Online synchronous educational experience via videoconferencing has become ubiquitous domestically and internationally with the spread of Covid-19 Virus.Online teaching theories and educational experiences through com...Online synchronous educational experience via videoconferencing has become ubiquitous domestically and internationally with the spread of Covid-19 Virus.Online teaching theories and educational experiences through computer-mediated communication have been integrating and evolving during the current situation.The objective of this paper is to demonstrate a practical teaching model for Chinese college students’English as a foreign language learning course.The key finding of the research is that the 5-step-teaching Model developed under the context of online synchronous learning and teaching is both functional and efficient on the theoretical basis of constructivist approach.This teaching model is proved to be practical,interesting,useful and functional to both second-years and graduates during the implementation of educational transaction according to the survey conducted at the end of the semester.The ubiquity of online synchronous learning and teaching would lead to a meaningful and worthwhile educational experience and have a far-reaching implication for both educators and student’s personal development,especially students’critical thinking capability.The findings of the paper are pedagogically valuable for e-teachers in conducting online courses.It also holds true that the management of education and society could benefit and adopt this teaching model to various courses in different institutions.This study is hopefully to provide research-and-experience-based findings to enrich course design and instructional approaches and educational experiences.Thus,it is of interest to online teachers,instructional designers and programme developers in the field of education.展开更多
The authors first propose the GAFEE(Goal-Oriented Engagement,Autonomous Exploration,Feedback-Enhanced Explanation,Challenge-Driven Elaboration,Collaborative Evaluation,Iterative Design,and Technological Synergy)instru...The authors first propose the GAFEE(Goal-Oriented Engagement,Autonomous Exploration,Feedback-Enhanced Explanation,Challenge-Driven Elaboration,Collaborative Evaluation,Iterative Design,and Technological Synergy)instructional design model,which is based on the integration of gamified teaching and the 5E teaching model.It aims to address the issue of gamification not being systematically incorporated into the curriculum,while also enhancing engagement in the educational setting,stimulating interest in learning,and achieving better learning outcomes.The theoretical application of the GAFEE model is demonstrated through a hypothetical case involving a fourth-grade English class,highlighting its potential to improve students'vocabulary acquisition,grammar comprehension,and speaking proficiency.The study argues that the GAFEE model offers a novel approach to enhancing instructional practices by leveraging gamification strategies.It also emphasizes the need for empirical research to validate the model's effectiveness and broader applicability in gamified educational settings.展开更多
文摘Online synchronous educational experience via videoconferencing has become ubiquitous domestically and internationally with the spread of Covid-19 Virus.Online teaching theories and educational experiences through computer-mediated communication have been integrating and evolving during the current situation.The objective of this paper is to demonstrate a practical teaching model for Chinese college students’English as a foreign language learning course.The key finding of the research is that the 5-step-teaching Model developed under the context of online synchronous learning and teaching is both functional and efficient on the theoretical basis of constructivist approach.This teaching model is proved to be practical,interesting,useful and functional to both second-years and graduates during the implementation of educational transaction according to the survey conducted at the end of the semester.The ubiquity of online synchronous learning and teaching would lead to a meaningful and worthwhile educational experience and have a far-reaching implication for both educators and student’s personal development,especially students’critical thinking capability.The findings of the paper are pedagogically valuable for e-teachers in conducting online courses.It also holds true that the management of education and society could benefit and adopt this teaching model to various courses in different institutions.This study is hopefully to provide research-and-experience-based findings to enrich course design and instructional approaches and educational experiences.Thus,it is of interest to online teachers,instructional designers and programme developers in the field of education.
基金The research was funded by the Macao Science and Technology Development Fund(FDCT)under Grant(No.0071/2023/RIB3&No.0003-2024-AGJ)by the Macao Foundation under Grant(No.MF2342).
文摘The authors first propose the GAFEE(Goal-Oriented Engagement,Autonomous Exploration,Feedback-Enhanced Explanation,Challenge-Driven Elaboration,Collaborative Evaluation,Iterative Design,and Technological Synergy)instructional design model,which is based on the integration of gamified teaching and the 5E teaching model.It aims to address the issue of gamification not being systematically incorporated into the curriculum,while also enhancing engagement in the educational setting,stimulating interest in learning,and achieving better learning outcomes.The theoretical application of the GAFEE model is demonstrated through a hypothetical case involving a fourth-grade English class,highlighting its potential to improve students'vocabulary acquisition,grammar comprehension,and speaking proficiency.The study argues that the GAFEE model offers a novel approach to enhancing instructional practices by leveraging gamification strategies.It also emphasizes the need for empirical research to validate the model's effectiveness and broader applicability in gamified educational settings.