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  • 期刊

數位學習在技職教育的研究現況及趨勢分析

Use of Digital Learning in Technical and Vocational Education and Training: A Systematic Review of Research and Applications

摘要


本研究分析全球技職教育應用數位學習的研究現況與議題。採用書目計量法並透過VOS科學製圖工具,分析1980~2020年10月間的期刊、研討會論文、書本及書本章節等4類文獻,共3,584筆資料,進行4種層次篩選出關鍵文獻進行分析。結果顯示:一、全球數位學習在技職教育的研究趨勢自1997年起明顯呈3倍成長;二、全球關注數位學習在技職教育議題之國家可分為7個研究叢集;三、6個叢集中,各國研究議題的類別在教學部分多於科技;四、在技職教育領域中,6個叢集中的各國均重視高等教育之應用及混成學習;教學議題的共同關鍵字為課程發展、教學法、合作學習及終身學習;五、臺灣研究議題多集中在「支持科技」與「學習科技」;教學設計偏重遊戲式學習、學習風格及學習鷹架,內容多屬於STEM領域。文末提出臺灣技職教育推動數位學習之建議,以作為後續發展與應用之參考。

並列摘要


Through the use of bibliometrics and VOS scientific mapping tools, this study examined the relevant literature on the application of digital learning in technical and vocational education and training (TVET) worldwide, and analyzed the current situation and popular research topics. The results revealed the following: 1. The number of annual papers published worldwide on digital learning in TVET tripled between 1980 and October 2020, and a total of 3,584 data points were analyzed. 2. The focus of global research on digital learning could be divided into seven clusters. 3. More studies focused on teaching than on science and technology. 4. Countries in six clusters all attached importance to the application of blended learning in higher education. Curriculum development, pedagogy, cooperative learning, and lifelong learning were the common themes of teaching topics in various countries. 5. Research topics in Taiwan focused more on the categories of "enabling technologies" and "learning technologies"; Taiwan's research on instructional design focused on game-based learning, learning styles, and scaffolding theories, and research on instructional content focused mostly on science, technology, engineering, and mathematics fields. In this paper, some suggestions are provided for promoting digital learning in Taiwan's TVET, potentially serving as a reference for future development and application.

參考文獻


Belaya, V. (2018). The use of e-learning in vocational education and training (VET): Systematization of existing theoretical approaches. Journal of Education and Learning, 7(5), 92-101. http://doi.org/10.5539/jel.v7n5p92
Boulton, C. A., Kent, C., & Williams, H. T. P. (2018). Virtual learning environment engagement and learning outcomes at a ‘bricks-and-mortar’ university. Computers & Education, 126, 129-142. https://doi.org/10.1016/j.compedu.2018.06.031
Chen, J. F., Warden, C. A., & Lin, H. J. (2017). Efficacies of 3D immersive virtual world classrooms. In T.-C. Huang, R. Lau, Y.-M. Huang, M. Spaniol, & C.-H. Yuen (Eds.), Emerging technologies for education, SETE 2017. Lecture notes in computer science (Vol. 10676, pp. 45-48). Springer. https://doi.org/10.1007/978-3-319-71084-6_6
Chen, Y.-H., Deng, L. Y., Huang, C.-H., & Yen, N. Y. (2009). Vocational professional certification learning cognitive assessment evaluation based on rule-space model and relevance feedback. In IEEE (Ed.), 2009 joint conferences on pervasive computing (pp. 15-20). IEEE. https://doi.org/10.1109/JCPC.2009.5420219
Chung, S.-M., & Chen, C.-Y. (2011). Improvising on music composition game. In M. Chang, W.-Y. Hwang, M.-P. Chen, & W. Müller (Eds.), Edutainment 2011: Edutainment technologies. Educational games and virtual reality/augmented reality applications. Lecture notes in computer science (Vol. 6872, pp. 264-275). Springer. https://doi.org/10.1007/978- 3-642-23456-9_52

被引用紀錄


廖信、梁軒榛(2022)。Covid-19疫情下國內語言學習平台服務內容之比較探究-以英語類為例中華印刷科技年報(),195-203。https://www.airitilibrary.com/Article/Detail?DocID=a0000537-202205-202211040004-202211040004-195-203

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