaon
instuons to collect and analyse learning data must
be developed at naonal level. The full and informed
consent of students is a requirement and the data
should only be used for educaonal purposes. Online
plaorms should inform users about their privacy and
data protecon policy and individuals should always
be allowed to anonymise their data.
The importance of research leadership in the
development of outstanding research is
acknowledged, and the same principle applies for
outstanding educaonal achievements. The Long-
term plan for research and higher educaon 2015-
202427 emphasises closer collaboraon between
research- and educaon environments. Developing
clusters for internaonal, cross-disciplinary
cooperaon, combining educaon, research and
innovaon, will increase the relevance of the studies
and can contribute to making academic work more
engaging for the students.
1.2 STATUS AND CHALLENGES
When presented in May 2018, the Status report on
Norwegian higher educaon28 showed that higher
educaon instuons are not fully exploing the
possibilies inherent in digital technology. While 76 %
of students reported that digital tools provide
exibility and freedom and are important for their
studies29, these tools were infrequently or not used.
Moreover, 42 % of Norwegian students reported that
they only to a small degree experienced pedagogical
use of digital technology in their educaon. When
teachers use digital tools, less than 50 % of the
students report that the use supports student acve
learning. How digital tools are used for assessment
purposes diers immensely. A forthcoming arcle
26 European Commission (2014) Report to the EU Commission on New
modes of learning and teaching in higher educaon hp://ec.europa.
eu/dgs/educaon_culture/repository/educaon/library/reports/
modernisaon-universies_en.pdf
27 Meld. St. 7 (2014-2015) Long -term plan for research and higher
educaon 2015-2024
28 Tilstandsrapport for høyere utdanning 2018 hps://www.regjeringen.
no/no/dokumenter/lstandsrapport-for-hoyere-utdanning-2018/
id2600317/
29 NOKUT`s Studiebarometer shows student`s percepons about quality of
their study program, hp://www.studiebarometeret.no/en/
from the expert group at Norgesuniversitetet on
digital assessment30 nds that the lack of competence
is a huge challenge when using digital tools for
assessment purposes. There is too lile knowledge
about alternaves to the tradional school exam, but
also lile understanding of how digital tools can be
used in assessment.
A report on ICT in teacher educaon31 focuses upon
how teachers learn to teach by using digital tools. The
report nds that the development of professional
digital competence is weakly anchored in the
management and leadership of teacher educaon
instuons and most instuons lack an integrated
approach for competence development. Moreover,
the competence amongst the academic sta varies,
and the development of teacher students’ digital
competence are oen dependent upon enthusiasts.
This is not sustainable, and will aect teacher
student’s possibilies to make pedagogical use of ICT
when they become teachers themselves.
A systemac mapping of the eects of ICT on learning
outcome32 showed that ICT has an impact on learning
outcome when technology is implemented as a
planned part of a comprehensive teaching
environment with clear goals, teaching plans,
teaching materials, supporng technical resources,
teacher training and development. Hence, it is how
digital tools are being implemented and pedagogically
used that maer for students’ learning outcome, not
the technology itself. This nding is later conrmed in
two reports33 34. It is not the digital technologies per
se that solve teaching and learning challenges. Digital
technologies must be carefully integrated into course
designs and their use must be facilitated by
teachers35.
30 hps://norgesuniversitetet.no/ekspertgruppe/digital-vurdering
31 Tømte, C., Kårstein, A., & Olsen, D. S. (2013). IKT i lærerutdanningen: På
vei mot profesjonsfaglig digital kompetanse?. NIFU report 20/2013
32 Morgan, K., Morgan, M., Johansson, L. & Ruud, E. (2016) A systemac
mapping of the eects of ICt on learning outcomes. Oslo. Knowledge
Centre for Educaon. www.kunnskapssenter.no
33 Damşa, C., de Lange, T., Elken, M., Esterhazy, R., Fossland, T., Frølich, N.,
... & Stensaker, B. (2015). Quality in Norwegian higher educaon: A
review of research on aspects aecng student learning. 2015: 24
34 Nerland, M., & Prøitz, T. S. (2018). Pathways to quality in higher
educaon: Case studies of educaonal pracces in eight courses. NIFU
report 2018:3
35 Henderson, M., Selwyn, N., & Aston, R. (2017). What works and why?
Student percepons of ‘useful’digital technology in university teaching
and learning. Studies in Higher Educaon, 42(8), 1567-1579.
 KNOWLEDGE CENTRE FOR EDUCATION
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9
The introducon has shown that the challenges when
it comes to ulizing the potenal of technology and
digitalisaon in educaon are related to leadership,
infrastructure, and competence. The systemac
review has analysed and synthesised 35 arcles about
pedagogical use of technology and innovave learning
and teaching in higher educaon, and concludes with
prerequisites for how teaching with technology can
support student acve learning.
1.3 OUTLINE OF THE REVIEW
The systemac review is outlined as follows: Chapter
2 presents the systemac review method, literature
search, sorng, quality and relevance assessment of
the arcles included in the systemac review. Chapter
3 presents the 35 included arcles, organised in ve
subchapters: 3.1 Instuonal level: Decision making,
3.2 Learning and teaching across contexts, 3.3
Emerging educaonal technologies and innovave
learning, 3.4 Collaborave learning, 3.5 Barriers to
technology use and innovave teaching. Secons 3.4
and 3.5 highlight themes that cross through all the
studies. In Chapter 4 the studies are synthesised, and
chapter 5 concludes, gives recommendaons and
shows knowledge gaps.
10
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KNOWLEDGE CENTRE FOR EDUCATION |
2 
A key characterisc of systemac reviews is
transparency and the presence of an explicit method
that describes and determines their conduct36. This
systemac review takes the form of a rapid review37,
performed to synthesize qualitave and quantave
studies as well as literature reviews and systemac
reviews. The rapid review method is a developing
format that may be perceived as a compromise
between what is expected from a systemac review,
and policy-makers’ need for evidence to be available
in a shorter me than the 1-2 years it typically takes
to conduct a full systemac review38. Rapid reviews
have been dened as brief, readable, and usable
responses to guide decision making, typically
completed within 6 months39. While they dier in
format, the similarity of rapid reviews lies in their
close relaonship with the end-user to meet decision-
making needs in an idened meframe. Rapid
reviews are systemac and transparent, and follow
the same quality- and relevance assessment
procedures as systemac reviews, but make
limitaons to nish the work in a shorter me span.
Typical limitaons are: searching fewer databases;
liming the use of grey literature; narrowing the
36 Gough, D., Oliver, S. Thomas, J. (2017). An introducon to systemac
reviews. London: Sage Ltd.
37 Khangura, S., Konnuy, K. Cushman, R., Grimshaw, J. and Moher, D.
(2012): Evidence summaries and the evoluon of a rapid review
approach, Systemac Reviews, 1-10.
Featherstone, R. M., Michelle, D. M., Guise, J-M., Mitchell, M.D.,
Paynter, R. A., Robinson, K. A., Umscheid, C. A., and Hartling, L. (2015):
Advancing knowledge of rapid reviews: An analysis of results,
conclusions and recommendaons from published review arcles
examining rapid reviews. Systemac reviews 4:50.
38 Thomas, J., Newman, M. and Oliver, S. (2013): Rapid evidence
assessment of research to inform social policy: taking stock and moving
forward, Evidence & Policy, 9 (1), 5-27
39 Andradas, E., Blasco, J. A., Valenn, B., López-Pedraza, M. J., & Gracia, F.
J. (2008). Dening products for a new health technology assessment
agency in Madrid, Spain: a survey of decision makers. Internaonal
Journal of Technology Assessment in Health Care, 24(1), 60-69.
scope; restricng the type of studies included etc40. In
this systemac review, the following limitaons are
made 1) only studies published in peer-reviewed
journals are included; 2) systemac searches are
limited to studies published aer 1. January 2012;
and 3) language is limited to arcles published in
English, Norwegian, Swedish or Danish.
The systemac review answers this research queson:
How can teaching with technology support
student acve learning in higher educaon?
2.1 SEARCHING AND SORTING
Having idened concepts that are central to the
research on digitalisaon of higher educaon, a search
string with search words was developed and several
trial searches conducted in electronic databases. Main
electronic searches were conducted 25.09.17 and
28.01.18 in seven databases: Educaon Collecon,
Applied Social Sciences Index and Abstracts (ASSIA),
Internaonal Bibliography of the Social Sciences (IBSS),
Educaon Database, Educaon Resources Informaon
Center (ERIC), Psycinfo and Scopus. The searches were
conducted with free text and themac words in tle
and abstract, and resulted in 6513 hits. Appendix 1
shows the search string with the Scopus syntax. In
addion, a hand search was conducted 14th and 15th
December and supplementary searches 12.12.17;
02.01.18 and 07.02.18. The included arcles cover the
publicaon period 2012 to 2018.
40 Hartling, L., Guise, J. M., Kato, E., Anderson, J., Aronson, N., Belinson, S.,
... & Mitchell, M. (2015). EPC methods: an exploraon of methods and
context for the producon of rapid reviews. Research White Paper. .
(Prepared by the Scienc Resource Center under Contract No.
290-2012-00004-C.) AHRQ Publicaon No. 15-EHC008-EF. Rockville, MD:
Agency for Healthcare Research and Quality hps://www.ncbi.nlm.nih.
gov/books/NBK274092/pdf/Bookshelf_NBK274092.pdf
 KNOWLEDGE CENTRE FOR EDUCATION
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Title and abstract of all the hits from the
literature searches were imported to the
soware EPPI-reviewer 4, developed for
systemac reviewing by the EPPI-centre at
the University College, London42.
Preparing the data for synthesis requires a
three-stage process, following pre-dened
criteria. At the rst stage, arcles are read
and assessed on tle and abstract. At the
second stage, arcles are read in full-text.
At the third stage, data is extracted from
the arcles, described and prepared for
synthesis. Figure 1 illustrates the two rst
stages of the sorng process in this
systemac review:
Stage 1
Table 1 provides an overview of the pre-determined
inclusion criteria used in the sorng process.
Table 1. Inclusion criteria
INCLUSION CRITERIA EXPLANATION
1. Theme The study must address innovave use of ICT, how technology inuences
teaching and/or promotes student acve learning.
 Higher educaon.
 The arcle must be published in a peer-reviewed journal.
 The arcle must be published in English, Norwegian, Swedish or Danish.
 Include arcles with above average rangs.
 Include arcles with above average rangs.
41 Gough, D., Oliver, S. Thomas, J. (2017). An introducon to systemac reviews. London: Sage Ltd.
Electronic searches: 6513
Hand search: 13
Relevance assessment based
on tle and abstract
Excluded
6455
Step 1
Quality and relevance
assessment based on full text
Arcles included in the systemac
review
Excluded
36
Step 2
6526
35
71
Figure 1. Flow diagram
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KNOWLEDGE CENTRE FOR EDUCATION |
Due to the large number of publicaons idened in
the database searches, text mining technology
integrated in the EPPI-Reviewer 4 soware, called
machine learning42, was used to expedite the
idencaon of relevant research. Machine learning is
an iterave process by which the machine learns from
the researchers which arcles should be included or
excluded. The machine makes connuous relevance
calculaons and sorts the data so that the most relevant
arcles are added rst in the screening process. Aer
screening a limited number of arcles, most of the
relevant arcles are idened. This technology makes it
possible to screen large amounts of data in less me43.
The inclusion criteria number 5. Citaon index and
number 6. Scimago Journal Rank Indicator were
applied the following way: The total number of
citaons for each arcle was idened in Google
Scholar, and the number of citaons per year
calculated, not counng the publicaon year. Having
calculated the annual average number of citaons for
all arcles; arcles with above average rangs were
included. This ensures that arcles have high quality
and relevance within their eld of research.
42 Thomas, J., & O'Mara-Eves, A. (2011). How can we nd relevant
research more quickly? In: NCRM Methods News. UK: NCRM; 2011. p. 3.
43 O'Mara-Eves, A., Kelly, M. P., & Thomas, J. (2014). Pinpoinng needles in
giant haystacks: use of text mining to reduce impraccal screening
workload in extremely large scoping reviews. Research Synthesis
Methods, 5(1), 31-49.
O’Mara-Eves, A., Thomas, J., McNaught, J., Miwa, M., & Ananiadou, S.
(2015). Using text mining for study idencaon in systemac reviews: a
systemac review of current approaches. Systemac reviews, 4(1), 5
Wallace, B. C., Trikalinos, T. A., Lau, J., Brodley, C., & Schmid, C. H.
(2010). Semi-automated screening of biomedical citaons for systemac
reviews. BMC bioinformacs, 11(1), 55.
As arcles normally have few citaons the rst year(s)
of publicaon, arcles published in 2017 and 2018
were assessed based on the Scimago Journal Rank
indicator (SJR indicator), a measure of scienc
inuence of scholarly journals that accounts for both
the number of citaons and the presge of the
journals cing the arcle. The 2016 SJR indicator was
obtained from the Scopus tle list index. Only arcles
published in journals with above average ranking
were included.
Aer the relevance assessment on stage one based
on tle and abstract, 71 arcles with potenal
relevance for the systemac review were idened.
Stage 2:
At the second stage, the 71 arcles with potenal
relevance were read in full text. Two researchers
assessed, independently, the studies’ quality and
relevance for the review. Table 2 gives an overview of
the quality criteria used. The studies are scored high,
medium or low. Aer the second step, 35 arcles
remained, and are included in the systemac review.
2.2 PREPARATION FOR SYNTHESIS
To synthesize the included arcles an overview of the
data material is needed to facilitate data extracon.
First a mapping is conducted. The mapping show that
the arcles are from 14 dierent countries and
published between 2012 and 2018. Table 3 show the
mapping on country based upon the rst author`s
aliaon.
Table 2. Criteria for assessing quality
CRITERIA FOR QUALITY ASSESSMENT ASSESSMENT VALUE








High: Explicit and detailed descripon of method,
data collecon, analysis and results; the
interpretaons/analysis are clearly supported by
the ndings.
Medium: Sasfactory descripon of method, data
collecon, analysis and results; the interpretaons/
analysis are parally supported by the ndings.
Low: Weak descripon of method, data collecon,
analysis and results; interpretaons/analysis have
lile support in the ndings.
 KNOWLEDGE CENTRE FOR EDUCATION
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Table 3. Mapping of country
COUNTRY NUMBER OF STUDIES
 5
Canada 1
 1
 1
 2
 1
Korea 1
 1
 1
 3
 1
 2
UK 8
USA 6
TOTAL 35
The mapping further shows that 4 studies have used
quantave methods, 10 have used qualitave
methods, 10 studies are based on both quantave
and qualitave methods, 2 papers are theorecal and
7 papers are reviews (3 systemac reviews and 4
literature reviews). 2 papers have used mixed
methods. 20 studies are scored with high quality,
15 with medium quality and none with low quality.
Appendix 2 shows method used and quality of the
arcles.
Having mapped the papers on theme, the included arcles were categorised as follows:
CATEGORY ARTICLES
 Avella et al. (2016); Rienes & Toetenel (2016); Lee, Morrone
& Siering (2018); Maringe & Sing (2014); Toven-Lindsey et al.
(2015).




Wion (2017); Al-Nashash & Gunn (2013); Hung, Kinshuk &
Chen (2018); Dennen & Hao (2014); Pimmer, Mateescu &
Gröhbiel (2016); Cochrane (2014); Mesh (2016); Wanner &
Palmer (2015); Blau & Shamir-Inbal (2017); Ali et al. (2017).






Wang (2017a); Blanco-Fernandez et al. (2014); Lameras et al.
(2017); Vlachopoulos & Maki (2017); Edmonds & Smith
(2017); Wang (2017b); jones & Benne (2017); Barak (2017);
Ng'Ambi (2013); Van Es et al. (2016).
 Tegos et al. (2016); Akiyama & Cunningham (2018); Newland
& Byles (2014); Rambe & Bere (2013); Zheng et al. (2015).


Amemado (2014); Kirkwood & Price (2013); Shelton (2017);
Sinclair & Aho (2018); Walker, Jenkins & Voce (2017).
14
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KNOWLEDGE CENTRE FOR EDUCATION |
A congurave synthesis
Once the arcles are categorised, data is extracted
and each arcle is briey summarised. The goal is to
elicit the meaning of the study, an idiomac
translaon44. The brief summaries make it possible to
analyse and synthesize the studies to idenfy
common paerns across the data. Synthesis is an
analyc acvity that generates new knowledge and
understanding in response to the review`s research
queson, and a synthesis is normally more than
simply the sum of its parts45. A congurave synthesis
aims to nd similaries between heterogenous
studies, even when they use dierent concepts to
describe similar events46, which is the case in this
systemac review. Translaon is central to
congurave synthesis, and the ambion is to
contribute to claricaon, theory development, and
conceptual innovaon. The synthesis results in a
narrave that answers the research queson by
idenfying transcending paerns in the included
44 Noblit, G.W. & Hare, R.D. (1988) Meta-ethnography: Synthesizing
qualitave studies. Sage`s university paper series on Qualitave
research methods volume 11, California: Sage publicaons
45 Gough, D., Oliver, S., & Thomas, J. (2017). An introducon to systemac
reviews, p.182, London: Sage.
46 Etymologically, congure means to piece together parts to form an
overall picture.
studies47. The goal is not simply to list the ndings,
but to interpret ndings from each study in a way that
contributes to new knowledge. Data sources in
systemac reviews are the included studies, and the
synthesising process aims at translang the studies
into each other48 or make them talk to each other49 to
generate insights that transcend each study’s
contribuon.
Based on analysis of the brief summaries, two
transcending paerns were idened across the
studies: 1) From content delivery to student acve
learning and 2) Professional development of sta. To
analyse the paerns in depth, all the arcles were
uploaded to NVivo Pro 11, and coded accordingly.
Data extracts concerning student acve learning,
collaboraon and professional development and
training were analysed in depth, before the studies
were synthesised.
47 Popay, J., Roberts, H., Sowden, A., Pecrew, M., Arai, L., Rodgers, M., &
Duy, S. (2006). Guidance on the conduct of narrave synthesis in
systemac reviews. A product from the ESRC methods programme.
Version, 1.
48 Noblit, G. W., & Hare, R. D. (1988). Meta-ethnography: Synthesizing
qualitave studies (Vol. 11). Sage.
49 Gough, D., Oliver, S., & Thomas, J. (2012). An introducon to systemac
reviews, p. 188, London: Sage.
 KNOWLEDGE CENTRE FOR EDUCATION
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3 
Chapter 3 presents the 35 included arcles. Figure 2,
below, shows how the chapter is organised into ve
subchapters (3.1. – 3.5).
Chapter 3 Overview
3.4. Collaborave learning
3.5. Barriers to technology use
3.1. Instuonal level:
Decision making
Learning analycs
3.2. Learning and teaching
across contexts
Lecture capture
3.3. Emerging technologies
Agumented Reality
MOOCs Blended learning
Flipped learning
Learning desing
Pedagogical implicaons
GamesMobile learning
Figure 2. Overview of chapter 3
In 3.1.: Instuonal level: Decision making, studies
with relevance for policymakers and higher educaon
leaders and administrators are presented. These
studies cover themes such as learning analycs (LA),
learning design and MOOCs and provide informaon
about big data, knowledge ulisaon, evaluaon and
big-scale iniaves that require leaders’ aenon,
funding and instuon-wide training and support if
they are to reach the potenals inherent in new
technologies. Learning analycs is a vast and rapidly
growing research eld with the potenal to generate
informaon instuons can use when designing
learning. Designing producve learning environments
is, however, a very complex task that cannot solely be
the responsibility of individual sta members.
Instuons must develop policies that state how they
want students to learn, iniate and lead change
processes and follow up with data analysis, training
and support.
Subchapter 3.2.: Learning and teaching across
contexts, presents studies where the underlying
assumpon is that teaching no longer can be the sole
responsibility of individual teachers. To gain status,
teaching must be a more knowledge-informed acvity
with work processes beer aligned with those
16
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KNOWLEDGE CENTRE FOR EDUCATION |
academics use when they engage in research. Data
gathered through learning analycs can be used to
design innovave learning environments where
students and teachers collaborate to reach the broad
spectre of learning goals. The studies presented here
have researched potenal educaonal benets of
combining digital and physical learning environments
and focused on characteriscs of learning designs that
may enhance student learning. The studies cover
themes such as lecture capture, mobile learning,
blended and ipped learning.
The potenal of educaonal benets is even more
strongly emphasised in sub chapter 3.3.: Emerging
educaonal technologies and innovave learning,
where the presented studies show promising
emerging technologies and what is required of
instuons, facilies, leaders and sta for these
innovaons to be an integral part of the instuons’
teaching pracce.
The two last subchapters, 3.4. and 3.5., are visualised
as crossing themes because all the included arcles
stress the educaonal benet of collaborave
learning and most studies nd barriers to innovave
teaching. In 3.4.: Collaborave learning, collaborave
learning approaches in online learning and teaching
are presented, for instance how conversaonal agents
may promote academically producve interacons,
modalies and pracces in telecollaboraon, what
promotes and hinders collaborave technology use in
higher educaon and social learning pracces with
apps and wikis.
In 3.5.: Barriers to technology use and innovave
teaching, studies nd barriers to technology use in
higher educaon instuons, and argue that these
barriers may also explain why teaching in higher
educaon instuons largely remains prescripve and
teacher-centered, even when the intenon is a
student-acve approach to learning.
3.1 
While new technologies open the way for new
possibilies, they also bring praccal, nancial and
ethical issues that go beyond the responsibility of
individual sta members, teams or departments. This
rst chapter therefore presents ve studies that have
invesgated quesons related to digitalisaon of
higher educaon with implicaons for the
instuonal level, i. e. top level strategists, managers
and administrators, faculty, and/or department
leadership.
Studies show that for implementaon to succeed,
leaders must develop policies and guidelines, make
funding available and provide the necessary training
and competence development for sta and students.
The rst three studies give an overview of the
emerging eld of learning analycs and how learning
and teaching can be designed, based on systemac
analysis and ulisaon of big data. The fourth study
describes developing trends in higher educaon and
the last study describes challenges encountered when
developing, running and renewing MOOCs.
AUTHORS COUNTRY HAVE INVESTIGATED METHODS USED
 USA Learning analycs Systemac review


UK Learning design Mulple regression models


USA Pedagogy, space, technology Convergent parallel mixed
methods design, triangulaon
(interview, surveys, syllabi)
 South
Africa
Development trends in HE Theorecal


USA Pedagogical tools used in
MOOCs
Qualitave mul-case study
analysis
 KNOWLEDGE CENTRE FOR EDUCATION
|
17
3.1.1 
and MOOCs
The advancement of technology has provided the
opportunity to track and store students’ online
learning acvies as big data sets. The purpose of
learning analycs (LA) in such a context is to tailor
educaonal opportunies to individual learners’
needs and abilies, such as providing adapted
feedback and mely instruconal content. While
there is no universally agreed denion of learning
analycs, it refers to acvies such as the
measurement, collecon, analysis and reporng of
data about learners and their context, with the
purpose to understand and opmise learning and the
environment in which it occurs50. There is a growing
interest in how instuonal data can be used to
understand academic retenon, for instance to
idenfy students’ paern of behaviour in online
educaon to improve students’ learning, gure out
how teaching can be more engaging and increase
retenon rates.
Learning analycs is a mul-disciplinary approach
based on data processing, technology-learning
enhancement, educaonal data mining, and
visualisaon51, more specically the process of
systemacally collecng and analysing large data sets
from online courses, with the purpose to improve
learning processes52. LA can help learners and
educators make construcve decisions and more
eecvely perform their tasks. Analycs refers to the
scienc process that examines data, presents paths
to make decisions and formulates conclusions53.
Examples of concepts frequently used in this research
eld, and their meaning, is presented here:
50 hp://www.laceproject.eu/faqs/learning-analycs/
51 Scheel, M., Drachsler, H., Stoyanov, S., & Specht, M. (2014). Quality
indicators for learning analycs. Journal of Educaonal Technology &
Society, 17(4), 117.
52 Brown, M. (2012). Learning analycs: Moving from concept to pracce.
EDUCAUSE Learning iniave. hps://library.educause.edu/
resources/2012/7/learning-analycs-moving-from-concept-to-pracce
53 Picciano, A. G. (2012). The evoluon of big data and learning analycs in
American higher educaon. Journal of Asynchronous Learning Networks,
16(3), 9-20.
CONCEPT MEANING OF CONCEPT
Big Data The capability of storing large
quanes of data over an
extended period and down to
the parcular transacon.
Data analycs The scienc process that
examines data to formulate
conclusions and to present
paths to make decisions.
Educaonal data
mining
Academic
analycs
Learning analycs
Data mining uses algorithms
to solve educaonal issues
and develop new
computaonal data analysis
methods. Academic analycs
is an applicaon of business
intelligence methods and
tools to performance and
decision-making in the
educaonal instuons.
Learning analycs tries to
improve student learning and
learning environments
through methods such as
predicve analysis, clustering,
and relaonship mining.
Learning analycs integrates and uses analysis
techniques such as data mining, data visualisaon,
machine learning, social network analysis, semancs,
arcial intelligence and e-learning. Social network
analysis (SNA) analyses relaonships between
learners as well as between learners and instructors
to idenfy when students are engaged or
disconnected. Visual data analysis includes highly
advanced computaonal methods and graphics to
expose paerns and trends in large, complex
datasets54. Other methods are predicaon, clustering,
relaonship mining and discovery with models.
Researchers currently argue that LA should take a
social turn as most research aims at predicng
individual performance. They fear that simple LA
metrics (e.g. number of clicks, number of downloads)
may hamper the advancement of LA research and
argue that “simple” LA metrics provide limited insight
54 Examples are Gapminder, IBM Many Eyes, FlowingData and Visualizaon
community.
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KNOWLEDGE CENTRE FOR EDUCATION |
into the complexity of learning dynamics55 and the
relaonal nature of teaching and learning. While
clicking behaviour explains around 10 % of variaon
in academic performance; movaon, emoons and
learners’ acvies account for 50 % of the variaon.
 conducted a systemac review
with the ambion to answer three quesons: What
does the research on learning analycs say about
methods used in LA; what does it say about benets
of using LA, and what does it say about challenges
encountered when using LA? A systemac search,
with the explicit goal to nd empirical studies,
generated 112 arcles. Among these, 10 addressed
methods, 16 focused on benets and 18 on
challenges. The next secon presents and summarises
how the included arcles answer the three review
quesons:
methods
Learning analycs begins with leaders who are
commied to decision-making based on instuonal
data. This commitment must be reected in the hiring
of administrave sta, skilled at data analysis, and
training sta in understanding the potenal and
proper ethical conduct of data-driven decision-
making. Five stages of data capturing are idened56:
1) reporng the data paern and trends; 2) predicng
a model based on the data; 3) acng by using an
intervenon based on the model to 4) improve
learning and teaching and, 5) rening the developed
model. Researchers suggest a macro-level process
perceiving the LA process as a ow of informaon in
the system, from the students to the stakeholders
within the framework of a hierarchy or a cycle57,
where researchers collect data from the students,
process the data into metrics, use the results to
perform an intervenon, and collect addional data
for the next iterave cycle.
55 Tempelaar, D. T., Rienes, B., & Giesbers, B. (2015). In search for the
most informave data for feedback generaon: Learning Analycs in a
data-rich context. Computers in Human Behavior, 47, 157-167.
56 Campbell, J. P., DeBlois, P. B., & Oblinger, D. G. (2007). Academic
analycs: A new tool for a new era. EDUCAUSE review, 42(4), 40.
57 Clow, D. (2012). The learning analycs cycle: closing the loop eecvely.
In Proceedings of the 2nd internaonal conference on learning analycs
and knowledge (pp. 134-138). ACM.
Clow, D. (2013). An overview of learning analycs. Teaching in Higher
Educaon, 18(6), 683-695.
benets
Avella et al. (2016) found that careful analysis of big
data may help stakeholders to elicit useful
informaon that can benet educaonal instuons,
students, instructors, and researchers. The benets
are listed and exemplied below:
STAKEHOLDER
BENEFITS REPORTED
BY RESEARCH
EXAMPLES
Targeted course
oering
By examining trends,
instuons can predict
graduate numbers for
long-term planning
Curriculum
development
Analysing big data, educators
can determine weaknesses in
student learning and
comprehension and use this
for improvement purposes
Students' learning
process, learning
outcomes and
behaviour
Data analysis helps educators
understand the students'
learning experience
Personalised
learning
LA allows for real-me
recepon, review and
incorporaon of data, and
real-me feedback to
students
Improved instructor
performance
Data analysis can idenfy
areas in need of
improvement by the
instructor to facilitate
enhanced instructor-student
interacons
Post-educaonal
employment
opportunies
Using big data can help
stakeholders beer assess
student learning programs
for vocaonal compability
Improved research
in the eld of
educaon
Researchers can more easily
share informaon and
collaborate, idenfy gaps and
accumulate knowledge
 KNOWLEDGE CENTRE FOR EDUCATION
|
19
challenges
Avella et al. (2016) found the following learning analycs challenges:
AREAS OF CHALLENGE EXAMPLES
Data tracking Monitoring via Learning Management Systems, Plaorms (Moodle, Canvas, EPIC,
Blackboard); informaon about student log-in, involvement, how engaging the
curriculum presented is, which areas that cause confusion
Data collecon Availability of resources, viable social plaorm, dicules in sharing proprietary
informaon, compeon between bidders instead of teamwork
Data evaluaon and
analysis
For LA to help instructors, data must be delivered mely and accurately.
Technical challenges, errors may occur when manually conducng data analysis
Connecon with learning
sciences
To opmise learning requires understanding how to support knowledge
development, connecng cognion, metacognion, and pedagogy
Learning environment
opmisaon
Individual and social learning analycs, beer understanding of the learning
context. Research focusing on LA and pedagogy is sll in the early stages
Emerging technologies Learning analycs develops as new technologies emerge.
Ethical concerns, legal and
privacy issues
Privacy consideraons such as consent, data accuracy, how to respect privacy,
maintain anonymity, opng out of data gathering. Data interpretaon,
ownership, sharing, who owns aggregate data. Four guiding principles: 1) Clear
communicaon; 2) Care; 3) Consent and 4) Complaint.
The review revealed that LA is an interdisciplinary
eld that selects and uses methods and analysis
techniques from other disciplines to achieve the goal
of improving educaon. Mechanisms must provide
transparency, data controls by students, informaon
security, and accountability safeguards. The research
eld of Learning Analycs also stresses the ethical
implicaon of data collecon and use58 and DELICATE
is one suggested framework:
 Decide on the purpose of learning
analycs for your instuon.
 Dene the scope of data collecon and
usage.
 Explain how you operate within the legal
frameworks, refer to the essenal legislaon.
 Talk to stakeholders and give assurances
about the data distribuon and use.
 Seek consent through clear consent
quesons.
 De-idenfy individuals as much as
possible
 Monitor who has access to data,
58 DELICATE, developed within the LACE-project hp://www.laceproject.
eu/ethics-privacy/
especially in areas with high sta turn-over.
 Make sure externals provide
highest data security standards.
 used mulple regression
models when linking 151 modules and 111.256
students with student behaviour, sasfacon and
performance at the Open University (OU), UK. The OU
has used learner feedback to improve students’
learning experience and learning designs for 30 years,
and academic retenon ranges between 34,46% and
100%, with an average of 69,35%. Learning design
(LD) is described as a methodology for enabling
teachers/ designers to make more informed decisions
in how they go about designing learning acvies and
intervenons, which are pedagogically informed and
make eecve use of appropriate resources and
technologies59.
The study aims to gure out to what extent learning
design decisions made by teachers predict student
engagement, sasfacon and academic performance.
Virtual Learning Environment (VLE) data was collected
59 Conole, G. (2012). Designing for learning in an open world. Dordrecht:
Springer, p. 121.
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KNOWLEDGE CENTRE FOR EDUCATION |
per module: a) average me spent on VLE per week;
b) average me spent per session on VLE.
Learning design is process based and follows a
collaborave design approach in which praconers
make informed design decisions with a pedagogical
focus. Five categories describe opons available for
teachers to create an interacve, social learning
environment where acvies are 1) Communicave;
2) Producve; 3) Experimental; 4) Interacve; and 5)
Assessed.
This is an overview of OULDI60 learning design acvies:
LABEL TYPE OF ACTIVITY EXAMPLE
Assimilave Aending to informaon Read, watch, listen, think about, access
Finding/handling
informaon
Searching for and processing List, analyse, collate, plot, nd, discover,
access, use, gather
Communicaon Discussing module content with
at least one other person
Communicate, debate, discuss, argue,
share, report
Producve Acvely construcng an artefact Create, build, contribute design, construct,
Experienal Apply learning in real-world
seng
Pracce, apply, experience, mimic, explore,
invesgate
Interacve/adapve Apply learning in simulated
seng
Explore, experiment, trial, improve, model,
simulate
Assessment All forms Write, present, report, demonstrate,
crique
60 Open University Learning Design Iniave (OULDI)
 KNOWLEDGE CENTRE FOR EDUCATION
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21
The dependent variable was academic retenon (the
number of learners who completed and passed the
module relave to the number of learners who
registered for each module). Analycs data included
the level of the course, the discipline, year of
implementaon, size of class or module. All data were
collected on an aggregate, module level. Learning
design (LD) data was merged with virtual learning
environment (VLE) and learner retenon data based
upon module ID and year of implementaon.
Posive correlaons were found between nding
informaon and communicaon, and between
producve and experienal outcomes. Total workload
was posively related to communicaon and
experienal and negavely to assessment, indicang
that teachers dedicated relavely more me for
learning acvies and less for assessment.
The study nds that learning design acvies strongly
inuenced academic retenon, with the relave
amount of communicaon acvies and me spent
on communicaon as primary predictors, controlling
for instuonal and disciplinary factors. As the focus
in online learning tends to be on designing for
cognion rather than social learning acvies, this is
an important nding. A second nding is that learner
sasfacon was strongly inuenced by learning
design, while learner sasfacon and retenon was
not. This may indicate that learning at mes can be
hard and dicult, and not always a pleasant
experience. Universies must consider how they can
balance designing learning acvies that stretch
students to their maximum ability, while keeping
students happy.
Rienes & Toetenel (2016) conclude that learning
design had a signicant and substanal impact on
learner experience. Communicaon seemed to be a
key lever for retenon in blended and online distance
educaon at the OU. Modules with more assimilave
and fewer inquiry and discovery-based learning
acvies were perceived to lead to beer learner
experiences. Separate analysis indicated that
assimilave acvies signicantly and posively
predicted learner sasfacon. To enhance academic
retenon, a way forward may be appropriate,
well-designed communicaon tasks that align with
the learning objecves of the course.
invesgated
instruconal components and class acvies that
support acve learning in a collaborave learning
studio (CLS) with 29 students, and how spaal and
technological features reect design and
implementaon processes. Acve learning is used
about instruconal approaches that acvely engage
students in the learning process through
collaboraon, cooperaon and discussions, rather
than having them passively receive informaon from
their instructors. Data were collected through
interviews with faculty (semi-structured) and students
(focus-group), surveys (faculty and students) and
syllabi for courses taught in the CLS.
 TECHNOLOGIES
Designed for acve learning
Small-group acvies
Movable chairs and monitors in U-shaped student tables
Video wall, control panels, push capabilies,
projector screens, student monitors, instructor
desktop, wireless microphone, document cameras,
student desktops and push-to-talk microphone on
student tables.
The lecture was an essenal component in most
courses, used to frame learning content for students,
communicate main ideas before and aer group
acvies and to invite guest lectures. Students
generally found the collaborave learning space
helpful in their learning (n=25), but some students felt
it hindered learning (n= 7). Most students (23 of 29)
favored group acvies and 11 reported lectures as
least favorable.
Four collaborave learning paerns were revealed: 1)
lecture – group acvies – class-wide discussion (5
courses); 2) lecture – group acvies almost daily (3
courses); 3) lecture – group acvies once in a while (1
course); 4) group acvies – class-wide discussion (1
course). Students and faculty rated group acvies as
working best, either computer-based, non-computer
based group discussions, paper-based or physical
group acvies. Class wide discussion typically started
with a presentaon of group work, followed by
22
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KNOWLEDGE CENTRE FOR EDUCATION |
instructor and student comments and was a central
component of collaborave learning, as it allowed
students to reect on their own group acvies and
connect group work to the course content.
The combinaon of lectures and discussion
emphasises the importance of exibility in classroom
design. Training of how to use the in-room
technologies is valued, and the faculty interviewees
said they needed me to explore the technologies to
know how to implement new pedagogical approaches
and beer ulise the room features. Also, mely
technical assistance was important.
 idenfy four drivers in Higher
Educaon: 1) Massicaon; 2) Mobility; 3)
Markesaon; and 4) Stagnang sta numbers. In a
theorecal arcle they address issues of large,
demographically diverse university classes, dened as
“any class where the number of students pose both
perceived and real challenges in the delivery of
quality and equal learning opportunies to all
students in that classroom” (p.763). Four pedagogical
principles underpin the equity dimension. A)
Increased student parcipaon and engagement
requires teachers to provide prior readings, allowing
students to summarise their thoughts on the topic
before the session, create buzz-groups etc.; B)
Increased curricula access requires teachers to ensure
that students have access to teaching material; C)
Increased sta intercultural understanding requires
teachers to engage students in discussions on how
they may benet from the course; D) Increased
opportunies for deep learning for all requires
teachers to inspire students through crical
engagement with texts and the applicaon of
conceptual ideas in designing research quesons and
empirical invesgaons. Maringe & Sing (2014) also
idenfy four quality measures of crical importance
for a quality learning experience in HE: 1) Connuous
monitoring of student sasfacon; 2) Increased
opportunies to achieve; 3) Diversicaon of
assessment and 4) The potenal of MOOCs.
 have
invesgated frequently used pedagogical tools in 24
MOOCs and provide a brief history of MOOCs before
presenng their study.
A MOOC is a model for educaon delivery typically
dened as “massive, with theorecally no limit to
enrolment; open, for anyone to parcipate, usually at
no cost; online, with learning acvies taking place
over the web; and a course, structured around a set
of learning goals in a dened area of study”61. The
term massive open online course (MOOC), was rst
used in 2008, to describe a course on learning theory
taught by George Siemens and Stephen Downes at
the University of Manitoba62. The original ambion
was to create an open, collaborave online learning
community centred around “the acve engagement
of several hundred to several thousand students who
self-organise their parcipaon according to learning
goals, prior knowledge and skills, and common
interests”63. Since 2012, when private companies
including Coursera and Udacity were established, the
goals of the MOOC movement have shied to
encompass the massicaon of exisng courses and
potenal for revenue generaon. Empirical research
on teaching strategies and learning outcomes
associated with MOOCs is limited.
Although there is signicant variaon in pedagogical
approaches, most courses sll ulise tradional
classroom methods (lectures, group discussions and
mulple-choice assessment). Research nds that
students are more sased with online courses that
include higher levels of interacon and reecon64
and a major challenge for MOOC instructors has been
opportunies for interacon and engagement
between students and the instructor as MOOCs oen
rely on automated instruconal tools and compleon
rates have been extremely low65.
The inial pedagogical model of MOOCs focused on
incorporang high levels of learner control, oering
synchronous, or real-me, sessions with the facilitator
and other speakers, providing a digital artefact that
summarised course acvies (i.e. parcipant blogs,
61 Educause (2013). Seven things you should know about MOOCs II.
Educause learning iniave
(Retrieved from hp://net.educause.edu/ir/library/pdf/ELI7097.pdf).
62 Parry, M. (2010, August 29). Online, bigger classes may be beer
classes. The chronicle of higher educaon Retrieved from hp://
chronicle.com/arcle/Open-Teaching-Whenthe/124170.
63 McAuley, A., Stewart, B., Siemens, G., & Cormier, D. (2010). The MOOC
model for digital pracce. Retrieved from. hps://oerknowledgecloud.
org/sites/oerknowledgecloud.org/les/MOOC_Final_0.pdf
64 Arbaugh, J. B. (2000). How classroom environment and student
engagement aect learning in Internet-based MBA courses. Business
Communicaon Quarterly, 63(4), 9–26
Vonderwell, S., Liang, X., & Alderman, K. (2007). Asynchronous
discussions and assessment in online learning. Journal of Research on
Technology in Educaon, 39(3), 309–328.
65 Parr, C. (2013, May 10). Not staying the course. Inside Higher Ed
(Retrieved from hp://www.insidehighered.com/news/2013/05/10/
new-study-low-mooc-compleon-rate).
 KNOWLEDGE CENTRE FOR EDUCATION
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posts, online discussion), developing dynamic social
systems as a means of parcipant organizaon and
collaboraon66. Students are assessed automacally,
by their peers, or engage in self-assessment. MOOCs
require that parcipants be self-directed and have a
level of crical literacy adequate to navigate the
course and engage in the learning community67. While
more experienced and independent students may
thrive in this environment, many parcipants struggle
with the lack of structure and instruconal support
inherent in courses68.
MOOCs are expected to be disrupve, and transform
higher educaon by creang a ‘revoluon’. Yet, at
present, the major providers are developing open
online courses that mimic tradional face-to-face
courses with a focus on measurable learning
outcomes, which may se creavity among
instructors and developers.
66 McAuley et al. (2010) op.cit.
67 Kop, R. (2011). The challenges to connecvist learning on open online
networks: Learning experiences during a massive open online course.
The Internaonal Review of Research in Open and Distance Learning,
12(3), 19–38.
68 Kop, R., Fournier, H., & Mak, J. S. F. (2011). A pedagogy of abundance or
a pedagogy to support human beings? Parcipant support on massive
open online courses. The Internaonal Review of Research in Open and
Distance Learning, 12(7), 74–93.
In their study, Toven-Lindsey, Rhoads and Lozano
(2015) invesgated the range of pedagogical tools
used in 24 MOOCs from public and private
universies, private companies, and not-for-prot
enterprises, covering several topics and disciplines
(social sciences, humanies and STEM) and consider
the extent to which these courses provide students
with high-quality, collaborave learning experiences.
The study answered the following research quesons:
1. What instruconal tools and pedagogical pracces
are being ulised in MOOCs?
2. How are new digital and networked technologies
impacng the delivery of MOOCs?
3. To what extent are MOOCs able to provide a space
for crical inquiry and acve student engagement
in the learning process?
Data was collected by reviewing the curriculum,
content and various instruconal elements of the
online courses. The Teaching Approach Framework69
was used to idenfy and categorise the pedagogical
tools, and pedagogical approaches idened were
grouped in four categories – objecvist-individual,
objecvist-group, construcvist-individual and
construcvist-group:
69 Arbaugh, J., & Benbunan-Fich, R. (2006). An invesgaon of epistemolo-
gical and social dimensions of teaching in online learning environments.
The Academy of Management Learning and Educaon, 5(4), 435–447.
EPISTEMOLOGICAL
DIMENSION










sources
SOCIAL DIMENSION INDIVIDUAL GROUP INDIVIDUAL GROUP
PEDAGOGICAL
APPROACH
Video
recordings
Computer
graphics
Text-based
lessons and
assignments
Discussion
board
Assignments/
exams
submied to
deadlines
Open-ended,
short-response
quesons in
assignments and
quizzes
External
resources;
websites, open
access textbooks,
reports, online
labs, simulaons
Peer-reviewed
wring
assignments
Group acvies
or debates on the
discussion board
Live video
conferencing with
the instructor
24
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KNOWLEDGE CENTRE FOR EDUCATION |
1.  All 24 MOOCs
had an objecvist individual approach; 18 used
text-based lessons and readings, illustraons,
simulaons, and review quesons to encourage
engagement; 22 used video recordings
(PowerPoints with voiceover instrucon,
recordings of the instructor speaking directly into
the camera, an animated whiteboard, recordings
from a tradional classroom seng, full animaon
or use of an avatar)70.
2.  The objecvist-group
is based on a one-way transmission of content
from the instructor, requiring students to
collaborate on group assignments, and was
common in MOOCs with a specied start and end
date. 11 MOOCs used a pre-determined meline
for instrucon and an online discussion board to
encourage student interacon. Students generally
moved through the material at the same me,
accessed informaon weekly and submied
assignments/exams by specic deadlines.
3. Eight MOOCs
used open-ended, short-response quesons in
assignments and quizzes. Students could compare
their response to a computer-generated answer
key provided by the instructor, but were
encouraged to ulize external resources, including
websites, textbooks, reports, and online labs and
simulaons. In six MOOCs students were
encouraged to engage with the material and
reect on learning in their context.
4.  encourages
collaboraon and crical inquiry among
parcipants. While none of the MOOCs in this
study ulized this approach for the majority of
course acvies, one third of the courses
incorporated a construcvist-group acvity in
some way, including peer-reviewed wring
assignments, group acvies or debates on the
discussion board, and live video conferencing with
the instructor.
Five courses were based on open-ended quesons
and required wrien responses that were reviewed
by fellow students. Students earned points for
parcipaon more than substance, and course
discussion boards showed mixed reviews of the
eecveness of the peer-review process.
70 Example from the open Yale course in Toven-Lindsey, Rhoads & Lozano,
(2015, p. 6)
While peer-reviewed wring assignments can be a
highly useful tool, students in MOOCs complete these
acvies independently and with limited opportunity
for collaboraon. Even discussion boards do not
necessarily encourage group collaboraon and
learning since students generally just respond to
quesons posted and do not engage in a dialogue on
the topic71.
An objecvist-individual approach would be
appropriate if the goal is to increase eciency by
making instrucon scalable to an unlimited audience.
Transfer of knowledge from expert to novice is,
however, insucient If the goal is to use technology
to enhance instruconal quality and provide
meaningful learning opportunies. Only in a few of
the MOOCs, and with mixed results, did instructors
use the boards to post discussion topics, requiring
students to comment, or iniang group acvies.
The dominance of the objecvist approach raises
quesons about the kind of knowledge that is valued
in open online educaon.
Even though the objecvist-individual teaching
approach was prevalent, nearly half of the courses
incorporated at least one instruconal tool that
encouraged parcipants to acvely link curriculum to
real world sengs, or interact with fellow learners.
Compared to courses in other elds, MOOCs in the
hard sciences were less likely to incorporate
construcvist teaching approaches.
If MOOCs are to achieve the revoluonary potenal
ancipated, the focus should be on creang a
community of learners and give students an
opportunity to deepen their understanding through
collaborave learning.
 has idened
internaonal trends in higher educaon such as
massicaon, diversity, mobility, personalisaon and
stagnang sta numbers. These trends emphasise
that instuons must establish systems for
connuous learning, where data gathered is
systemacally transformed into acon-relevant
informaon that can be used to design learning
environments beer adapted to students’ individual
and social needs. Learning Analycs has the potenal
to provide useful big and small data for this work.
71 Example criminal law, Toven-Lindsey, Rhoads & Lozano (2015, p. 8)
 KNOWLEDGE CENTRE FOR EDUCATION
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25
Central to learning designs adapted to student acve
learning is possibilies to invesgate, communicate,
produce, experiment, interact, and parcipate in
varied forms of assessment.
3.2 LEARNING AND TEACHING ACROSS
CONTEXTS
This chapter presents ten studies researching the
potenal educaonal benets of a combinaon of
recorded lectures and a variety of tradional
classroom pracces across digital and physical
learning contexts. The researchers are interested in
which learning designs or characteriscs of designs
may enhance student learning. The more overarching
term used for this category of studies is capture
technologies, and the specic labels used are lecture
capture, mobile learning and ipped learning. First,
three studies on lecture capture, webcast lectures
and interacve video lecture are presented; then
three studies on mobile learning, and nally four on
blended and ipped learning designs.
AUTHOR COUNTRY HAVE INVESTIGATED METHODS USED

 UK Lecture capture Pilot – evaluated by a
survey


Emirates Students benets and drawbacks of
using webcast lectures
Survey, focus groups
interview and stascs


Taiwan Interacve video lecture Experiment – between
subjects design

 USA A framework for mobile learning Authors' own case
descripons


Switzerland Mobile learning Systemac review
 New Zealand Web 2.0 Parcipatory acon
research

 Italy The use of blended learning in
university based language courses
Descripve study
including comparave
data on student
performance
 Australia Students and teachers' percepons
of a ipped classroom course
including exible assessment
Surveys and focus group
interviews


Israel Students percepons of teaching
and learning processes in a ipped
learning course
Qualitave analysis of
students' wrien
reecons
 Korea Development of a learning plaorm
for ipped learning
Descripon of a learning
plaorm
26
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KNOWLEDGE CENTRE FOR EDUCATION |
3.2.1 
Before presenng the three studies on lecture
capture (Wion, 2017; Al-Nashash & Gunn, 2013;
Hung et al., 2018) a brief background descripon and
introducon to concepts is given.
According to Wion (2017), capture technologies are
commonly referred to as Lecture Capture, and
typically used to record lectures. It refers to a
combinaon of soware and hardware that will
record any combinaon of audio, video, presentaon
slides etc. that can be viewed online, at any me,
from any place and on any device. These terms are
used in the capture technology research:
TERMS USED EXAMPLE OF USAGE
 The system used to create and distribute recorded and live streamed video
content.
 The capture system plus all devices associated with the capture process,
including computers, cameras, microphones and mobile devices.
 Any learning content created and distributed using the capture system (e.g.,
recorded lectures).
 Pre-recorded informaon viewed by students in advance, providing an
opportunity for group-work.
 Pre-recorded demonstraons of acvies viewed by students in advance
(laboratory exercises etc).
 Addional learning materials (e.g., short clips) created ad-hoc to enhance
standard curriculum.
 The lecturer anonymizes students' quesons and records a response for the
whole group.
 Content is captured o-campus, such as eldwork or examples from the
workplace.
Most published studies on capture technologies have
focused on the use and impact of recorded lectures,
linking lecture capture with student sasfacon. The
research shows that students adapt their use of the
available captured content depending on their
individual learning needs and that student learning
increases when sta deliberately incorporate
captured material into their overall educaonal
approach72. While ipping the classroom can improve
student performance73, it does not always make
students more sased74. Lile or no research has
shown posive impact on student aainment and a
72 Marchand, J., Pearson, M., & Albon, S. (2014). Student and faculty
member perspecves on lecture capture in pharmacy educaon.
American Journal of Pharmaceucal Educaon, 78(4), Arcle 74, 1-7.
73 Baepler, P., Walker, J., & Driessen, M. (2014). It's not about seat me:
blending, ipping and eciency in acve learning classrooms.
Computers & Educaon 78, 227-236.
74 Missildine, K., Fountain, R., Summers, L., & Gosselin, K. (2013). Flipping
the classroom to improve student performance and sasfacon. Journal
of Nursing Educaon, 52(10), 597-599
few studies report detrimental impact on academic
performance resulng from the availability of
recorded lectures75.
 explores the use of capture
technologies at the University of Wolverhampton,
where an award- winning science center (the Rosalind
Franklin Building) was designed with no tradional
teaching spaces (no classrooms, no lecture theatre,
no podiums, or projectors). Flipped classroom
pedagogy inuenced the design with the vision to
facilitate acve parcipaon and all informaon
delivery by video. Pre-recorded demonstraons allow
students to prepare, reect, and review before their
laboratory sessions.
75 Johnston, A., Massa, H., & Burne, T. (2013). Digital learning recording: a
cauonary tale. Nurse Educaon in Pracce, 13(1), 40-47.
 KNOWLEDGE CENTRE FOR EDUCATION
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A small-scale pilot collected just over 100 hours of
content with over 1000 hours of viewing by students,
and the usage gures revealed a large variance (2-4
hours of viewing for each hour recorded) in the
amount of captured content viewed by students
between dierent subject areas.
To evaluate the learning acvies, a survey was
distributed among 650 students (111 responded). All
respondents wanted the university to connue with
capture technologies and found all types of captured
content helpful to their learning, with the pre-
recorded demonstraons of praccal science the most
popular type of content. Student responses indicate
that they value exibility and playback control
provided by captured materials, as this enhances
concentraon, improves understanding and increases
condence in their own learning. This conicted with
the analycs, which idened supplementary
materials as the most viewed type of content.
Academic sta (13 of 62 responded) said they would
like to make more use of the technology in the future.
Main barriers to greater engagement was workload
and lack of available me to capture new materials,
but respondents agreed that captured content would
ulmately save me. This new way of working
required a shi in their focus during face-to-face
sessions. Rather than concentrang on the how to of
scienc techniques they were able to facilitate
deeper learning by focusing on why. The evaluaon of
the pilot indicates that purposeful use of capture
technologies leads to greater engagement with the
types of captured content, which is likely to have a
posive impact on student aainment.
 invesgated the use of
webcast lectures among 40 students in two electrical
engineering classes at a university in the United Arab
Emirates. Every lecture was captured by the interacve
eBeam whiteboard technology, consisng of a standard
whiteboard, a data projector, a desktop, the eBeam
edge transceiver and a stylus pen. The pen movement
is transferred to the computer and sound recorded
directly. The main disadvantage of the system is the
inability to video record the instructor while lecturing.
Survey data (n= 38), focus group interview (n= 4) and
stascs revealed that 37 out of 38 students either
strongly agreed or agreed that the videos helped
them understand the course material, and 34 of 38
thought having access to the video would raise their
course grade. Most of the students regarded the
video lectures, where they were freed from taking
notes, as an addional learning tool, not as a
replacement for the lecture. Data from the surveys
and course management system reports indicate that
students regularly view the course video contents.
Peaks were observed prior to midterm exams. Even
though the students did not see the lecturer, they sll
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KNOWLEDGE CENTRE FOR EDUCATION |
found the lecture capture helpful. Main drawback was
associated with technical dicules.
 developed an
embodied interacve video lecture (EIVL) with
collecve intelligence and natural user interface (NUI)
technology, and evaluated the eects of the video
lecture on learners’ comprehension, retenon and
cognive load of the learning content.
Collecve intelligence (CI) draws on interacve
learning acvies and can generate valuable
informaon for improving learning design. It
aggregates interacons undertaken by groups of
students who reect, argue and debate in discussion
forums, where knowledge grows over me and is
considered a useful educaonal resource as it helps
students comprehend the learning content from the
perspecve of many online students, who discuss as
they watch the video lectures.
Interacve learning acvies (ILAs) provide the
learner content interacon through storyboard
development, spoken scripts, pedagogical designs and
creaon of mulmedia content and typically entail
clicking on a mouse and typing with a keyboard. A
new type of human-computer interface, natural user
interface (NUI), allows students to directly interact
with the learning content through the moon-sensing
funconality of Kinect sensor instead of the mouse
and keyboard opons. The implementaon of EIVL is
guided by six scaolding funcons: recruitment,
reducon in the degree of freedom, direcon
maintenance, marking crical features, frustraon
control and demonstraon76.
The content is generally recorded when instructors give
on-site presentaons and usually includes instructor`s
voice, lecture slides, visual aids, mulmedia materials,
the lecturing environment and interacon with the
on-site audience. In this study the CI content is
categorised into four types; extended reading,
reecon, hands-on pracce, and discussion. Each type
of the CI content reects dierent levels of diculty. To
provide learner ILAs with construcve support, six
types of interacve learning acvies based on the six
scaolding funcons are delivered (see table 4 below)
76 Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem
solving. Journal of child psychology and psychiatry, 17(2), 89-100.
Table 4. Design of interacve learning acvies for embodied interacve video lectures (Hung et al., 2018 p. 120)
INTERACTIVE
LEARNING
ACTIVITY
SCAFFOLDING
FUNCTION
DESCRIPTION
 Recruitment An instructor encourages the learner with a prologue, or an
audience express movaon for the content. Then, the learner
makes a simple response to the instructor or audience.
 Reducon in degrees of
freedom
An audience acvely asks the learner a queson for reecon,
and the learner has 30 s to think about it. Then the audience
provides a thought related to the queson.
 Direcon maintenance The learner performs an exercise or a simple simulaon related
to the content with the guidance of an instructor
 Marking crical
features
An instructor provides crucial learning concepts to the learner,
allowing the learner to strengthen the impression on the
learning concept.
 Demonstraon An instructor provides an example, ideal case, or soluon to
interpret a learning concept, and the learner can have a beer
understanding of the learning concept.
 Frustraon control The learner can ask an instructor for assistance from a set of
selected quesons and receive a corresponding answer when
being in trouble with a learning concept.
 KNOWLEDGE CENTRE FOR EDUCATION
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The study design includes embodied interacve video
lecture (EIVL) with NUI technologies (experimental
group A), non-embodied interacve video lecture,
using the mouse to control the learning process
(experiment group B) and convenonal video lecture,
learning content without interacvity (control group
C). 90 students from a university in Taiwan were
randomly assigned to the three groups.
A pre-test was adopted to measure students’
language ability and prior knowledge. Two post-tests,
to measure learning outcomes, took place
immediately aer the video lecture, and seven days
later. To understand how interacve technologies
inuence learners, a cognive load quesonnaire was
used as the self-reported measurement with 9-point
Likert scale including two constructs (mental eort
and perceived diculty).
The pre-test showed no signicant dierences among
the three groups for parcipants’ prior knowledge.
The post-test showed a signicant dierence for
parcipants’ comprehension depending on video
lecture types. While the experimental group A
outperformed control group C and experimental
group B outperformed control group C, no signicant
dierences were found between the two
experimental groups. The delayed tests showed the
same paern as the post-test. There were no
signicant dierences between the three groups for
parcipants’ overall cognive load.
The post-test shows that EIVL signicantly
outperformed non-embodied IVL and convenonal VL
in comprehension, but no signicant improvement
was found between EIVL and non-embodied IVL.
Findings suggest that embodied interacve video
lecture provide learners with more learning cues and
thus can help them improve their comprehension and
benet retenon.
 has shown inconsistent ndings
in the research on capture technologies. While
researchers perceive capture technologies as a
potenally producve learning design, research
cannot establish posive outcomes. Students perceive
captured content (webcasts, video lectures) as tools
that improve their understanding of the course
material. They believe that simply having access can
raise their course grade and argue that all types of
captured content are helpful to their learning.
Analycs reveal, on the other hand, that most viewed
type of content is supplementary material. This
nding may indicate that students use captured
material to broaden their understanding of the topic
instead of taking the opportunity to deepen it.
3.2.2 
Three arcles report from studies on mobile learning,
and are presented here. Mobile learning has been
dened as the processes of coming to know through
conversaons across mulple contexts among people
and personal interacve technologies77. Mobile
devices are considered cultural tools transforming
socio-cultural pracces and structures in all spheres
of life78, and the educaonal use of digital mobile
technology is at the core of research labelled mobile
and ubiquitous learning.
 present the M-COPE
framework for mobile learning in higher educaon,
created to support academics who use devices and
apps in their teaching. The framework was developed
to visualise the systemac interplay of components in
the mobile learning context, and to facilitate sound
decision making at each step of the design process in
both formal and informal mobile learning acvies.
Key mobile-specic consideraons were extracted,
reviewed across cases and grouped by topic.
Framework validaon occurred via a literature review
and an expert review panel.
M-COPE focuses on design of mobile learning
acvies, both instructor-facilitated in formal or
informal sengs, and learner-iniated. Instructors are
expected to consider ve crical areas: Aordances of
mobility, Condions, Outcomes, Pedagogy and Ethics.
The framework is exible; readily integrated with
established instruconal design process models, and
connuously prompts instructors to consider learning
needs and constraints79. The model shows the
M-Cope framework integrated with the generic
instruconal design model Addie (analysis, design,
development, implementaon and evaluaon):
77 Sharples, M., Taylor, J., & Vavoula, G. (2007). A theory of learning for the
mobile age. In R. Andrews, & C. Haythornthwaite (Eds.), The handbook
of e-learning research. London: Sage.
78 Pachler, N., Bachmair, B., & Cook, J. (2010). Mobile Learning: Structures,
agency, pracces. New York, Dordrecht, Heidelberg, London: Springer.
79 The ADDIE model-Analysis, Design, Development, Implementaon and
Evaluaon - is considered the generic or baseline instruconal systems
design (ISD) model. The model promotes a focus on ve key processes
during the larger process of instruconal design.
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KNOWLEDGE CENTRE FOR EDUCATION |
Desi gn phase
Developm ent pha se
Mobile: How can MD enable learning interactions that are not
otherwise possible in a specific environment/content area?
Conditions: Learners prior experience with MD and ML
Outcomes: Does le arning objectives relate to MD?
Pedagogy: Why will mobile activity support learning in a specific
con text?
Ethics: Voluntary participants, internet safety, digital footprints?
Mobile: Role of MD, elements of MD nece ssary to sup port LA,
exisiting mobile to ols used in the LA?
Conditions: N ew or ad opted m obile resources? One devi ce for
each learner? Learners own devices? Where and when does the
LA take place?
Out come s: How will MD enable learners t o meet learning
objectives?
Pedagogy: How does MD support instructional methods?
Eth ics: If «Bring your own device»-model is used, might anyone
be left out?
Mobile: Is the desired mobile functionality possible?
Conditions: Functioning of mobi le resources across pla tforms /
device types?
Out co me s: Is activit y aligned with learnin g outcomes?
Pedagogy: Conflicts between desired methods and mobile
func tion ali ty?
Eth ics: User friendliness and security of MD.
Imp leme ntat ion
phase
Evaluation phase
Analys is phas e
Mobile: MD prepared for lessons?
Conditions: Internett connection sufficient?
Out co me s: Are learning support necessary to ensure learning
outcomes met?
Pedagogy: Fa cilitation of mobile intera ctions. Tea cher ac tions
necessary to ensure learning.
Eth ics: Digital footprints from learn ers? Lear ner access to
technology needed? Learners negative emotions related to ML.
Mobile: Evaluat ion data collected automatically via MD? Did the
MD and apps function well?
Conditions: How did MD support learning? Learner attitudes?
Out co me s: Anticipated outcomes achieved? Unanticipated
outcomes?
Peda gogy: Did M D enhance the learning experience?
Eth ics: Learner s emotion s related to use of MD. Treatment of
data generated fr om ML a ctivity.
Add ie-model M-Cope promting questions for each phase
M-Cope key
elements Overarching questions to consider
Mobile
What value does using a mobile device add to
the lear ning context?
Condition
Learner preparedness, environmental
suita bility , time and d isru ption.
Outco me
Ensure t hat mobile use supp orts rathe r than
detracts from meeting the objectives of an
instruc tional desi gn. Uninten ded outcomes
important to consider.
Pedago gy
Specific instructional approaches may vary;
acti ve presentat ion, discus sion, expe riences,
probl em solving or sim ulations. T he pedagogica l
method sho uld be selecte d once the con ditions
and outcomes are known.
Ethi cs
Owners hip of educat ional produc ts (includin g
archive d c onversat ions and s ocial medi a
contr ibutions), occurring and the
appr opriateness of po tentially ub iqui tous and
non-stop engagement. Device ownership.
Challe nges concern ing digital foot prints and
stored data about learner performance.
MD: Mobile devices; ML: Mobile learning; LA: Learning acvity
The M-COPE framework supports careful
consideraon of the condions for learning, desired
outcomes and pedagogical approach related to
mobile technologies and potenal ethical issues that
arise in a mobile learning context.
conducted a systemac review
of 36 papers published between 2000 and 2013
invesgang mobile and ubiquitous learning designs.
They idened a variety of educaonal designs, with
instruconism as the most prevalent (22 studies),
followed by construconist learning (13) and situated
acon (12). A hybrid of situated, construconist and
collaborave designs characterised 6 studies.
Instruconism is rooted in behaviourism, teacher
driven, prescripve and focuses on the organisaon
of instrucon80. Technology use means, in this
tradion, using computers to instruct learners or
having computers do the instrucon. Three themes
were detected in this category: 1) Ad-hoc and
post-hoc transmission of lectures (e. g. Podcasts); 2)
Supplementary study materials (provided to students’
mobile devices) and 3) Acvaon and formave
assessment (aempts to acvate students during or
aer lectures). Studies showed, however, that
students tended to postpone reading the items they
received on their mobile devices and that podcasts
were infrequently used. Studies on acvaon and
formave assessment showed mixed results. In
80 Laurillard, D. (2009). The pedagogical challenges to collaborave
technologies. Internaonal Journal of Computer-Supported Collabora-
ve Learning, 4, 5-20.
 KNOWLEDGE CENTRE FOR EDUCATION
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general, the instruconal design was grounded in rote
learning and most studies measured the acquision
of simple items. Studies did not measure higher-level
learning goals, such as deeper understanding,
sense-making, or the applicaon of knowledge to new
situaons. Posive knowledge gains were frequently
explained by repeon.
Situated acon designs facilitate inquiry-based
learning and problem solving. Compared to the more
teacher-guided instruconist design, situated acon
learning happen in authenc real-life situaons.
Poorly structured learning environments were
supported by mobile devices, providing spaal,
sequenal, and cognive scaolds adapted to the
learners’ specic context, such as nursing and medical
students using PDAs to access tools that facilitated
informed decision-making in their work context.
Studies with a situated acon and scaolding design
had inconclusive results regarding learning outcome
and conceptual understanding.
Construconist learning design is centred on the idea
that learning is a sense- or meaning-making process of
knowledge construcon and co-construcon. Learning
is a process of making something that makes sense in
the real life of the learners (real objects or virtual
enes)81. Studies included in the review found that
the mulmodal and communicaon capabilies of
mobile devices support the construcon, co-
construcon, and sharing of knowledge in the form of
linguisc representaons (wrien and recorded
speech), and visual representaons. Photographs
taken with mobile devices, is menoned as a valuable
feature of this learning design.
Pimmer et al. (2016) found the hybrid studies to be
the most convincing as they integrated situated and
construconist approaches, and connected them to
the students’ experiences in more formal learning
environments. Assignments aimed to develop
mulmodal representaons in situated, real-life
learning environments enhanced the students’
situated awareness, made them observe and reect
more consciously on their experiences; and connect
their observaons with concepts from formal
educaon. Studies that involve hybridisaon provided
81 Papert, S., & Harel, I. (1991). Situang construconism. In I. Harel, & S.
Papert (Eds.), Construconism: Research reports and essays, 1985-1990.
Norwood, N.J: Ablex Publishing Corporaon.
convincing arguments for what is viewed as the core
of mobile learning: the facilitaon of learning across
mulple contexts.
Mobile learning can expand curricula by connecng
learning in and outside higher educaon
environments. For this to succeed, educators must
develop extended learning designs that link dierent
pedagogical strategies.
The review concludes that the hybridisaon of
situated, collaborave, and construconist
approaches via mobile devices can create new and
unprecedented educaonal opportunies by
connecng knowledge from formal learning sengs
with informal learning pracces. These educaonal
experiences then facilitate reecon and discussion in
the classroom. The ndings conrm previous reviews
in which most studies of mobile and ubiquitous
learning showed posive eects. As many mobile
learning projects take instruconist approaches and
many studies reveal that the tradional behavioural
learning paradigm sll dominates, the widely
expressed expectaon that mobile learning will
transform higher educaon is unlikely to be fullled.
presents ndings from a longitudinal
study invesgang the potenal of mobile web 2.0
tools to facilitate social construcvist learning82 across
mulple learning contexts. Parcipatory acon
research was used to invesgate mobile learning
(mlearning) projects from 2006 to 2011, aiming at
pedagogical transformaon. Data involved pre-project
surveys, reecve blogs and eportofolios, followed by
post project surveys and focus groups.
The project goal was to facilitate student-directed or
negoated learning. Learning acvies and
assessments were redesigned to facilitate student-
generated content published in web 2.0 porolios,
with accounts created by each student who invited
peers and lecturers into the collaborave spaces.
Four general pedagogical frameworks guided the
design and implementaon of the research:
Communies of Pracce, the Conversaonal
Framework of Pracce, Learner-Generated Contexts,
82 Social construcvist learning postulates that we learn most eecvely
by being acvely involved in knowledge construcon in groups with
guidance from more knowledgeable peers (Cochrane, 2014).
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KNOWLEDGE CENTRE FOR EDUCATION |
and Authenc Learning. Data analysis of parcipant
feedback, surveys, focus groups, and journals (blogs)
from the mobile learning projects idened six
pedagogical success factors crucial to enabling
signicant pedagogical change within a course:
1. How technology is pedagogically integrated into
the course and assessment
2. Lecturer modelling of the pedagogical use
of the tools
3. Creang a supporve learning community
4. Appropriate choice of mobile devices and
web 2.0 social soware
5. Technological and pedagogical support
6. Sustained interacons facilitate ontological shis,
both for lecturers and students
Crossing these crical success factors is the sixth
factor sustained interacon facilitang ontological
shis83. Cochrane (2014) idened these shis as
necessary for signicant pedagogical change: (1)
Reconceptualising the role of the teacher (from
content deliverer to facilitator of authenc
experience), (2) Reconceptualising the role of the
learner (from passive recipient to acve co-
constructor of knowledge), and (3) A radical
conceptual shi in how we understand the
aordances of mobile social media to augment
tradional physical learning spaces and interacon.
Having compared previously idened success
factors, the key contribuons to mobile web 2.0
crical success factors idened by Cochrane (2014)
include:
1. The need for technological and pedagogical
support for matching the unique aordances of
mobile web 2.0 with social construcvist learning
paradigms.
2. The explicit scaolding of the ontological shis in
pedagogical transformaon via a structured and
sustained intenonal community of pracce
model over a signicant period.
Cochrane (2014) concludes that the Communies of
Pracce model for supporng the mobile web 2.0
projects has led to the development of collaborave
83 An ontological shi involves either a reassignment of understanding
from one ontological category to another (radical conceptual change) or
within a category (conceptual change) (Cochrane, 2014).
partnerships, resulng in increased student
engagement, deeper pedagogical reecon, and
pracce-based research outputs.
has shown that for mobile
learning to succeed, educators must create new and
extended learning designs that link dierent
pedagogical strategies. Mobile learning design must
take into consideraon expected outcome, context,
desired pedagogy, ethics, and mobile-specic
aordances. Important factors for sustained pedagogy
in mobile learning are integraon, support, interacve
use, and appropriate choice of tools. Sll, a
behaviourist learning paradigm, where instrucon is
perceived as content delivery, seems to dominate
higher educaon teaching pracces, even in mobile
learning environments.
3.2.3 
Four of the included studies invesgated learning
across contexts. Flipped classroom is a form of
blended learning that can be dened as an
educaonal technique consisng of: (1) acve
face-to-face classroom learning, most of the me in
groups, and (2) online digital technologies and
well-designed self-regulated, technology-assisted
learning outside the classroom. In the ipped learning
approach, direct instrucon is delivered outside of
the classroom, through digital tools, PowerPoint-
presentaons, videos of pre-recorded lectures and
text, while class me is used for peer collaboraon
and instructor guidance.
describes the 10-year development of
blended learning for English language classes at the
University of Siena Language Centre. 21st century
learning requires that students also learn so skills,
such as intercultural communicaon, presentaon
skills, and teamwork, in addion to acquiring
language competence. The study employed a
curriculum-based approach, where course content is
developed through input from students and
educators.
Over the years, the blended-learning design changed
signicantly. Courses were taken not only by
university students but also adults, either in the form
of self-study or blended learning. Thanks to a needs
analysis, gradually more online acvies were
integrated into the course design, such as forum
discussions, wikis, videos, and online assessment.
Aer two years of using a digital workplace created
 KNOWLEDGE CENTRE FOR EDUCATION
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33
for collaborave knowledge building, a Moodle
learning environment was adopted. The number of
students grew from around 1,000 in 2005 to over
3,000 in 2015.
Data collected over one academic year (2014-2015)
suggests that blended learning methods can be as
eecve, or even more, than tradional methods.
However, blended learning is more eecve when
special aenon is given to its course design. This
conclusion was based on the comparison of blended
learning and face-to-face learning groups on student
retenon (percentage of students who registered, but
never aended a class) and academic performance
(percentage of students that passed the exam).
 report from a ipped
learning approach in an advanced undergraduate
course where exible assessment was introduced
along with more choices and individualised
submission dates for 109 students. Flexible
assessment involved more learning-oriented
assessment; assessment as and for, not just of
learning. Students and teachers evaluated the
approach through surveys and focus group interviews.
The study found that students want personalised
learning with exible assessment, not only in online
acvies, but also through interacve, collaborave,
well-structured learning acvies in face-to-face
environments. This conrms previous research stang
that students prefer a blended learning approach to
fully online learning. Wanner and Palmer (2015) argue
that how teachers design learning is crucial. Flexible
and ipped learning requires instuonal support and
commied teachers, both in the process of designing,
implemenng and running a ipped learning course.
Blended learning challenges both teachers and
students. Students should be self-movated, well
organised and independent, which is oen unfamiliar
for those used to tradional teaching. The study nds
that students were concerned about technical issues,
self-movaon, remembering to do course tasks, as
well as addional workload and potenal lack of
direcon. This adds to prior research showing the
importance of encouraging student control over the
learning process.
Longer face-to-face sessions in small group acvies,
set up by the teacher for interacve, collaborave
learning benets student engagement and learning
experiences. When they had completed the learning
modules, students felt beer prepared for classroom
acvies.
There is limited evidence that ipped classroom and
personalised learning leads to beer grades and
learning outcomes. In addion, there is lile research
on what level of control is benecial for students, and
at which level of exibility higher educaon courses
are eecve in improving student engagement,
experience, and learning outcomes.
 explore the core
elements of a ipped learning design with self-
regulated learning. The course builds on the holisc
ipped classroom model84 connecng the physical
classroom and online synchronous and asynchronous
environments that students can access from home or
from mobile devices. This model shis the focus from
lectures to learning, emphasising which acvies
students should complete, and how acvies should
be delivered in class or at home.
The study involved 36 students who aended the
course “Technologies and Learning Systems” at the
Open University in Israel, largely based on teamwork,
but also face-to-face, asynchronous and synchronous
lessons. Students were required to learn independently
or in small groups, while both me and place were
exible. The course website contained course readings
and videos, guidelines for assignments, schedule,
forums, links to collaborave documents, recorded
lectures, recordings of synchronous lessons,
presentaon les, and learning outcomes shared by
the students. Course content was open for eding,
allowing students to share their insights and link to
new informaon. Students discussed, in groups of
three, various study topics through online discussion
forums. Discussions were summed up in collaborave
documents and students assessed their own and peers’
performance, following evaluaon criteria developed
for each course assignment.
The tradional ipped learning model uses
technology at home as a channel for transming
informaon to students, while in the classroom it
applies a construcvist pedagogy without technology.
The re-designed ipped learning model highlights the
84 Chen, Y., Wang, Y., & Chen, N. S. (2014). Is ip enough? Or should we
use the ipped model instead? Computers & Educaon, 79, 16-27.
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KNOWLEDGE CENTRE FOR EDUCATION |
important role of digital tools in class acvies.
Technology was used to support learning on all levels
including remembering, understanding, applying,
analysing, evaluang, and creang (cf. Blooms
taxonomy). Presentaon apps enabled technology-
enhanced collaborave learning acvies in- and
out-of-class. While e-accessibility of the learning
content and acve learning by individual students has
become a common pracce in higher educaon, Blau
& Shamir-Inbal (2017) argues that co-creaon of the
course content by students and co-creaon of
learning outcomes by virtual teams of students
remain rare, even though these acvies benet
students’ learning.
For ipped pedagogy to be successful, students must
acquire strategies for self-regulated learning, co-
regulaon, and shared regulaon. The re-designed
model emphasises technology enhanced embedded
assessment, were students develop self-regulaon
strategies as they co-create course content and
individual reecons are combined with peer
feedback. Based on study ndings, a re-designed
model of the holisc ipped classroom is suggested,
that considers the added value of technologies in
promong higher order thinking skills during both in-
and out-of-class learning. Five core competences for
successful learning in digital environments were
idened: communicaon, collaboraon, crical
thinking, complex problem solving, and creavity.
 presents the architecture of the
Internet-of-Things Flip Learning Plaorm (IoTFLiP).
and the Interacve Case-Based Flip Learning Tool
(ICBFLT), a tool that is already used in various medical
applicaons. It provides students with virtual cases to
solve and a working scenario for case-based learning
by connecng devices in a network. The IoTFLIP was
developed as an extension to ICBFLT to improve
teaching and learning in medical educaon by
working with real paent cases.
Pedagogical approaches used in this study are ipped
learning (FL) and case-based learning (CBL), a form of
small group learning, where students try to solve a
case based on authenc data before learning the
theory. CBL can be implemented in both clinical and
non-clinical courses, and was successfully used as a
basis of the medical curriculum at the University of
Missouri. FL refers to a way to organise a course,
where students aend face-to-face lectures, but some
parts of the material are accessible online. IoTFLiP
comprises a local block with four layers (Data
Percepon, Aggregaon and Preprocessing, Local
Security, and Access Technologies) and a cloud block
with four layers (Cloud Security, Presentaon,
Applicaon and Service, and Business Layer).
ICBFLT provides virtual cases for students to solve.
The eight step working scenario is developed with
medical experts, who interview paents to collect the
data. The interview data is complemented by data
collected from wearable devices. On this basis the
expert builds scenarios for students to solve and get
feedback from the expert. The main conclusion in this
study is that there is a potenal for a successful
implementaon of the plaorm.
The study idened three main research gaps: the
need of combining CBL with FL, the potenal of using
IoT technology in medical educaon, and the
potenal of supporng CBL with IoT.
Researchers have
reported that both teachers and students are
challenged when learning happens across contexts;
face-to-face and technology enabled. Students are
expected to develop a range of self-regulaon
strategies (goal seng, monitoring, me
management and self-evaluaon). Blended and
hybrid learning requires increased me commitment
from lecturers. A major issue in the studies is the
need for instuonal and technical support for sta.
Research also shows that students appreciate the
possibilies that hybrid learning formats oer and
that blended learning is at least equal to tradional
face-to-face teaching and learning in achieving
student learning outcomes.
3.3 EMERGING EDUCATIONAL TECHNOLOGIES
AND INNOVATIVE LEARNING
Ten of the included studies address quesons of
innovave learning pracces, methods and devices,
including Augmented Reality, games, interacve
response systems, cloud pedagogy, virtual teaching
methodology and pedagogical implicaons of
emerging technologies.
 KNOWLEDGE CENTRE FOR EDUCATION
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AUTHOR COUNTRY HAVE INVESTIGATED METHODS USED

 Taiwan Augmented Reality Quasi-experimental design


Spain Augmented Reality Design study

 UK The design and use of serious
games
Evidence-based review and
synthesis


Cyprus Games and simulaons Systemac literature review
 Australia Mobile learning games Observaons, surveys,
focus groups, game
analycs
 Taiwan Interacve response systems,
Kahoot
Controlled experiment

 Australia The digital/non-digital binary Theorecal
 Israel Cloud pedagogy, web 2.0
technology
Sequenal explanatory
mixed methods design
 South-Africa Emerging technologies Survey and interviews
 Australia Cytopathology whole slide images
and adapve tutorials
Randomized crossover trial
3.3.1 
Two arcles (Wang, 2017a and Blanco-Fernandez et
al., 2014) have focused on Augmented Reality (AR).
Before presenng the studies, a brief background is
provided85. Augmented Reality refers to technologies
that project digital materials onto real world objects86;
allow for interacon with 2D or 3D virtual objects
integrated in a real-world environment87, and enable
the addion of missing informaon in real life by
adding virtual objects to real scenes88.
85 From Jamali, S. S., Shiratuddin, M. F., & Wong, K. W. (2013). A review of
augmented reality (AR) and mobile-augmented reality (mAR)
technology: Learning in terary educaon. Internaonal Journal of
Learning in Higher Educaon, 20(2), 37-54.
86 Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013).
Designing augmented reality for the classroom. Computers & Educaon,
68, 557-569.
87 Dunleavy, M., Dede, C., & Mitchell, R. (2009). Aordances and
limitaons of immersive parcipatory augmented reality simulaons for
teaching and learning. Journal of science Educaon and Technology,
18(1), 7-22.
88 El Sayed, N. A., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: Augmented
reality student card. Computers & Educaon, 56(4), 1045-1061.
The term Augmented Reality was coined by Caudell
and Mizell in 199289. An AR system allows for
seamlessly combining or supplemenng real world
objects with virtual objects or superimposed
informaon. As a result, virtual objects seem to
coexist in the same space with the real world and can
be applied to seeing, hearing, touching, and
smelling90. Augmented Reality research has matured
to a level that applicaons can now be found in both
mobile and non-mobile devices, and research nds
that AR increases student movaon in the learning
process91.
89 Caudell, T. P., & Mizell, D. W. (1992, January). Augmented reality: An
applicaon of heads-up display technology to manual manufacturing
processes. In System Sciences, 1992. Proceedings of the Twenty-Fih
Hawaii Internaonal Conference on (Vol. 2, pp. 659-669). IEEE.
90 Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B.
(2001). Recent advances in augmented reality. IEEE computer graphics
and applicaons, 21(6), 34-47.
91 Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality
trends in educaon: a systemac review of research and applicaons.
Journal of Educaonal Technology & Society, 17(4), 133.
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KNOWLEDGE CENTRE FOR EDUCATION |
The cinematographer Morton Heilig developed the
idea of the experience of mul-sensory
immersiveness in 1950. He intended to immerse
viewers with on-Screen acvies by incorporang all
the senses of the story into a viewer’s real-world
experience. In 1968, Ivan Sutherland invented the rst
Virtual Reality (VR) device – a head mounted display,
The Sword of Damocles. Two years later he developed
the rst AR interface design system using an opcal
see-through HMD. The rst system which allowed
users to interact with virtual objects in a real-me
applicaon was an arcial laboratory called the
Videoplace, developed in 1985. Mobile AR is a rapidly
emerging research area and includes GPS tracking,
user studies, visualisaon, and collaborave
applicaons. As a display technology m-AR could
replace the HMD, binoculars, helmets, etc. There is a
considerable amount of research published about
Augmented Reality (AR) applicaons in educaonal
contexts, but the eld is sll in its infancy; the
potenal of AR is being explored92 and we are only
beginning to understand characteriscs of eecve
instruconal designs for this emerging technology.
 has integrated Augmented Reality (AR)
techniques into a digital video course to invesgate
dierent learning eects for students using online-
and AR-based blended learning strategies. In a
quasi-experiment, 103 students from two classes
were divided into one experimental group (N= 59)
92 Chen, C. M., & Tsai, Y. N. (2012). Interacve augmented reality system
for enhancing library instrucon in elementary schools. Computers &
Educaon, 59(2), 638-652.
and one control group (N=54). The instructor
designed and taught three learning topics over three
weeks. The topics taught rst and third (i.e., capon
and subtles, and special video eects) followed the
original teaching method. The instructor rst used
PowerPoint, followed by a step-by-step soware
demonstraon, and students then pracced. During
the second topic, the teacher adopted PowerPoint for
lecturing but integrated the AR-based contents for the
experiment group and online-based contents for the
control group to support their soware pracce.
Quantave and qualitave data were collected
through quesonnaires, grades of weekly learning
works, weekly learning diaries, self-evaluaon scores,
and video recordings of students’ engagement during
the pracce sessions. Students uploaded their weekly
work to the learning plaorm and the instructor
evaluated the quality of their work and registered if
the work was handed in on me.
Results showed an increase for both groups in the
percentage of students handing in their work on me
from week 1 to week 2 (when the AR-based and
online-based blended learning strategies were
adopted). Aer week three, when the learning
supports were removed, the average grade of
students in the experiment groups was slightly lower
than those of the control group. The results also show
that the AR-based blended learning environment
enhanced the students’ learning movaon. The
online-based blended learning environment was
useful for learning, but it did not prove to be helpful
for sustaining learning movaon.
 KNOWLEDGE CENTRE FOR EDUCATION
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The students were posive about using the learning
supports, and learning supports facilitated course
discussion. Discussions diered in the two groups; the
experiment group had lively discussions, with
students exchanging experiences of how to succeed.
Students in the experiment group had beer learning
interacons. The lecturer found the atmosphere in
the classroom vivid, the room was vibrant with
learning discussions, students moved around to check
the learning progress with peers for further learning.
In contrast, the control group was quiet, with the
students concentrang on the online contents to
complete the assigned work.
Some students in the experiment group felt busy and
unfocused when they had to pay aenon to the
teacher’s instrucon and AR-based contents. Some
had problems using the AR-based contents due to
Internet connecons, screen size of the devices, and
limited aordances for AR interacon on mobile
phones. The students preferred blended learning, and
thus gave the online-based contents more posive
feedback than the AR-based content. These ndings
support previous research arguing that the use of
various learning media might not result in signicant
dierences in educaonal outcomes, but that AR
facilitates collaborave learning and peer discussions
beer than computer-based environments.
 presented REENACT, a
project exploing Augmented Reality (AR)
technologies to improve the understanding of
historical events with the aid of tacle mobile devices,
repositories of mulmedia contents, an advanced
technological facility, and a remote expert.
REENACT is organized in three stages and allow
parcipants to live the event from inside as
reenactors, and from the outside, as historians. The
study reports from a case where parcipants were
invited to relive the Bale of Thermopylae (480 BC).
Due to the re-enactment and the brainstorming
driven by the expert, the parcipants said they had
gained new perspecves on the Bale of
Thermopylae.
STAGES ACTIVITIES
 Involving groups of people in the re-enactment of bales. They can physically
move around in a room, playing the acons dened for a given role by a script
of the historic event and interact with the other parcipants inside the game.
 The parcipants analyse what happened in a projecon room. Having
experienced the bale, with a paral vision, they now learn to watch things
from outside, and see how their recreaon compares to the real historic events.
 The expert drives a collecve brainstorming about the consequences of the
conict in the short, medium and long terms.
The data analysis revealed the following benets for
the parcipants:
Museum educators can invite parcipants to new
types of collecve experiences, supplemenng the
experse and knowledge provided by experts.
Museum visitors can enjoy new edutainment
aimed at improved understanding of historic
events, relying on social networking funconalies
and Augmented Reality capabilies.
Experts can collaborate with museum educators in
new pedagogical sengs.
Content creators/providers can nd an addional
outlet for the mulmedia contents they produce,
which can provide historically-meaningful
explanaons to situaons arisen during the
re-enactments and to arguments raised in the
debates.
Even though parcipants in the re-enactment of the
Bale of Thermopylae were pleased with the
experience, they usually asked for more videos and
3D views of the dierent locaons of the game.
3.3.1 Research nds  to be a
promising emerging technology with educaonal
potenal as it projects digital materials onto real-
world objects, thereby allowing user interacon with
virtual objects. AR enhances and expands students’
learning experience as it facilitates collaboraon,
38
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KNOWLEDGE CENTRE FOR EDUCATION |
inspires and movates students and supports
student-acve learning. Empirical research that
conrms the manifestaons of these expectaons is,
however, scarce.
3.3.2 
This secon presents four arcles. Two reviews have
examined the use of games in higher educaon; the
design and use of serious games and the design,
integraon, and impact of games and simulaons.
One arcle reports from a project on mobile learning
games and one arcle from a study of the interacve
response system Kahoot!
 reviewed research on design
and use of serious games (SG) in higher educaon,
asking: 1) how is the use of games for teaching and
learning conceptualised, theorised, modelled and
researched? 2) what are the essenal features of SGs
in higher educaon, and 3) how do learning aributes
match game elements as a means to opmise SG
design and students’ learning experiences? Included
in the review are 165 papers reporng conceptual
and empirical evidence on how university teachers
may plan, design and implement learning aributes
and game mechanics.
Serious games design is a relavely new discipline
that couples learning design with game mechanics
and logic. Designs for serious games involve creang
learning acvies that use the whole game or a
gaming element (e.g., leader boards, virtual
currencies, in-game hints) aiming at transforming the
student`s learning experience. Serious games have
been dened as: a mental contest, played with a
computer according to certain rules, that uses
entertainment to further government or corporate
training and educaon93. SGs are appropriate for
93 Zyda, M. (2005). From visual simulaon to virtual reality to games.
Computer, 38(9), 25-32.
educaonal purposes as they discern learning theory,
teaching and learning approaches, assessment and
feedback. Some dierenate between entertaining
and serious games, with SGs as more complex
artefacts.
To link the entertainment aspect with learning
features, two conceptual dimensions are suggested
that allow students to expand their knowledge
beyond the intended learning outcome set out by the
teacher: movaon (e.g., playing the same level more
than once) and aenon (introduce new content
along with in-game learning acvies).
In games, tasks and acvies are used synonymously,
as tasks assigned by the teacher are transformed into
student learning acvies. Outputs of some acvies
are used as inputs to others, resulng in game ows
that can be adapted while playing and learning.
Learning acvies encompass mental elements (e.g.,
to explore gravity by vising virtual planets), game
elements (e.g., a scoring mechanism) and physical
elements (e.g., a scienc tool). The evidence
whether or not SGs enhance student learning
experiences is, however, inconclusive.
Meaningful feedback encourages students to reect
on misconcepons and transfer learning to new
contexts. In games, the most common representaon
of feedback is through 1) progress bars, 2) in-game
hints, 3) scoring, 4) achievements, 5) experience
points, 6) virtual currencies, 7) prompts, 8)
assessment tools, and 9) dashboards. Feedback is
dened as a response to a learner`s performance
against criteria of quality; and feedback progress
indicators (FPI) show the current posion of a student
within a larger acvity94. The SCAMP framework95 is
used for reviewing progress:
94 Gaved, M., Kukulska-Agnes, H., Jones, A., Scanlon, E., Dunwell, I.,
Lameras, P., et al. (2013). Creang coherent incidental learning journeys
on mobile devices through feedback and progress indicators. Paper
presented at the 12th World Conference on Mobile and Contextual
Learning College of the North Atlanc, Doha, Qatar.
95 Jones, A., Gaved, M., Kukulska-Hulme, A., Scanlon, E., Pearson, C.,
Lameras, P., ... & Jones, J. (2014). Creang coherent incidental learning
journeys on smartphones using feedback and progress indicators.
Internaonal Journal of Mobile and Blended Learning, 6(4), 75-92.
 KNOWLEDGE CENTRE FOR EDUCATION
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
 Embedded in game mechanics that indicate learning acvity from students'
interacons with: Non- Player Characteriscs (NPCs), peers or teachers involved
in playing simultaneously.
 E.g., formave feedback provided by the system, focusing on accuracy of
understanding and correcng misconcepons.
 Atudes and moods, feelings and emoons (e.g., game gis such as extra
characters, apparels and objects for enhancing movaon).
 Aims to trigger students' curiosity to start playing the game and maintain
student`s curiosity, aenon and involvement by balancing fun (game
mechanics) with learning elements to achieve engagement.
 Captures students' increased competence towards mastery: The performance of
in-game learning tasks and the transfer of the knowledge gained to realisc
contexts.
It could be assumed that game design inuences how
teachers act. Teachers must support and guide
students who fail to see how to proceed to the next
level by acvely explaining rules, objecves, and
learning outcomes, and provide game-play direcons
or observe student`s acons during the game.
Teachers must, however, be aware of, and be
responsive to potenal frustraon of students who
struggle with complex or ill-dened game acvies.
Games are structured through emergence and
progression. Emergence is a game structure, specied
as a small number of rules that combine large
numbers of game variaons for which the players
must design strategies to handle. Progression is
where the player must perform a predened set of
acons to complete the game. The game designer has
control over the sequence of events, and games with
strong storytelling features are dominant as
progression games. It is generally assumed that
games should be goal directed, compeve, and
designed within a framework of choices and feedback
to enable teachers and students to monitor progress
towards the goal. Goals should be communicated by
game aributes such as a score mechanism or a
puzzle to resolve, which adds a compeve
dimension to the design.
A classicaon is developed as a research instrument,
providing guidance and support, and may be used by
game praconers or game science researchers who
intend to plan, design, and develop a serious game or
a SGs authoring environment for delivering a
parcular topic or lesson at any scale. This
classicaon is shown in Table 5, below:
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KNOWLEDGE CENTRE FOR EDUCATION |
Table 5. Linking learning, game aributes, outcomes, feedback and teacher acvies (Lameras et al. 2017, p. 987)
LEARNING ATTRIBUTE GAME ATTRIBUTES OUTCOMES FEEDBACK/
ASSESSMENT
TEACHER
ACTIVITY


(Lecture, memorising concepts,
labelling diagrams and concepts,
exampling, incomplete
statements, lecture summary,
listening)
Task descripon;
choices, content
descripon,
challenge
repeon, scoring
Remembering Progress; aect
Summave
Designer/
evaluator


(web-quest, exercise solving,
carrying out scienc
experiments, reecon,
simulaons, modelling, role
playing, inquiry – pose quesons,
determining evidence, analysing
evidence, formulang evidence,
connect explanaons to
knowledge)
Game journal,
missions,
objecve cards,
storytelling,
dialogues,
puzzles, branch
tasks, research
points, study
requirements,
game levels
Understanding,
analysing
Movaonal;
progress, aect
formave and/or
summave
Player,
facilitator,
designer,
movator,
evaluator


(Brainstorming, group projects,
group web-quests, rank and
report, group of students posing
quesons to each other, group
simulaons, pair-problem solving,
group data gathering, group data
analysis, group reecon)
Role-playing,
community
collaboraon, epic
meaning,
bonuses, contest,
scoring, mers,
coins, inventories,
leader boards,
communal
discovery, game
levels
Applying
analysis,
evaluang,
creang
Movaonal,
social formave
and/or
summave
Player,
facilitator,
movator


(Guided discussions – topic
provided by teacher, open
discussions – topics provided by
students, choices: data on events
and several choices for students
to make comments, debates –
jusfying explanaons)
Nested dialogues,
NPC interacon,
in-game chats;
game levels,
research track,
maps, progress
trees
Evaluang,
understanding,
analysis
Movaonal,
aecve, social
formave
Movator,
evaluator,
facilitator
Most reviewed papers showed that the integraon of
learning elements into the design of a game creates
misconcepons, discrepancies, and uncertainty in
terms of how learning acvies, feedback, and
assessment may be used. How teachers should guide
the learning of gaming students is fuzzy and unclear.
To link teacher acvies to the game elements and
students’ learning experience is imperave to the
advancements of the eld and it is central that
teachers interact with students who construct
in-game learning experiences. How feedback is
designed and realised in the game play is key for the
learning experience and outcome.
idened seven
types of games: acon games, adventure games,
 KNOWLEDGE CENTRE FOR EDUCATION
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41
ghng games, role-playing games, simulaons,
sports games, and strategy games. The systemac
literature review examined the design, integraon,
and impact of games and simulaons in higher
educaon with the goal to nd the best pracces and
build a framework that can help educators to include
games in their own pracce to support their
pedagogical approach and teaching objecves.
123 papers were included in the review. The two most
popular genres of games were virtual/online games/
simulaon (88%) and simulaon games (42%). The
subject with the largest number of studies was
Business Management and Markeng, followed by
Biology/Health, and Computer Science. The impact of
games and simulaons was divided into three groups:
cognive outcomes, behavioural outcomes, and
aecve outcomes. Findings were compared to the
synthesized results from previous literature reviews
and meta-analyses.
Findings indicate posive impact of games and
simulaons on cognive learning outcomes including
knowledge acquision, conceptual applicaon,
content understanding and acon-directed learning. It
is, however, noted that learners’ posive outcomes
are dependent on what teachers do, such as seng
achievable learning goals, interacng with students,
promong knowledge, supporng, facilitang, and
movang them to construct new game-based
knowledge.
The review’s main ndings, divided by type of
learning outcome, is summed up here:
TYPE OF LEARNING
OUTCOME
FINDINGS LIMITATIONS
  Games and
simulaons can support acon-directed
learning and deepen the understanding of
theorecal concepts.
: Games and simulaons can
help learners develop complex cognive skills,
such as problem-solving, decision-making, and
crical thinking.
There is mixed evidence on the
performance improving eect of
games and simulaons compared
to other methods. Even though
teachers could also benet from
integrang games and simulaons
in their teaching, there seems to be
a disconnect between games and
curriculum, which highlights the
important role of the faculty in
technology.


There seems to be an overall posive inuence
of games and simulaons on collaborave
learning and interacon, with a conrmed
posive eect on behavioural outcomes, such
as the development of social, emoonal, and
collaborave skills; helping students build
strong relaonship with peers; collaborate and
work in groups more eciently; become
organized; adapt to new tasks; resolve
emerging conicts.
It is more benecial to play
individually than in groups.
Collaborave playing was seen as a
distracon to achieving learning
objecves.
Games gave students fewer
opportunies to interact with other
learners and the teacher.
 Most studies found that games and
simulaons had a posive eect on learners’
movaon and engagement. Aecve
outcomes include movaonal and
engagement outcomes, emoonal
development, sasfacon, self-assessment,
atude, emoon, and self-ecacy.
Excepons show that games and
simulaons are no more movang
than other learning methods.
Signicant nancial barriers (design
and development of games and
simulaons) must be taken into
consideraon.
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KNOWLEDGE CENTRE FOR EDUCATION |
 invesgated students’
educaonal benets of playing locaon-based mobile
learning games (LBMLG) on engagement, movaon
and learning, and how the design of LBMLG promoted
their educaonal experiences. Two approaches were
used: learning by playing a LBMLG (Study 1) and
learning by designing a LBMLG (Study 2). In the rst
approach, games were developed for undergraduate
courses, in four discipline areas, introduced during
lectures, and played by students during a tutorial, as a
self-guided acvity or eld excursion. In the second
approach, students designed and developed their
own prototype games to explore pedagogical
strategies in personalised learning. Students were
observed as they played and designed games. Online
surveys, focus groups, and game analycs were used
to understand player behaviour, sasfacon rates,
engagement, and the impact on learning outcomes.
Data was collected over a period of 3 years.
Findings suggest that playing LBMLG enhanced
students’ educaonal experiences. They enjoyed the
authencity of real world learning (85%) and
considered the game a fun way to learn (85%). They
also agreed that the LBMLG helped them to learn
more (67%), movated them to do research (54%), or
gave opportunies to pracce dierent skills (61%).
Most parcipants agreed that designing and
developing a mobile game was engaging (84 %)
cooperave (84%) and a fun way to learn (76%). Most
of them asserted that developing a game gave them
opportunity to pracce dierent skills (84%) and
implement their own ideas (84%).
The study concluded that both playing and designing
LBMLGs can provide benets by delivering acve,
engaging, and authenc educaonal experiences,
which enhance the opportunies to interact with
locaons, online content, and with each other.
Designing LBMLGs oers students an opportunity to
develop research skills (e.g., managing, operang, and
applying ICT) as they conceptualise, develop, and
implement their own ideas.
 conducted a quasi-experimental study
in a course using an IRS (Interacve Response System)
developed by Kahoot! from NTNU96. Kahoot! allows
the instructor to create quizzes, discussions, and
surveys and can be used by any device with a web
browser. A quiz is projected on a canvas or screen in a
96 Norwegian University of Technology and Science
classroom, and students can join the quiz with their
personal devices. Kahoot! uses mulple choice
quesons, answered in real-me with the parcipants
compeng to achieve the highest score. Given it is
correct, the fastest answer collects the most points,
and as soon as every parcipant has submied a
response, scores appear on the screen. The IRS is
intended to interacvely engage the students by
emphasising elements of fun and play. In addion, the
plaorm provides the teacher with a greater
understanding of the students’ current knowledge.
The experiment lasted 15 weeks, with 88 parcipang
informaon and management majors from a college
in Taiwan. In the experimental group, 44 students (14
females and 30 males) used a learner as leader
strategy, meaning that the students played the role of
leaders by taking turns hosng the IRS acvies. In
the control group, 44 students (6 females and 38
males) learned with a teacher leader strategy, where
the teacher designed quesons and items and
administered the IRS acvity every two weeks. To
explore how the two strategies facilitated learning
and whether it contributed to the students’ self-
regulated learning, quesonnaire surveys were
administered at the beginning, in the middle and aer
the experiment. The students were also asked to
record their learning reecons in a weekly diary. IRS
formave tests were conducted every one or two
weeks, and test results were recorded for further
analysis.
The experiment shows that using IRS in course
teaching and learning not only facilitated interacon
between teachers, students and peers, but also
enhanced their movaon to learn the target subject
and promoted learners’ self-directed movaon. The
 KNOWLEDGE CENTRE FOR EDUCATION
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IRS keeps students alert and focused on what is being
taught during lectures. The compeve factor triggers
students to read the textbooks before class in order
perform beer and to correctly answer the quesons
raised by the teacher or peers. In addion, students
showed iniave in reviewing their learning
performance and scheduling learning progress aer
each IRS acvity. No signicant gender dierences
were found, with both male and female students
expressing posive feedback on using the IRS for
learning.
The data analysis found that using both teaching
strategies with the IRS acvity had posive eects on
the students’ learning. However, using the learner as
leader strategy promoted students’ learning interest
more quickly than with the instructor as leader
strategy. The learner as leader strategy promoted
interacon between the teacher and peers and
enhanced discussion in groups, especially for the
leading groups. The use of the IRS with the learner as
leader strategy beneted those who acted as leaders
in taking the iniave to learn the content, while also
engaging the students because the leaders of the
course were their classmates – not the teacher.
 has
shown that games must be goal directed, compeve,
and designed within a framework of choices and
feedback to enable teachers and students to monitor
learning progress. For games to support students’
learning, teachers must provide meaningful feedback
at all stages and assist students. How feedback is
designed and performed is key for students’ learning
experience and outcome. Teachers must be aware of
and responsive to potenal frustraon of students
who struggle with complex or ill-dened game
acvies. Playing and designing games can contribute
to acve, engaging, and authenc educaonal
experiences. The IRS Kahoot! is found to keep
students alert and focused on what is being taught
during lectures and triggers students to read
textbooks before class. The evidence whether serious
games enhance student learning is inconclusive.
3.3.3 
Increasingly researchers argue that the successful use
of technology in educaon is a queson of pedagogy,
rather than technology. When new, digital tools are
introduced in higher educaon, they tend to be
adapted to tradional pracces, instead of
contribung to innovaons. Four studies have
invesgated this paradox, and nd that while
academics need technological know-how and
support, professional training courses should
emphasise pedagogy over technology.
argued that the
contemporary (binary) discourse posions digital as
new, modern, superior, represenng the future; while
non-digital is the past. The dichotomy digital-future
versus non-digital past makes non-digital teaching
and learning pracces appear outdated, instead of
co-exisng. The authors’ concern is that this binary
thinking priorises digital over non-digital and that in
the rush to digise higher educaon, best-pracce
teaching and learning based on sound pedagogy may
suer. The dichotomy digital/non-digital tends to
overshadow the fact that pedagogical quality is the
most important issue in both modes of educaonal
provision.
Using Deleuze and Guaari’s image of the non-
hierarchical rhizome97 (a space of interconnected
possibilies, likened to a tree with roots and
branches), the arcle proposes to see the course as
an ecosystem, with several coexisng learning
habitats98, to promote opmal engagement for
students with diering needs. While a university
course has a (pre-dened) clear purpose, a xed set
of content, acvies, assessment standards etc., and
a series of expected learning outcomes, the rhizome
should be perceived as a complex map of non-linear
and non-hierarchical intersecons, with the capacity
to foster student engagement. The use of ecological
(instead of technological) metaphors in course design
is intended to re-empower university teachers to trust
their experience, acvate their creavity and make
pedagogically driven decisions.
has studied how teachers integrate
web-based technologies and their percepons of
cloud pedagogy (an instruconal framework to
promote social construcvist learning)99.
97 Deleuze, G., & Guaari, F. (1987). A thousand plateaus: Capitalism &
schizophrenia. Minnesota, MN: University of Minnesota.
98 Wenger, E., White, N., & Smith, J. D. (2009). Digital habitats: Stewarding
technology for communies. CPsquare.
99 Barak (2017) describes social construcvism as a learning theory
contending that cognive development is a social, meaningful process
derived from communicaon with people or from the use of mediators.
44
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KNOWLEDGE CENTRE FOR EDUCATION |
STUDY OVERVIEW  
DIGITAL COMPETENCE


48 university teachers teaching
subject-maer courses or teaching
methods courses.
A range of disciplines, varied
digital experse.



73 pre-service science teachers
aending a course focusing on
methods of teaching science and
technology.
The course implemented the cloud
pedagogy framework that ulizes
digital technologies to promote
social construcvist learning.
The cloud pedagogy framework facilitates individual
and collaborave, synchronous and asynchronous
acve learning, in class and outdoors. Cloud pedagogy
includes a social construcvism layer and a techno-
instruconal layer. The social construcvism layer
includes: (1) exploring new venues – learning by
invesgang and discovering scienc principles; (2)
co-construcng contents – learning in teams; (3)
providing and receiving feedback; and (4) increasing
engagement – learning by interacng with peers. The
techno-instruconal layer included studio-based
instrucon100, embedded assessment linking
formave and summave evaluaons to learning
acvies and cloud applicaons.
Barak (2017) found that university teachers sll
adhere to tradional, lecture-based teaching, typically
through learning management systems and mainly to
distribute learning materials or informaon. The
study revealed a paradox. While university lecturers
expect their student teachers to use advanced
pedagogy and technologies in their future school
teaching acvies, they do not themselves provide
sucient examples for such pracces when educang
teachers. Many university teachers were not up to
date with web 2.0 environments, such as Wikis, blogs,
social networks, or other cloud technologies, and
rarely used them when teaching. The potenal in
online technologies to facilitate social construcvist
pracces (small group discourse, collaborave
authoring, online peer assessment, and social
network), was not ulized. The survey data indicated
a need for professional development acvies that
can support the implementaon of web-based
technologies, student-centred instrucon and social
construcvist learning.
100 A teaching method consisng of sessions combined with longer periods
of acve learning
 has invesgated technology use and
eorts to improve teaching and learning in higher
educaon. A survey was sent to academics and
support sta in 22 public Higer Educaon Instuons
in South Africa. The survey had 30 quesons exploring
technology use, innovave pracces, the reasons for
use, the eects on teaching and learning, constraints
and support from the instuon. Members of the
research team idened respondents, specically
targeted for their reputaon as early adopters of new
technologies, including lecturers, support sta,
directors of teaching and learning and senior
academics. 262 educators responded to the survey,
and 18 were selected for an in-depth analysis.
Respondents were asked to list technologies they had
not heard about. Most had never used remote
instrumentaon (85%), tablet computers (76%), web
conferencing (66%), argumentaon visualisaon
(27%), reusable learning objects (23%) and RSS feed
(13%). The most frequently used was Learning
Management System (24%) followed by blogging
(8%), pod-/vodcasng (8%) and microblogging (3%).
Educators primarily used emerging technologies (ETs)
to support prescripve pracces and only a few
reported on how technology use was changing their
pracce.
Ng’ambi (2013) argues that deep and meaningful
learning can only be achieved with the eecve
pedagogical uses of ETs, and proposes Cultural-
Historical Acvity Theory (CHAT) as an analycal
framework. In CHAT, Educaonal goals are dened
(step 1), the relaonal agency (step 2) makes explicit
assumpons about learning, distributed intelligence/
experse (step 3) describes the object of the acvity,
a learning acvity is shaped by an awareness of
capabilies of available technologies (step 4),
appropriate tools are chosen (step 5), students create
an artefact (step 6) and reect on their learning
experience (step 7). The paper concludes that the
 KNOWLEDGE CENTRE FOR EDUCATION
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45
proposed framework would serve as a guide to
eecve pedagogical uses of emerging technologies.
has conducted an empirical study
to determine the eecveness of the virtual
microscopy adapve tutorials (VMATs) and whole
slide images (WSI) to learn diagnosc cytopathology;
a form of clinical decision-making, where the
diagnosis is based on the study of cells. Even though it
is an important part of professional everyday medical
pracce, this subject is rarely taught in medical
educaon.
The aim of WSI is to imitate tradional microscopy in
a digital environment. VMATs are interacve online
tutorials developed using the Adapve e-Learning
Plaorm, an intelligent tutoring system providing
individual students with adapve feedback. Previous
research conducted with pathology specialist trainees
indicates that VMATs are perceived more posively
than tradional learning methods. 35 senior medical
students with no previous experience with
cytopathology parcipated in the randomized
crossover trial. They were divided into two groups of
17 and 18. The trial included three weeks of classes,
each concluded with an online assessment with only
one aempt and one-hour exam me. Each
assessment queson was linked to a WSI and
evaluated either on the diagnosis or on idencaon
of cellular features. Other data sources were students’
self-reported study me, prior academic
performance, and the results of online surveys
evaluang user experience with WSI and VMATs and
their value as educaonal tools.
There was no signicant dierence in the mean
self-reported study me and in the prior academic
performance (measured by the mean weighted
average mark) between the groups. Student’s t-test
was used to analyse the online assessment results.
The group using WSI and WMAT had higher scores
percentage-wise in both FNA Cytology Assessment
(aer Week 2) and Fluid Cytology Assessment (aer
Week 3), but only the result for Diagnosis in FNA
Cytology Assessment was stascally signicant. This
indicates that VMATs and WSI could be more eecve
than tradional approaches. Online surveys revealed
that students preferred VMATs and WSI over
tradional methods, suggesng more adapve
features are favoured. At the same me, they had a
signicant preference for VMATs than WSI alone.
VMATs were evaluated as “more useful in developing
skills in cytopathology (...) more me ecient (...) and
providing more equitable opportunies” (p.5). In
comparison to WSI alone, VMATs enriched the
learning environment with immediate feedback and
interacvity. This adapve approach embeds the tutor
in the tool and is promising.

indicated that introducing new technology does not,
in itself, guarantee innovave pracces in higher
educaon instuons. Studies nd that prescripve
pracces persist. Instead of taking the opportunity to
introduce student centred teaching methods, sta
tend to adapt new technologies to tradional
pracce. If the introducon of technology in higher
educaon teaching aims at more student acve
learning, instuons must develop policies for how
they want to educate young technology users, lead
and closely follow the implementaon of the policies.
The dichotomy digital/non-digital should not
overshadow the fact that pedagogical quality is the
most important issue in both modes of educaonal
provision.
The following chapters 3.4 and 3.5 present two
themes that are also crossing through all the included
studies: collaborave learning and barriers to
technology use and innovave teaching.
3.4 COLLABORATIVE LEARNING
Digital age learners are used to networking and
expect modern higher educaon instuons to be on
top of the digital development. Research, however,
nds a gap between students’ expectaons and
academic digital use and experse. It is argued that
instuons must develop visions and policies,
46
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KNOWLEDGE CENTRE FOR EDUCATION |
priorise and iniate instuon-wide competence
development to provide academics with the adequate
competence and skills needed to ulise possibilies in
new technologies.
This chapter presents ve studies on collaborave
learning approaches in online learning and teaching.
First, a study in the CSCL-tradion invesgates how
conversaonal agents may promote academically
producve talk. The second study provides an
overview of modalies and pracces in
telecollaboraon, and the third idenfy factors that
promote and hinder technology use in higher
educaon. Lastly, two studies have invesgated social
learning pracces in apps and wikis.
AUTHOR COUNTRY HAVE INVESTIGATED METHODS USED
 Greece/Denmark/
Germany
Academically producve
talk
Pre-test, post-test
experimental design


USA Telecollaboraon Scoping review
 UK Web 2.0 (Wikis) Interview
 South-Africa What`s App Quesonnaire and
qualitave data
 USA Wikis and collaborave
learning
Surveys, documents and
qualitave data
Research in computer-supported collaborave
learning (CSCL) has emphasised the importance of
dialogical interacons among learners101. Depth and
quality of peer interacons, in conict resoluon,
mutual regulaon or explicit argumentaon, is found
to play a catalyc role in how students comprehend
the topic in queson and learn from collaborave
acvies102. Despite this insight, research also nds
that student dialogues are oen unproducve103.
Simply placing students together to discuss a topic
does not ensure their engagement in eecve
collaborave behaviour104. This directs the aenon
to how CSCL environments can be designed to
provide scaolding during group discussions105.
101 Stahl, G., Cress, U., Ludvigsen, S., & Law, N. (2014). Dialogic foundaons
of CSCL. Internaonal Journal of Computer-Supported Collaborave
Learning, 9(2), 117-125.
102 Asterhan, C. S., & Schwarz, B. B. (2016). Argumentaon for learning:
Well-trodden paths and unexplored territories. Educaonal Psycholo-
gist, 51(2), 164-187.
103 Dillenbourg, P., & Tchounikine, P. (2007). Flexibility in macro-scripts for
computer-supported collaborave learning. Journal of computer
assisted learning, 23(1), 1-13.
104 Vogel, F., Wecker, C., Kollar, I., & Fischer, F. (2017). Socio-cognive
scaolding with computer-supported collaboraon scripts: A
meta-analysis. Educaonal Psychology Review, 29(3), 477-511.
105 Ludvigsen, S., & Mørch, A. (2010). Computer-supported collaborave
learning: Basic concepts, mulple perspecves, and emerging trends.
The internaonal encyclopedia of educaon, 5, 290-296.
drew on research indicang the
eecveness of exible conversaonal agents in
producve online peer dialogue. A conversaonal
agent is a third-party intervener in an online dialogue,
serving as an aenon-grabbing strategy to keep
students focused on task. A congurable APT-agent
was used to prompt peers in online discussions to
build on prior knowledge and logically connect their
contribuons to domain concepts that would support
their claims and arguments. APT priorises students’
reasoning and does not expect the teacher to
maintain complete control over student discussions.
APT aims to orchestrate a more student-centred
discussion, where students are movated and
challenged to think profoundly and use their scienc
reasoning skills to solve problems. APT assumes that
knowledge is constructed during peer interacon
through a series of steps where learners’ mental
models are explicitly shared, mutually examined and
possibly integrated106. The arcle reports from a
pre-test post-test experimental design study, involving
96 computer science students, comparing three
condions:
106 Stahl, G., & Rosé, C. P. (2011). Group cognion in online teams. Theories
of team cognion: Cross-disciplinary perspecves. New York, NY:
Routledge/Taylor & Francis. Web: hp://GerryStahl. net/pub/gcot. pdf.
 KNOWLEDGE CENTRE FOR EDUCATION
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47
 COLLABORATIVE ACTIVITY 


Students discuss in dyads
No agent intervenon
(Control)
U agent intervenon
(U-treatment)*
D agent intervenon
(D-treatment)**
Students individually answer a
post-test; answer a student
opinion quesonnaire and
parcipate in a focus group
session
*U agent intervenon: Undirected BPK (Building-on-Prior-Knowledge) intervenons while collaboraon in dyads (U-treatment condion)
**D agent intervenon: Directed BPK intervenons (D-treatment condions)
Students who interacted with the conversaonal
agent in the two treatment condions (U and D) came
out of the collaborave acvity with a domain
knowledge advantage over the students in the control
group. Students in the control group (no agent
intervenon) perceived the collaborave acvity as
less helpful for enhancing their domain knowledge
than the treatment students.
The analysis revealed that agent intervenons had a
signicant eect on the levels of explicit reasoning
exhibited during the collaborave acvity. The
frequencies of explicit arguments were substanally
higher in the treatment group where students were
pressed for clear statements backed by concrete
evidence. This conrms other studies showing that an
agent prompng students to follow academically
producve pracces can amplify students’ scienc
reasoning107.
The agent also had a posive impact on dyad
performance in the task. The dyads in treatment
groups (U and D) provided more comprehensive and
accurate answers to the learning quesons. Overall,
the conversaonal agent, commied to geng the
facts right, seemed to play a crical role by asking
students to consider themselves responsible for the
accuracy and validity of their claims. Encouraging
students to make their knowledge sources explicit is
considered vital in academic sengs for increasing
collecve reasoning levels and improving
collaborave learning outcomes.
107 Dyke, G., Adamson, D., Howley, I., & Rosé, C. P. (2013). Enhancing
scienc reasoning and discussion with conversaonal agents. IEEE
Transacons on Learning Technologies, 6(3), 240-247.
Students in the D condion appeared to be feeling
personally responsible for giving a comprehensive
response to the agent. The agent impact on individual
learning appears to be amplied when the agent
employs a directed intervenon method targeng a
parcular peer, rather than an undirected
intervenon method, addressing both peers in a dyad
simultaneously. Researchers reported that direcng
prompts to individual learners by an agent seems to
be a feasible way to reduce diusion of responsibility
and facilitate equal parcipaon in reasoning
processes.
have conducted a
scoping review of 55 telecollaboraon (TC) projects,
with the aim to idenfy pedagogical pracces
commonly used in telecollaboraon, dened as
instuonalised, electronically mediated intercultural
communicaon under the guidance of a teacher. TC
has ulised asynchronous tools (email, bullen board/
online forums, blogs) and synchronous tools,
(videoconferencing, Skype, MSN Messenger). The
review aimed to idenfy the most commonly used
tools in telecollaboraon projects in university foreign
language classes and how tools have changed over
the last 20 years.
Most projects were either mono- or bilingual. Email
was used as the main tool of interacon; to nd me
for meengs, and to reinforce feedback by combining
synchronous and asynchronous feedback.
48
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KNOWLEDGE CENTRE FOR EDUCATION |
DEMOGRAPHICS  PEDAGOGY



The average duraon of a project
was about 10,54 weeks.
Five types of interacon formaon when
parcipants engage synchronously was
idened: 1) 1-1, 2) 1-2, 3) small groups,
4) mid-size group 5) class vs class.





About 60% of projects included
asynchronous interacon in
addion to synchronous while the
rest only used synchronous.
Many projects were text-based (k=23) or
combined text chat with video interacon
(k=12). Projects also video chat only,
audio chat, audio graphic and both audio
and video chat.
62% of messages was via e-mail,
16% via blogs, 14% via Wikis or
websites, and 11% via discussion
forums. Only one study used
Facebook.
Most studies used informaon exchange
tasks, and language-focused tasks were
the least common. Twelve projects used
co-construcon tasks.
Six typical arrangements of synchronous
telecollaboraon projects were idened (Akiyama &
Cunningham, 2018, p. 63-64):
1. Tandem: a synchronous session is divided into two
parts (English 30 min, German 30 min).
2. Socialisaon: Languages are kept disnct, sessions
are synchronous (one session in English, the next
in German).
3. Co-construcon: engage parcipants in creang
artefact (blogs, presentaons). Co-construcon
usually has no strict rules for language separaon
or for how oen parcipants need to interact as
long as they create a cultural product.
4. Apprenceship: the exchange takes place between
FL learners and teacher trainees. One group is
learning how to teach their partners TL. The
interacon is usually monolingual.
5. Cultural Exploraon: interacon takes place
monolingually in FL learners` TL. The partner
group`s main objecve for parcipang is to
increase familiarity with the target culture rather
than language learning or teaching.
6. Lingua Franca: monolingual arrangement, but the
language of interacon is none of the parcipants’
rst language. Emphasizes content learning over
language learning and involves dialogue about
polical issues and acquision of sociological
knowledge.
 KNOWLEDGE CENTRE FOR EDUCATION
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49
Tandem has been and is the most popular
arrangement, more recent studies tend to belong to
Apprenceship, Cultural Exploraon or Lingua Franca.
This indicates that there is now a wider range of
partners who parcipate in TC for various purposes
other than language learning.
have invesgated how
eLearning with eResources (eRes) encouraged
academics to use web 2.0 technologies. Data were
collected through interviews with teachers in
physiotherapy, midwifery, archaeology, markeng and
design engineering. The table below shows
e-resources used and learning acvity in each course.
Academics were interviewed individually about their
experience with the project both during and at the
end of the project.
PEDAGOGY  LEARNING ACTIVITY 



e-Journals, blogs Finding and criquing arcles
using a blog
Physiotherapy
Blackboard, scholar Sharing using social
bookmarking
Midwifery
Wikis Creang group based resources Archaeology
 e-Journals, e-news Criquing and nding with
med use of blogs
Markeng
 e-journals, blogs,
wikis
Developing soluons in groups
using blogs and wikis
Design engineering
The study shows that academic teaching can be
changed with Web 2.0 technologies. Two issues were
idened: (a) scalability: Most academics required a
high level of support from pedagogical and technical
specialists, and b) professional development: academics
acknowledged their professional development
requirements in relaon to technology, but not the
need to change their pedagogical approach. As Web
2.0 tools (i.e., blogs, wikis) are integrated in the
instuons’ LMS, students and sta have easy access
to Web 2.0 tools. When academics hesitate to
introduce Web 2.0 in their teaching, it is because it
requires a dierent pedagogical approach. The authors
ask if academics do not take ownership of their
professional development and responsibility for their
learning, but expect external iniaves and support.
 report from a study using
WhatsApp in an informaon technology course at a
South African university. They argue that mobile
messaging (MIM) is qualitavely and visually disnct
from email systems and has the potenal to create
dialogic spaces for students and trigger academic
parcipaon. MIM is one of the least exploited
funconalies of mobile devices in higher educaon
and there is lile research on how MIM inuences
pedagogy, for instance lecturers’ instrucon and
students’ academic parcipaon.
A case study was conducted with 95 third-year
technology students (59 female and 36 male) with a
diverse language background108. The lecturer
introduced WhatsApp to boost parcipaon, and
interacon lasted for a semester. WhatsApp did not
replace teaching acvies, but served to extend
academic consultaon during and aer hours. The
students were grouped in 12 clusters; each cluster
had students with varied academic capabilies, and
students were anonymous.
The lecturer was available between 8 am and 10 pm.
To promote peer-based interacon, reduce lecturer
dominance and ensure students ownership of their
learning, he was only acvely involved when students
were stuck. A researcher from another university
followed the acvity in WhatsApp, providing general
guidance to students upon request. He observed
interacons and interviewed 15 students about their
experiences of using WhatsApp (how it aected their
emoons, parcipaon etc.). A quesonnaire was
used to invesgate WhatsApp’s physical, technical and
funconal aordances in relaon to their pedagogical
value.
108 6 were English language speakers, 14 Africaans, 15 Xhosa, 2 Chinese and
55 Sesotho.
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KNOWLEDGE CENTRE FOR EDUCATION |
Findings indicate increased student parcipaon, the
fostering of learning communies for knowledge
creaon and shis in the lecturers’ instrucon.
Problems encountered were resentment of the
merging of academic and family life occasioned by
WhatsApp consultaon aer hours and ambivalence
among students on the wide-scale-roll-out in dierent
academic programs.
 argue that wikis as a CSCL
environment cannot facilitate classroom collaboraon
without an eecve learning design. The authors
therefore developed strategies for designing wiki-
supported curriculum. The paper outlines theories
and prior research upon which the design was based,
the implementaon of the iterave design-based
project, and the teaching and learning strategies
developed in the study. Researchers reported that
collaborave wring on wikis promotes the co-
creaon of knowledge and can, in theory, support the
development of learning communies.
The research was conducted over four semesters in
2007 and 2009, in a Web 2.0 Tools and Social Learning
course at a university in northern China. It followed
an iterave cycle: a wiki-based learning acvity was
designed; the design was implemented and data
collected using a variety of methods; the design was
then evaluated and analysed for problems. Following
this, an aempt to address these problems was
implemented in the redesign, which then followed
the same cycle through four iteraons. Parcipants
were postsecondary students.
Data included parcipant observaon, surveys,
interviews and parcipant-produced documents. At
the end of the fourth acvity, a survey was
administrated that queried students’ parcipaon in
and percepons of the wiki-based collaborave
acvity. Survey responses were analysed using
descripve stascs. Interviews with 4-5 parcipants
were conducted in all acvies, to ask about students’
general opinions of acvies and challenges
encountered during the acvies. Documents –
including student and teacher wiki work and
parcipaon on social media – were also collected.
During the process of detecng problems and rening
the design, three instruconal strategies emerged:
Developing a learning community; Forming groups;
Role assignment.
At the beginning, most students were excited and
movated about this project. Only 21% felt obligated
to parcipate because it was a class assignment and
only 7% did not want to parcipate. Students’
movaon mainly came from their own interest,
followed by incenves from instructor or peers. 100%
of the survey respondents agreed that wiki is a
favourable tool to support collaborave learning.
Strategies developed in this study may enable
teachers conducng similar collaborave acvies to
avoid problems related to instruconal designs.
Future research should not only address the
development of teaching strategies, which may be
context- and plaorm specic, but also iterave
design approaches for rening these strategies.
has shown that when
students work in groups, responsibility is frequently
dispersed. This highlights the need for learning designs
that support collaboraon and acvate each student.
Students in higher educaon are expected to learn to
argue. In academically producve talk (APT), students
learn scienc reasoning through building on prior
knowledge and logically connect their contribuons to
domain concepts to support their claims and
arguments. Encouraging students to make their
knowledge sources explicit is considered vital in
academic sengs. Studies also nd that student
collaboraon happens more spontaneously in apps
designed for social media use than in more formal
learning technologies. Research on telecollaboraon
reveals tradional teaching pracces with email
dominang the communicaon. Depending on the
design, Wikis are perceived as a favourable tool to
support collaborave learning. Researchers also ask
why academics don’t recognize their own responsibility
for professional development in technology use in
teaching, but expect external iniaves.
3.5 BARRIERS TO TECHNOLOGY USE AND
INNOVATIVE TEACHING
Five studies nd barriers to technology use in higher
educaon instuons that may explain why teaching
in higher educaon instuons remain teacher-
centred, while the intenon is a student-acve
learning approach. Despite much talk about the
potenal of technology to transform teaching and
learning in higher educaon, much university
teaching remains fundamentally unchanged.
A tension between external and internal is detected,
explaining concerns raised by sta. The introducon
 KNOWLEDGE CENTRE FOR EDUCATION
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51
of technology is oen described as top-down,
externally driven. If technology use is enforced by the
faculty, teachers can lose their sense of personal
agency; some even fear that if students can learn
online, they will stop aending the lectures. At the
same me, research nds inera in the instuons.
Implementaon progress is slow and sharing of
innovave pracces appears not to be happening.
Educaonal technology is more about technology, less
about pedagogy and learning design, and there is a
gap between the instuonal rhetoric of TEL and the
reality.
AUTHOR COUNTRY HAVE INVESTIGATED METHODS USED
 Canada Integrang technologies in higher
educaon
Semi-structured interviews


UK Technology enhanced learning Essay
 UK Why university lecturers stop using
technology in teaching
Qualitave (Interviews)
 UK Super innovators – understanding
the use of LSM
Qualitave (Interviews)


UK Technology enhanced learning Quantave (longitudinal
survey data)
 interviewed 24 technology
specialists and teaching centre experts in academic
instuons, to idenfy how online technologies can
enable eecve collaboraon in university learning
environments. All informants were experienced
technology users, specialists in university teaching
and/or directors of teaching and learning centres. The
study nds that technology innovaon was mostly
triggered by external reasons, such as “fad, cure-all
illusion, pressure from students or compeon from
the online educaon market etc.” (p. 21). Only 25 %
of the informants menoned internal reasons, such as
collaborave work or distance educaon. Tools
menoned in the interviews were LMS, wireless, Web
2.0 technologies and video, mobile devices. The
author noces that these technologies are not the
newest, and infer that this might indicate a digital gap
between higher educaon instuons and the rest of
the society.
argued that university
teachers perceive teaching dierently. Some have
teaching-focused concepons, others have learning-
focused concepons. Variaons in concepons of
teaching can account for how technologies or tools
are used. Teaching-focused individuals are more likely
to use technology to support exisng transmissive
teaching strategies, while learning-focused individuals
are more likely to use technologies that facilitate and
support students’ learning and development.
In a previous literature review109, the authors have
tried to idenfy a scholarly approach in the research
on technology use in educaon, asking:
What evidence was being used to drive the
innovaon/intervenon?
What evidence was gathered?
What evidence illustrates changes in the
professional pracce of teachers in higher
educaon?
Few of the reviewed arcles exhibited a scholarly
approach to teaching, both in how technologies are
implemented and how researchers report from
intervenons. Much TEL research concentrates on
technology as the object of aenon and as the agent
of change – rather than teaching and/or learning.
According to the authors, transmissive teaching
beliefs permeate the sector. Even the most innovave
teacher can be constrained by instuonal contexts
or discouraged by professional development
programmes that focus primarily on ‘how to’
approaches instead of acvies that help them
reconsider deeply held beliefs about teaching. Too
oen, teachers seem to be asking ‘What can I use this
technology or tool for?’ rather than ‘How can I enable
109 Price, L. & Kirkwood, A. (2011). Enhancing professional learning and
teaching through technology: a synthesis of evidence-based pracce
among teachers in higher educaon. Higher Educaon Academy, York,
UK.
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KNOWLEDGE CENTRE FOR EDUCATION |
my students to achieve the desired learning
outcomes?’ or ‘What forms of parcipaon or
pracce support learning?’. Professional development
of academics in technology use should primarily be
about their approaches to teaching.
explored how university lecturers used
technology, and why they stopped using it. Interviews
were conducted with eleven experienced university
educators from various facules. Findings indicate
that teachers don’t always see the replacement of old
technologies with new as an improvement because
they must learn new skills and unlearn old. If a new
technology is not aligned with the teachers’
pedagogical pracce, it is less likely to be used by the
teachers. Another reason to stop using technology is
bad experiences. Having experienced many technical
failures, or too lile student engagement, teachers
might revert to tradional teaching methods. The
study found the following reasons why lecturers
stopped using a technology: the emergence of a new
technology; when students consider certain
technologies as outdated; lack of professional
development; and lack of technical support. Social
media may be discarded by some teachers, because it
blurs the line between their professional and personal
life. When technology is integral to the course design,
it is harder for teachers to stop using it.
conducted a qualitave study in
one Finnish university (5000 students, 200 teaching
sta) and one Brish university (25.000 students and
2500 teaching sta), on the use of Learning
Management Systems (LMS). An LMS is an integrated
plaorm used to present resources, facilitate
administraon and communicaon, and support
learning acvies110. The study aimed to beer
understand the relaonship between LMS use and
teachers’ expressed beliefs and atudes, and how
instuons can support more innovave adopon
and development of pedagogy.
110 Costello, E. (2013). Opening up to open source: Looking at how Moodle
was adopted in higher educaon. Open Learning: The Journal of Open,
Distance and e-Learning, 28(3), 187-200.
Studies found that most sta use LMS’ only for very
basic funcons. An oen-menoned benet among
instructors (39 %) was beer communicaon to
students, while only 7 % thought it improved teaching
and learning111. There was lile indicaon that
pedagogy developed signicantly even aer years of
instuonal adopon.
Two LMS expert (Moodle) administrators, one from
each university, were interviewed about their
perspecves on the atudes of teaching sta that
they support. While there is a strong belief in the
movaonal eect of enthusiasc colleagues, the
informants in this study nd that sharing is not
happening. Most teachers were observed to start
with the basic funcons and never progress: ‘Most of
them who use it think that they can ulise it well. But
they can’t’ (p. 167). Both informants noted that sta
oen stated pedagogic, student-focused reasons for
using the LMS, while in pracce an esmated 50 % of
teaching sta (aer three years) and 15-20 % (aer 10
years) were not using the system at all, even for
purely informaonal purposes. One says: ‘They only
put their material in Moodle and then they think ok,
that’s it. I can stop here’ (p. 166).
Interviews were analysed in two themes, rst, what
teachers do and second, why they do it? Teacher
behaviour may be grouped in four categories: 1)
Iniators, 2) Followers, 3) The reluctant or unwilling
and 4) Non-users: ‘We sll have people who aren’t
using Moodle even though we have had it for 10
years’ (p. 165). Pedagogic iniators and innovators
were described as willing to explore, open to
experiment and risk-accepng; characteriscs seen as
lacking in most users. Barriers noted were described
as intrinsic, deep-rooted, individual, subjecve and
dicult to address: ‘It’s an ideological thing’ (p. 169).
The experts viewed pedagogical and conceptual
issues as fundamental inhibitors of progress, and did
not ascribe them to age, but to personality: ‘they are
scared of technology, and that’s their threshold’ (p.
167). Some teachers connect their reluctance to
technology use to personal weakness and failure,
even something shameful. Being a teacher implies to
know and be on top of things. Not fully mastering
111 Lonn, S., & Teasly, S. D. (2009). Saving me or innovang pracce.
Invesgang percepons and uses of learning management systems.
Computers & Educaon, 53(3), 686-694.
 KNOWLEDGE CENTRE FOR EDUCATION
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53
technology threatens their authority. For some, fear
of technology becomes fear of perceived failure and a
threat to professional standing. Other teachers feared
that students would stop aending the lectures
‘they don’t have to turn up to see the performance
of a lecture because they have access to all the
informaon in other ways’ (p. 168). A third group of
teachers argue that they ‘need to have the students in
a room to show something in a way that technology is
nowhere near close to doing’ (p. 169). These teachers
see their teaching pracce as sacred: ‘lectures are
seen somehow as the sacred thing that must connue
and everything else must to some extent bend around
it’ (p. 170).
Current instuonal support for sta is oen based
on training courses, online resources and individual
support: ‘We have just noced that the training
sessions that we have organised, it’s not a good idea.
Nobody comes and nobody learns anything’ (p. 170).
Researchers reported that beer understanding of
the reasons behind the lack of progression and an
approach to sta development which helps teachers
to understand and confront their conceptual barriers
is needed. The state of inera in technology use
idened in the study is partly related to concepons
of teaching and what it means to be a teacher. These
issues must be understood to meet the concerns of
teaching sta.
 report on the
developments of Technology Enhanced Learning (TEL)
in higher educaon instuons in the UK. The study
draws on longitudinal survey data and case studies
from UCISA112 on TEL implementaon, from 2012,
2014 and 2016, in addion to qualitave interviews
with instuons about their approaches to TEL
developments. Although instuonal investment in
TEL has been signicant, there is no substanal
change in how the technologies are used. A gap is
revealed between the instuonal rhetoric of TEL and
the reality of its impact on academic pracce. A
112 The Universies and Colleges Informaon Systems Associaon (UCISA)
barrier idened in the 2016 UCISA survey was
departmental culture, related to many factors; lack of
me and support, healthy scepcism concerning the
value of digital provision in supporng student
learning, and resistance to top-down strategies from
instuonal management, which may lead to a lack of
commitment to change academic pracces.
Instruconal support for online learning requires
strategies to facilitate eecve group learning and
parcipant-led acvies. To develop these skills,
academics need professional development,
addressing both technology and pedagogic pracce.
Researchers reported that the introducon of TEL
tools in UK HE instuons has focused on instuonal
responsiveness to student expectaons and needs by
investments in centrally managed systems. However,
far less aenon has been paid to addressing
academic sta needs in the process.

has shown signicant barriers to technology
use in higher educaon instuons. One interesng
nding is that academics appear to not be using a
scholarly approach when implemenng technology in
educaon. A nding cung through all ve studies is
instuonal inera and a reluctance among lecturers
to change pracce. Researchers argue that this
reluctance must be addressed and understood, and
stress that the focus of sta development programs in
higher educaon must be on instructors’ percepon
of teaching and learning, as technology appears not
the main barrier. While sta obviously must know
how technology works, and be familiarised with the
potenal in technology, research indicates that
pedagogy is a more fundamental barrier to innovave
teaching in higher educaon than technology. To be
perceived as relevant for younger generaons,
instuons need heightened awareness of a
potenally emerging technological gap between the
instuons and the rest of society.
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KNOWLEDGE CENTRE FOR EDUCATION |
4 
LEARNING IN HIGHER EDUCATION
Chapter four brings together and synthesises ndings
from the 35 included arcles.
The systemac review was conducted to answer how
teaching with technology can support student acve
learning in higher educaon. The rst chapter,
Introducon, showed policy expectaons. White Paper
no. 16 (2016-2017) Culture for Quality in Higher
Educaon113, the long-term plan for research and
higher educaon114, the report from the EU
commission115, and the strategy for digitalisaon of
higher educaon116 all stress that technology should
be used innovavely, to support student acve
learning and develop new teaching strategies. Chapter
3 rst presented studies on learning analycs and
learning design. While big data bring new possibilies,
it also requires that instuons develop data literacy
as sta face the challenge to use abstract informaon
(numbers and percentages) pedagogically, when
developing learning designs. MOOCs were introduced
with ambious visions, but studies see few traces of
their prospected transforming potenal. Research on
capture technology suggests that sta should focus on
the why of technology use, not on the how. Studies on
mobile learning nd a persistent behaviourist learning
paradigm in the instuons, and conclude that mobile
learning need new and extended learning designs.
Augmented Reality and emerging technologies show
promise, but are sll at the early stages. Based on the
113 Meld. St. 16 (2016–2017). Kultur for kvalitet i høyere utdanning
hps://www.regjeringen.no/no/dokumenter/meld.-st.-16-20162017/
id2536007/
114 Meld. St. 7 (2014-2015). Long -term plan for research and higher
educaon 2015-2024
115 European Commission (2014). Report to the EU Commission on New
modes of learning and teaching in higher educaon hp://ec.europa.
eu/dgs/educaon_culture/repository/educaon/library/reports/
modernisaon-universies_en.pdf
116 hps://www.regjeringen.no/no/dokumenter/digitaliseringsstrategi-for-
universitets--og-hoyskolesektoren---/id2571085/
reviewed studies, it is reason to suspect that also new
technologies can risk being adapted to tradional
teaching. Throughout chapter 3, the included studies
show a consistent paern: while researchers assume
the transforming potenal of technology, studies nd
few examples of sustainable innovave teaching
pracces, few examples of successful student acve
learning designs and ndings on student movaon
and learning outcomes are inconsistent and
inconclusive.
Studies on barriers to technology use nd inera in
instuons. They conclude that sharing of exemplary
pracces is not happening; sta shows reluctance to
change; a behaviourisc mindset persists and
prescripve pracces dominate. The overall picture is
that tradional ideas about how students learn
dominate. As technology is mainly used
administravely and for one-way communicaon, the
interacve potenal in technology is underulised
and technological devices are adapted to familiar
work processes.
To narrow in on the queson how teaching with
technology can support student acve learning, the
included studies were uploaded in NVivo 11,
analysed, and coded according to the main paerns
idened across the studies. As chapter 3 shows,
most studies emphasised the need to change
teaching from content delivery to student acve
learning and most studies stressed the need for sta
professional development.
First paern: From content delivery to student
acve learning
Analysis shows that 25 of the 35 included studies
menon student acve or student-centred learning.
The arguments revolve around instruconal
approaches or learning designs that require students
to acvely collaborate in groups or on discussion
 KNOWLEDGE CENTRE FOR EDUCATION
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55
forums. Collaborave learning is oen used to
exemplify acve learning approaches, and technology
is referred to as a tool that can support student acve
learning and the co-construcon of knowledge. A
majority of the 25 studies menon technology, but
primarily as a tool with the purpose to administer
content, as a means for content delivery in MOOCs
(Toven-Lindsey et al., 2015), or to facilitate online
collaboraon by providing discussion forums, wikis,
possibilies to share documents and so forth (Blau &
Shamir-Inbal, 2017).
Six studies discuss collaboraon between students
(Blau & Shamir-Inbal, 2017; Cochrane 2014; Lee et al.,
2018; Rambe & Bere, 2013; Tegos et al., 2016;
Toven-Lindsey et al., 2015). Collaborave learning
means that students are engaged in discussions, share
what they have learned and provide feedback (Lee et
al., 2018), work inquiry-based when solving problems
and construcng knowledge (Blau & Shamir-Inbal,
2017; Toven-Lindsey et al., 2017). When they
collaborate on solving tasks, students need a variety
of social skills such as mutual respect, listening to
others, understanding, cooperang, and avoiding
conict situaons (Blau & Shamir-Inbal, 2017). Three
studies menon collaboraon between students and
teachers, but without elaborang (Amemado, 2014;
Barak, 2017; Blau & Shamir-Inbal, 2017).
Collaboraon amongst teachers is only briey
menoned in two studies (Amemado, 2014;
Cochrane, 2014); without examples or further
elaboraon.
Student acve learning is used about instruconal
approaches that acvely engage students in the
learning process through collaboraon and
discussions rather than having them passively receive
informaon from their instructors (Lee, Morrone &
Sierring, 2018). It is argued that for acve learning to
succeed, educators must create new and extended
learning designs that link dierent pedagogical
strategies. When teaching with technology, learning
designs also span dierent contexts. Studies queson
if current sta training courses develop these skills
and competences, and call for new approaches to
professional development in higher educaon
instuons.
One soluon, frequently menoned in the studies, is
that teachers abandon a behaviourisc perspecve on
learning and instead adopt a socio-cultural,
construcvist approach. If this happens, technology
will, supposedly, facilitate the move from teaching as
content delivery to student-acve learning. This might
be easier said than done. A review of learning
research117 found that behaviourism, cognive and
socio-cultural learning theories have developed
historically, but not as major paradigmac changes.
Studies that built on behaviourism dened learning as
changed behaviour; studies that built on cognivism
dened learning as internalisaon of external
knowledge and studies taking a sociocultural
perspecve dened learning as situated, social and
acve processes where people learn through
parcipang in cultural and social pracces.
Researchers who draw on behaviourist and cognive
perspecves are primarily interested in individual
learning, while researchers with an interest in
collaborave learning acvies nd support in social
and cultural learning theories. A characterisc of the
educaonal ecosystem is, however, that these three
perspecves on learning live side by side and serve
dierent purposes. When studies suggest to abandon
the behaviourisc perspecve, this is therefore only,
at best, part of the soluon. Teachers take several
consideraon when planning their teaching. They
prefer methods they perceive as useful for the
purpose, easy to use, that can be adapted to the
students’ needs and ts the physical surroundings.
Second paern: Sta professional development
Studies nd that pedagogical use of technology in
teaching is challenging. Technical training in how to
use technology is necessary, but not sucient, when
the goal is innovave teaching and more student
acve learning. Researchers argue that pedagogical
consideraons must be integrated in all eorts to
movate teachers to use technology. 19 studies
menon dierent training needs, spanning learning
about the potenal of technology and technical
details; pedagogical training i.e., learn new teaching
methods and data literacy i.e., learn how to use data
producvely to achieve meaningful results (Avella et
al., 2016), but also more general professional
development acvies.
As technology oen is iniated from the top, not
based on teachers’ needs, technology enhanced
learning is frequently also technology driven. Several
117 Murphy, P. K., & Knight, S. L. (2016). Exploring a Century of Advance-
ments in the Science of Learning. Review of Research in Educaon,
40(1), 402-456.
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KNOWLEDGE CENTRE FOR EDUCATION | / LEARNING AND TEACHING WITH TECHNOLOGY IN HIGHER EDUCATION – A SYSTEMATIC REVIEW
studies highlight the need for a pedagogical
framework that take teachers’ concepon of learning
and why teachers chose to teach as they do into
consideraon. Researchers argue that quesons
related to pedagogy must guide the use of technology
in teaching, and not vice versa (Barak, 2017;
Cochrane, 2014; Kirkwood & Price, 2013; Newland &
Byles, 2014; Walker et al., 2017), and several studies
conclude that professional development programmes
with the aim to promote technology use in teaching
should movate teachers to reect on their beliefs
about teaching.
Key to answering the queson how teaching with
technology may support student acve learning
appears to be how sta professional development
courses are designed and conducted. The tradional
model of taking lecturers out of their everyday work
situaon to inform them about the potenals of new
technology and alternave teaching approaches
appears unproducve. Based on the analysed arcles,
two main topics must be central in higher educaon
professional development for teaching with
technology to support student acve learning:
learning design and collaborave learning.
This nding has implicaons for how instuons fund,
plan and structure professional development.
Learning design goes beyond tradional planning for
a lesson, and requires joint eort by a group of
teachers. Collaborave learning is central to learning
design, and teachers are currently expected to teach
students how to collaborate, while most teachers
work individually.
A scholarly approach to teaching
Challenges related to teaching are more oen shared
across than within academic disciplines. For example,
will themes such as teaching with technology or
student acve learning transcend disciplinary
boundaries. However, opportunies for sta to
collaborate and learn from one another are limited
because there are few mechanisms in place to
support academics’ teaching and few incitements to
support teacher collaboraon. In a systemac review
on campus development118, it was noted that while
118 Lillejord, S., Børte, K., Nesje, K., & Ruud, E. (2017). Campusuorming for
undervisning, samarbeid, forskning og læring – en systemask
kunnskapsoversikt. Oslo: Kunnskapssenter for utdanning. www.
kunnskapssenter.no
higher educaon instuons have a well-developed
infrastructure to support research, a similar
infrastructure appears to be lacking for teaching.
Paradoxically, work methods dier when academics
conduct research and when they teach. When
researching, academics use inquiry-based,
invesgave approaches, work collaboravely
co-author and disseminate ndings. Increasingly,
research is perceived as a collecve responsibility, but
teaching remains, predominantly, an individual
responsibility. While research is perceived as a
knowledge intensive, cumulave knowledge-building
endeavour with a joint knowledge base, guidelines,
methods and ethical boards, teaching in higher
educaon has not yet gained similar status.
As shown in 3.5, Barriers to technology use and
innovave teaching, Kirkwood and Price (2013) argue
for a scholarly approach to teaching:
“The scholarship of teaching and learning is, at its
core, an approach to teaching that is informed by
inquiry and evidence (both one’s own, and that of
others) about student learning. It is not so much a
funcon of what pedagogies [teachers] use. Rather, it
concerns the thoughulness with which they
construct the learning environments they oer
students, the aenon they pay to students and their
learning, and the engagement they seek with
colleagues on all things pertaining to educaon in
their disciplines, programs, and instuons”
(Kirkwood & Price 2013, p. 329119)
Without using the term scholarly, a majority (22) of
the included studies argue for similar perspecves on
teaching, when they refer to inquiry-based and
iterave learning designs, student acve learning and
collaboraon. Other studies highlight scienc
reasoning as an approach to student acve learning in
higher educaon (Tegos et al. 2016) or ontological
shis, emerging from sustained interacons
(Cochrane, 2014).
119 Cing Hutchins, P., M. T. Huber, & Ciccone, A. (2011). Geng There: An
Integrave Vision of the Scholarship of Teaching and Learning,
Internaonal Journal for the Scholarship of Teaching & Learning 5 (1).
 KNOWLEDGE CENTRE FOR EDUCATION
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Many academics lack fundamental professional
development and are not encouraged to keep up to
date with teaching research. Professional
development provision tends to be under-resourced
and disconnected from discipline acvies120. Newly
appointed academics may nd their rst teaching
experience stressful, and report feeling thrown in at
the deep end with lile support121. On this
background, researchers suggest that academic work
should be regarded as a professional pracce122.
Instuons expect sta to teach to a certain standard,
and should provide training, with the ambion to
develop scholarly teachers123, who are research-
informed, inquire into their teaching pracce, and
disseminate what they nd. Scholarly teachers take
advantage of instuonal programs and iniate their
own professional learning. One study (Cochrane,
2014), suggests Professional Learning Communies
(PLCs) as sites where sta can collaborate to develop
their teaching pracce124. PLCs have supporve
leadership and an acon- and results-oriented focus
on collaboraon and experimentaon to support
teaching and learning, and aims to de-privase
teaching125.
This is not a new idea. Structured, muldisciplinary
Faculty Learning Communies (FLCs)126, were
developed at Miami University in 1979, with the goal
to develop a scholarly product, usually Scholarship of
120 Boud, D., & Brew, A. (2013). Reconceptualising academic work as
professional pracce: Implicaons for academic development.
Internaonal Journal for Academic Development, 18(3), 208-221.
Roxå, T., & Mårtensson, K. (2009). Signicant conversaons and
signicant networks–exploring the backstage of the teaching arena.
Studies in Higher Educaon, 34(5), 547-559.
121 Fraser, K., Greeneld, R., & Pancini, G. (2017). Conceptualising
instuonal support for early, mid, and later career teachers.
Internaonal Journal for Academic Development, 22(2), 157-169.
122 Boud, D., & Brew, A. (2013). Reconceptualising academic work as
professional pracce: Implicaons for academic development.
Internaonal Journal for Academic Development, 18(3), 208-221.
123 Mya, P., Gannaway, D., Chia, I., Fraser, K., & McDonald, J. (2018).
Reecng on instuonal support for SoTL engagement: developing a
conceptual framework. Internaonal Journal for Academic Develop-
ment, 23(2), 147-160.
124 Cherrington, S., Macaskill, A., Salmon, R., Boniface, S., Shep, S., & Flutey,
J. (2017). Developing a pan-university professional learning community.
Internaonal Journal for Academic Development, 1-14.
125 DuFour, R., & Eaker, R. (1998). Professional Learning Communies at
Work: Best Pracces for Enhancing Students Achievement. Bloomington
IN: Naonal Educaonal Service.
Hipp, K. K., & Human, J. B. (Eds.) (2010). Demysfying professional
learning communies: School leadership at its best. Lanham, MD:
Rowman & Lileeld Educaon.
126 Cox, M. D. (2013). The impact of communies of pracce in support of
early-career academics. Internaonal Journal for Academic Develop-
ment, 18(1), 18-30
Teaching and Learning (SoTL)127, professional
development that promotes research-informed
teaching. Others, and similar, iniaves build on the
observaon that academics do not generally engage
with systemac peer-review of teaching128 with
construcve feedback 129. To be sustainable,
procedures for instuonalised, connuous
professional development, require procedures for
knowledge accumulaon and sharing, leadership and
processes for renewal. As the authority of
professional experse is more respected in academic
instuons than tradional forms of posional
power130, the status of teaching must be heightened
and an infrastructure developed to support
connuous inquiry into quesons of pedagogy and
didaccs.
Findings from studies in this systemac review has
implicaons for how instuons plan and conduct
programs for academic development131. Provision-
driven sta development builds on a decit-model,
which assumes that someone is lacking something,
for instance knowledge or skills. Programs that aim at
movang academics to teach with technology in a
way that promotes student acve learning must build
on the assumpon that academics have the necessary
competences, but that they need leader support and
supporng structures.
127 Fanghanel, J., Pritchard, J., Poer, J., & Wisker, G. (2016). Dening and
supporng the scholarship of teaching and learning (SoTL): A
sector-wide study. York: HE Academy.
128 Barnard, A., Nash, R., McEvoy, K., Shannon, S., Waters, C., Rochester, S.,
& Bolt, S. (2015). LeaD-In: a cultural change model for peer review of
teaching in higher educaon. Higher Educaon Research & Develop-
ment, 34(1), 30-44.
129 Kolb, D. (1984). Experienal learning as the science of learning and
development. Englewood Clis, NJ: Prence Hall.
130 Bento, F. (2011). A discussion about power relaons and the concept of
distributed leadership in higher educaon instuons. The Open
Educaon Journal 4, 17-23.
131 Boud, D., & Brew, A. (2013). Reconceptualising academic work as
professional pracce: Implicaons for academic development.
Internaonal Journal for Academic Development, 18(3), 208-221.
58
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KNOWLEDGE CENTRE FOR EDUCATION |
5 
Law for universies and colleges § 1-3, state that
teaching in Norwegian higher educaon instuons
must be based on R&D, research- and experience
based development132. In a previous review133, the
Norwegian Knowledge Centre concluded that modern
universies, expected to develop new teaching
methods, need an infrastructure for teaching in
addion to the already established infrastructure for
research. One consequence of perceiving academic
work as a professional pracce, is that universies
and colleges must establish higher educaon teaching
as a knowledge eld with a knowledge base,
equipment, tools and collecve work processes. This
work needs a supporng infrastructure and
leadership.
In chapter four, it was argued that a scholarly
approach to teaching is a prerequisite to develop
student acve learning. There is no reason why
teaching should not be an inquiry-based acvity. It
should, however, be acknowledged that individual
teachers who work in lecturing halls designed for
raonal one-way transmission of content from one
teacher to many students nd it dicult to change
pracces deeply ingrained in structure, history and
culture. Teachers prefer methods they nd easy to
use, that t the physical surroundings, are useful for
the purpose, and can be adapted to their students’
needs.
132 hps://lovdata.no/dokument/NL/lov/2005-04-01-15
133 Lillejord, S., Børte, K. Nesje, K. & Ruud, E. (2017). Campusuorming for
undervisning, forskning, samarbeid og læring – en systemask
kunnskapsoversikt. www.kunnskapssenter.no
An instuon-wide scholarly approach to teaching is
suggested as a mean to obtain student acve
learning. The analysed studies show that plans and
strategies communicate high expectaons, while
responsibility for the follow-up appears to be
somewhat dispersed in the sector. The systemac
review therefore concludes that teaching with
technology can promote student acve learning only
through a joint, coherent, mul-level eort.
In the introducon, it was referred to the
digitalisaon strategy (2017-2021)134, developed by
the Norwegian Ministry of Educaon and Research.
The strategy argues that the conscious use and
development of technology must be an integral part
of naonal and instuonal strategies. This supports
the argument for a mullevel eort, and Figure three
shows responsibilies at naonal and instuonal
levels.
A core message in this systemac review is that
technology implementaon in higher educaon
intuions must follow a scholarly approach; be
aligned with goals for teaching and research stated in
naonal and instuonal plans and strategies, what
students expect to learn in higher educaon, tested in
a variety of formats, evaluated and renewed in
accordance with acknowledged and familiar academic
work procedures, big data, student feedback, teacher
feedback and new research. This work needs
leadership and can only be achieved through a
collaborave eort.
134 hps://www.regjeringen.no/no/dokumenter/digitaliseringsstrategi-for-
universitets--og-hoyskolesektoren---/id2571085/
 KNOWLEDGE CENTRE FOR EDUCATION
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59
Who are responsible for what?
NATIONAL LEVEL
Naonal Policy, Priories & Strategies
INSTITUTIONAL LEVEL
Leadership responsibilies
Infrastructure for teaching:
• Instuonal ICT policy iniave
• Funding
• Training to develop scholarly teachers
- learning design
- collaborave learning
• Establish a knowledge base for teaching
• Develop ethical guidelines and methods
• Aenon to ethical issues
Develop a «scholarly» approach to teaching:
• Research and experience informed teaching
• Inquire into own teaching pracce
• Disseminate findings
• Take advantage of instuonal programs
• Iniate own professional learning
• Maintain and renew the knowledge base
Staff responsibilies
Figure 3. Responsibilies at naonal and instuonal levels.
KNOWLEDGE GAPS
The systemac review has idened these
knowledge gaps:
There is a need for longitudinal studies to
invesgate how technology is adopted over longer
periods of me, not only early adopon.
For the progressive knowledge development
within this research eld, there needs to be a
change from the current focus on simply exploring
the latest technology in quasi- experimental
evaluaons.
Characteriscs of benecial student acve
learning should be empirically invesgated.
There is a need for more consistent and rigorous
study designs (common methods, consistent
concept use, measures and reporng standards)
and objects of study
Studies should establish characteriscs of eecve
knowledge scaolding, social factors, feedback,
ming, assessment modalies etc.) to help
understand what aributes of a learning
environment leads to improved learning
outcomes.
Empirical research on teaching strategies and
learning outcomes associated with MOOCs is
limited.
There is limited evidence in the literature that the
ipped classroom and personalised learning leads
to beer grades and improved learning outcomes.
Currently lacking in the literature is research about
what level of control is benecial for students, and
at which level of exibility higher educaon
courses are eecve in improving student
engagement, experience and learning outcomes.
Future research should not only address the
development of teaching strategies, which may be
context- and plaorm specic, but also iterave
design approaches for rening these strategies.
More systemac reviews are needed to establish
the knowledge status of various topics and
research strands.
60
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KNOWLEDGE CENTRE FOR EDUCATION |
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KNOWLEDGE CENTRE FOR EDUCATION |

Search string (Scopus syntax)
TITLE-ABS-KEY(“1 to 1 computer” OR “blended
learning” OR “CAI” OR “CAL” OR “CBL” OR “cloud
compung” OR “collaborave learning” OR
“computer aided” OR “computer assisted instrucon”
OR “computer assisted learning” OR “computer based
instrucon” OR “computer based learning” OR
“computer based teaching” OR “computer
simulaon*” OR “computer supported” OR “computer
technology” OR “computer use” OR “computer-aided”
OR “computer-assisted instrucon” OR “computer-
assisted learning” OR “computer-based instrucon”
OR “computer-based learning” OR “computer-based
teaching” OR “computerized instrucon” OR
“computers and learning” OR “computers in
educaon” OR “computer-supported” OR “compung
educaon” OR “digital learning” OR “digital
technology” OR “educaonal technology” OR
“e-learning” OR “electronic learning” OR “game*” OR
“ICT*” OR “informaon communicaon technolog*”
OR “innovave technology” OR “Instruconal
technologies” OR “intelligent tutoring system*” OR
“interacve learning environment*” OR “interacve
learning object*” OR “interacve simulaon*” OR
“Interacve white board*” OR “learning eect*” OR
“local area network*” OR “massive open online
courses” OR “media in educaon” OR “mobile
learning” OR “MOOC” OR “mulmedia learning” OR
“OER” OR “one to one computer” OR “one2one
computer” OR “online learning” OR “online learning
communies” OR “online open educaonal
resources” OR “online self study” OR “online study”
OR “rich media” OR “serious game*” OR “simulaon
based educaon” OR “simulaon based teaching” OR
“simulaon-based educaon” OR “simulaon-based
teaching” OR “simulaons” OR “social network” OR
“supplemental CAI” OR “tablet*” OR “technology
enhanced instrucon” OR “technology enhanced
learning” OR “technology use” OR “technology-
enhanced instrucon” OR “technology-enhanced
learning” OR “TEL” OR “tutoring system*” OR “virtual
learning” OR “virtual reality” OR “VLE” OR “web-
based instrucon*” OR “web-based learning” OR
“web-based training” OR “wireless network*”) AND
TITLE-ABS-KEY(“acve learning” OR (“collaborat*”
W/5 “lecturer”) OR (“collaborat*” W/5 “student”) OR
(“collaborat*” W/5 “teacher”) OR “eecve learning”
OR “enhanc* learning” OR (“innovave” W/5
“learning”) OR (“innovave” W/5 “teaching”) OR
(“interact*” W/5 “lecturer”) OR (“interact*” W/5
“student”) OR (“interact*” W/5 “teacher”) OR
“learning delivery” OR “learning design” OR
(“learning” W/5 “exible”) OR (“learning” W/5
“personali?ed”) OR “pedagog*” OR “teaching
delivery” OR “teaching method*” OR “teaching
model*”) AND TITLE-ABS-KEY(“college” OR “faculty”
OR “HE” OR “higher educaon” OR “university”)
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QUALITY
REFERENCE METHOD QUALITY
Akiyama & Cunningham (2018) Literature review Medium
Al Nashash & Gunn (2013) Quantave and qualitave Medium
Ali et al. (2017) Theorecal Medium
Amemado (2014) Qualitave Medium
Avella et al. (2016) Systemac review High
Barak (2017) Mixed methods High
Blanco-Fernández et al. (2014) Qualitave Medium
Blau & Shamir-Inbal (2017) Qualitave High
Cochrane (2014) Qualitave Medium
Dennen & Hao (2014) Qualitave Medium
Edmonds & Smith (2017) Quantave and qualitave High
Hung et al. (2018) Quantave Medium
Jones & Benne (2017) Theorecal High
Kirkwood & Price (2013) Literature review Medium
Lameras et al. (2017) Literature review High
Lee et al. (2017) Mixed methods Medium
Maringe & Sing (2014) Literature review High
Mesh (2016) Quantave Medium
Newland & Byles (2014) Qualitave High
Ng'ambi (2013) Quantave and qualitave High
Pimmer et al. (2016) Systemac review High
Rambe & Bere (2013) Quantave and qualitave Medium
Rienes & Toetenel (2016) Quantave High
Shelton (2017) Qualitave High
Sinclair & Aho (2018) Qualitave Medium
Tegos et al. (2016) Quantave High
64
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KNOWLEDGE CENTRE FOR EDUCATION |
REFERENCE METHOD QUALITY
Toven-Lindsey et al. (2015) Qualitave High
Van Es et al. (2016) Quantave and qualitave High
Vlachopoulos & Maki (2017) Systemac review High
Walker et al. (2017) Qualitave High
Wang (2017a) Quantave and qualitave High
Wang (2017b) Quantave and qualitave High
Wanner & Palmer (2015) Quantave and qualitave High
Wion (2017) Quantave and qualitave Medium
Zheng et al. (2015) Quantave and qualitave Medium
PREVIOUS PUBLICATIONS FROM
THE KNOWLEDGE CENTRE FOR EDUCATION
Lillejord S. & Børte K. (2018). Mellomledere i skolen:
Arbeidsoppgaver og opplæringsbehov
– en systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Lillejord, S., Elstad, E., & Kavli, H. (2018). Teacher
evaluaon as a wicked policy problem. Assessment
in Educaon: Principles, Policy & Pracce, 1-19.
DOI: 10.1080/0969594X.2018.1429388
Lillejord S., Børte K., Nesje K., & Ruud E. (2017).
Campusuorming for undervisning, forskning,
samarbeid og læring
- en systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Lillejord S., Børte K., Ruud E. & Morgan K. (2017).
Stress i skolen – en systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Lillejord, S., Johansson, L., Canrinus, E., Ruud, E.
& Børte, K. (2017). Kunnskapsbasert språkarbeid i
barnehager med erspråklige barn – en systemask
forskningskartlegging.
Oslo: Kunnskapssenter for Utdanning,
www.kunnskapssenter.no
Lillejord, S. & Børte, K. (2017). Lærerutdanning som
profesjonsutdanning - forutsetninger og prinsipper
fra forskning. Et kunnskapsgrunnlag.
Oslo: Kunnskapssenter for Utdanning,
www.kunnskapssenter.no
Lillejord, S., Børte, K., Halvorsrud, K., Ruud, E.,
& Freyr, T. (2017). Transion from Kindergarten
to school: A systemac review.
Oslo: Knowledge Centre for Educaon,
www.kunnskapssenter.no
Morgan, K., Morgan, M., Johansson, L. & Ruud, E.
(2016). A systemac mapping of the eects of ICT
on learning outcomes.
Oslo: Knowledge Center for Educaon.
www.kunnskapssenter.no
Lillejord, S., Vågan, A., Johansson, L., Børte, K.
& Ruud, E. (2016). Hvordan fysisk akvitet i skolen
kan fremme elevers helse, læringsmiljø og
læringsutbye. En systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for Utdanning.
www.kunnskapssenter.no
Børte, K., Lillejord, S. & Johansson, L. (2016).
Evnerike elever og elever med stort læringspotensial:
En forskningsoppsummering.
Oslo: Kunnskapssenter for Utdanning.
www.kunnskapssenter.no.
Lillejord, S., & Børte, K. (2016) Partnership in teacher
educaon – a research mapping. European Journal
of Teacher Educaon, 39(5), 550-563
Lillejord, S., Børte, K., Halvorsrud, K., Ruud, E., &
Freyr, T. (2015). Tiltak med posiv innvirkning på
barns overgang fra barnehage l skole:
En systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Lillejord, S., Halvorsrud, K., Ruud, E., Morgan, K.,
Freyr, T., Fischer-Griths, P., Eikeland, O. J.,
Hauge, T. E., Homme, A. D., & Manger, T. (2015).
Frafall i videregående opplæring:
En systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Lillejord, S., Ruud, E., Fischer-Griths, P., Børte, K.,
& Haukaas, A. (2014). Forhold ved skolen med
betydning for mobbing. Forskningsoppsummering.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Lillejord, S. & Børte, K. (2014). Partnerskap i
lærerutdanningen – en forskningskartlegging.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
Wasson, B & Morgan, K. (2014). Informaon and
Communicaons Technology and Learning:
State of the Field Review.
Oslo: Knowledge Centre for Educaon,
www.kunnskapssenter.no
Baird, J-A., Hopfenbeck, T. N., Newton, P., Stobart,G.
& Steen-Utheim A. T. (2014). Assessment and
Learning: State of the Field Review.
Oslo: Knowledge Centre for Educaon,
www.kunnskapssenter.no
Lillejord, S., Børte, K., Ruud, E., Hauge, T. E.,
Hopfenbeck, T. N., Tolo, A., Fischer-Griths, P.
& Smeby, J.-C. (2014). Former for lærervurdering som
kan ha posiv innvirkning på skolens kvalitet: En
systemask kunnskapsoversikt.
Oslo: Kunnskapssenter for utdanning,
www.kunnskapssenter.no
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... This is in agreement with a descriptive study in which active participation in live polling gave a 'sense of belonging and contributing', which they may have not experienced in a passive learning environment [67]. Student-active learning methods, such as the use of SRSs and flipping the classroom, have been found to increase motivation and improve learning outcomes [68,69]. ...
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Kunnskapssenter for utdanning har gjennomført en systematisk forskningskartlegging med tittel Kunnskapsbasert språkarbeid i barnehager med flerspråklige barn, på oppdrag fra bydel Alna. Kartleggingen bygger på 34 artikler som rapporterer fra studier gjennomført i 13 land. Forskningen viser at det er gunstig for barn at de i størst mulig grad og gjennom hele dagen, i ulike læringssituasjoner, blir eksponert for språk gjennom varierte pedagogiske og didaktiske metoder som legger vekt på at barna skal snakke mest mulig.
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This article reviews the investment that UK higher education institutions have made in technology-enhanced learning (TEL) services in recent years, and considers the impact this has had on academic practice. Drawing on UCISA survey and case study research, our analysis shows that whilst the range of centrally supported TEL tools and services in support of teaching and learning has increased across the sector, evidence of transformational change in pedagogic practice through their use has been harder to discern. We observe an increasing number of TEL systems that instructors are being encouraged to engage with as part of their academic practice; however, there have been limited changes in the mode of course delivery, with content-focused and supplementary uses of the web still very much in vogue. The evidence suggests a gap between the institutional rhetoric on TEL developments and the reality of academic practice across the sector. Using Barnett’s “conditions of flexibility” as a frame of reference [Barnett, R. (2014). Conditions of flexibility: Securing a more responsive higher education system. York: The Higher Education Academy. Retrieved from https://www.heacademy.ac.uk/system/files/conditions_of_flexibility_securing_a_more_responsive_higher_education_system.pdf], the article discusses the factors behind this mismatch, exploring how a balanced institutional focus on service development and academic support may be needed to foster transformative and sustainable changes in the way that TEL tools are employed in course design and delivery.
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In traditional flipped classroom (FC), learning of new content mostly occurs through watching videos and transferring information from instructor to students utilizing technological tools. The present study devised and examined a novel extension of the FC model. This model adds components that acknowledge the roles of instructor, learners, peer assessment, and embedded evaluation. Moreover, it highlights the value of technology and digital tools in supporting and enhancing active individual and collaborative learning, and the development of self-regulated strategies in in-class and out-of-class settings. The model was investigated in a qualitative study, which was conducted in a blended academic course, including synchronous and asynchronous lessons. The participants were 36 graduate students who were studying towards a Master Degree in Education. The paper analyzed learning experiences and their interpretations by the students. In contrast to traditional FC model, the findings revealed active learning of students in both in- and out-of-class settings that took place before, during, and after the lesson. The instructor promoted extensive independent learning, learning regulation, continuous dialogue and collaborative interactions among peers. The re-designed model highlights co-creation of the course content and of digital learning outcomes by students, self-regulation and teamwork co-regulation, which are rare in higher education.
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Learning management systems (LMSs) are widely used in higher education and offer a gateway to innovative, technology-enhanced teaching and learning. However, many university staff still choose not to adopt them or do not explore the more creative functionality. Previous research has developed models of technology adoption which map observed behaviour but provide limited insight into the development of pedagogy and the conceptual issues affecting adoption. This paper reports findings from a research study which gathered rich, qualitative data from LMS administrators to investigate the development of LMS usage and explore, from their perspective, the attitudes of the many teaching staff they support. These experts are well placed to observe actual LMS use across hundreds of courses and to report the beliefs and concerns expressed by the many teaching staff they support. In-depth interviews were conducted in two institutions and the transcripts were coded using thematic analysis. Our results partly support previous research indicating lack of development in LMS use and pedagogy by most teaching staff, and confirm that barriers such as fear of the technology and apprehension concerning negative effects of adoption are still widespread. However, unlike previous findings, the minority of teachers developing innovative pedagogy (the ‘super innovators’) did not conform to an age stereotype but were distinguished by personal characteristics. We identify a commonly occurring (although not represented in current models) state of inertia in LMS adoption and explore underlying causes linking not just to technology, but to disruption of pedagogy and, ultimately, to conceptions of teaching. It is important to understand these issues in order to meet the concerns of teaching staff and tackle conceptual barriers which conventional LMS training fails to address.
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This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating in the study. The experimental group (E.G.) learned with the AR-based contents, while the control group (C.G.) learned with the online-based support. The findings demonstrated the potential of AR techniques for supporting students' learning motivation and peer learning interaction, and the AR-based contents could be used as scaffolding to better support blended learning strategies. The AR-based learning interaction could also be a trigger arousing learners' interest in becoming active learners and the students presented great learning involvement after the AR-based supports were removed, while the learners in the C.G. were passive once the supports had been removed. Moreover, it was found that (1) their lack of experience with AR interaction and applications, (2) the slow speed of the Internet in the school, (3) the affordances of each learner's mobile learning devices, (4) the screen size of the learning interface and (5) the overloading of the learning information from the AR contents and teacher lectures might be the reasons why the learners were still more used to the online-based support. It was therefore concluded that when integrating AR applications into a course, technology educational researchers should take into careful consideration the target learning content design, the amount of information displayed on the mobile screen and the affordances of the learning equipment and classroom environment so as to achieve a suitable learning scenario.