Neuroeducational Research in the Design and Use of a Learning Technology

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Bibliographic Details
Title: Neuroeducational Research in the Design and Use of a Learning Technology
Language: English
Authors: Howard-Jones, Paul, Holmes, Wayne, Demetriou, Skevi, Jones, Carol, Tanimoto, Eriko, Morgan, Owen, Perkins, David, Davies, Neil
Source: Learning, Media and Technology. 2015 40(2):227-246.
Availability: Routledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals
Peer Reviewed: Y
Page Count: 20
Publication Date: 2015
Document Type: Journal Articles
Reports - Research
Education Level: Middle Schools
Secondary Education
Junior High Schools
High Schools
Descriptors: Brain, Neurology, Educational Technology, Technology Uses in Education, Neurosciences, Educational Games, Teaching Methods, Design, Intervention, Evaluation, Reflection, Research, Foreign Countries, Science Instruction, Video Technology, Computer Software, Recall (Psychology), Comprehension, Vocabulary, Literacy, Grammar, Middle School Students, High School Students, Pretests Posttests
Geographic Terms: United Kingdom, United Kingdom (Wales)
DOI: 10.1080/17439884.2014.943237
ISSN: 1743-9884
Abstract: Many have warned against a direct "brain scan to lesson plan" approach when attempting to transfer insights from neuroscience to the classroom. Similarly, in the effective design and implementation of learning technology, a judicious interrelation of insights associated with diverse theoretical perspectives (e.g., neuroscientific, pedagogical and classroom praxis) may be required. A design-based research approach to the development of learning technology informed by neuroscience may be one way of achieving this interrelation. Accordingly, here we report on some of the preliminary research of a web app, known as "zondle Team Play", that allows teachers to teach whole classes using a games-based approach and which draws on concepts from neuroscience. Rather than just exploring "what works" in terms of the technology, low-fidelity prototyping and participant design helped us explore aspects of praxis and affordances of the technological design that were contingent upon each other. Five cycles of design, intervention, analysis and reflection revealed some potential benefits of a neuroeducational approach to learning technology design, including the development of related pedagogy, identification of immediate and future neuroeducational research questions and the development of language and terms suitable for communicating across interdisciplinary boundaries.
Abstractor: As Provided
Number of References: 44
Entry Date: 2015
Accession Number: EJ1057020
Database: ERIC
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