Code Weaver: A Tangible Programming Learning Tool with Mixed Reality Interface

Author(s):  
Ren Sakamoto ◽  
Toshikazu Ohshima
2021 ◽  
Vol 102 (6) ◽  
pp. 30-37
Author(s):  
Kristin M. Murphy ◽  
Amy L. Cook ◽  
Lindsay M. Fallon

Although social-emotional learning is associated with long-term success in school and careers, it is often a missing link in U.S. public education. The COVID-19 pandemic has intensified the need for social-emotional supports for children. In this time of crisis, educators have also sought new ways to make connections and reimagined how students might actively learn with each other. Kristin Murphy, Amy Cook, & Lindsay Fallon discuss what they have learned about using mixed reality simulations to facilitate social-emotional learning with children and what makes this technology a promising active learning tool.


Author(s):  
Jacqueline A. Towson ◽  
Matthew S. Taylor ◽  
Diana L. Abarca ◽  
Claire Donehower Paul ◽  
Faith Ezekiel-Wilder

Purpose Communication between allied health professionals, teachers, and family members is a critical skill when addressing and providing for the individual needs of patients. Graduate students in speech-language pathology programs often have limited opportunities to practice these skills prior to or during externship placements. The purpose of this study was to research a mixed reality simulator as a viable option for speech-language pathology graduate students to practice interprofessional communication (IPC) skills delivering diagnostic information to different stakeholders compared to traditional role-play scenarios. Method Eighty graduate students ( N = 80) completing their third semester in one speech-language pathology program were randomly assigned to one of four conditions: mixed-reality simulation with and without coaching or role play with and without coaching. Data were collected on students' self-efficacy, IPC skills pre- and postintervention, and perceptions of the intervention. Results The students in the two coaching groups scored significantly higher than the students in the noncoaching groups on observed IPC skills. There were no significant differences in students' self-efficacy. Students' responses on social validity measures showed both interventions, including coaching, were acceptable and feasible. Conclusions Findings indicated that coaching paired with either mixed-reality simulation or role play are viable methods to target improvement of IPC skills for graduate students in speech-language pathology. These findings are particularly relevant given the recent approval for students to obtain clinical hours in simulated environments.


2019 ◽  
Author(s):  
S Kus ◽  
M Selb ◽  
K Ricci ◽  
M Coenen
Keyword(s):  

2018 ◽  
Vol 2 (1) ◽  
pp. 82
Author(s):  
Marzuki Marzuki

This research is a classroom action research conducted at SD Negeri 001 Empat Balai, this research is basedon: (a) lack of ability of teacher in making learning device; (b) learning devices are only used as a complementand not for teaching needs; and (c) some teachers again if they are asked the learning device answer has no orhas not made it. Based on this research, researchers conducted research by applying the method of assigningtasks to improve the ability of teachers in making learning tools. This study was conducted in two cycles, eachcycle is implemented based on four stages: planning, implementation, observation, and reflection. The results ofresearch indicate that the ability of teachers in making learning devices increases. This is seen in the first cycleof 59% with good enough category and in the second cycle increased to 76% with Excellent category. Based onthis data, it can be concluded that the application of assignment method can improve teacher ability in makingSD Negeri 001 Empat Balai learning tool.


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