14,544 research outputs found

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    2019 Eagle Showcase Program

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    2019 Eagle Showcase Progra

    A Rule Set for the Future

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    This volume, Digital Young, Innovation, and the Unexpected, identifies core issues concerning how young people's use of digital media may lead to various innovations and unexpected outcomes. The essays collected here examine how youth can function as drivers for technological change while simultaneously recognizing that technologies are embedded in larger social systems, including the family, schools, commercial culture, and peer groups. A broad range of topics are taken up, including issues of access and equity; of media panics and cultural anxieties; of citizenship, consumerism, and labor; of policy, privacy, and IP; of new modes of media literacy and learning; and of shifting notions of the public/private divide. The introduction also details six maxims to guide future research and inquiry in the field of digital media and learning. These maxims are "Remember History," "Consider Context," "Make the Future (Hands-on)," "Broaden Participation," "Foster Literacies," and "Learn to Toggle." They form a kind of flexible rule set for investigations into the innovative uses and unexpected outcomes now emerging or soon anticipated from young people's engagements with digital media

    Digital competencies to support the learning process: what skills for teachers

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    Current research states a new educational approach that includes technologies by analyzing the structure, limits and potential. According to the constructivist theory of Papert, it intends to illustrate how it is possible, starting with nursery school, to crteate special "learning environments" in which a digital matrix can promote attitudes ofdiscovery, group dynamics and forms of inclusive teaching in addition to basic language skills,logical-mathematical, topological and manipulative, thus creating the basis for future learning.Keym terms: multimedia elements constructivism, learning, technology, robotics,LOGO programming, roame

    Multimedia Presentation Tool Using SMIL

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    In this project, the author has to develop a tool for multimedia presentation using Synchronized Multimedia Integration Language, which is XML-based declarative language. It can synchronize all the multimedia elements in the presentation as the synchronization is one of the main issues in delivery of multimedia presentation. Recently, the content of lecture materials does not integrate all the multimedia elements (such as video, audio, text and images) in it. Hence, the integration of various multimedia elements will be accomplished in this project to make the content of lecture materials more interesting and understandable. The tool requires multimedia elements from the user before it can synchronize all those elements. In this project, the author practice several modules to develop the application such as selection module, recording module, and integration module. In this paper, the instructional design is discussed as a framework to build the application to be more effective. The author believes that with the adoption of instructional design in students' learning can boost their understanding of their course content. The tool for multimedia presentation can automatically synchronize the video of a lecture with the corresponding PowerPoint slides to generate easy to use and effective presentation

    Multimedia Tool For Children Learning: Web Based Pop Up Book

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    Web-based multimedia pop-up book for children learning is intend to convert traditional learning process into a web using multimedia formatwhich are integrate with multiple media elements such as audio, video, graphics, text and animations. Currently the children have to pull tabs and open pages for the book to 'come to life'. So the purpose of this project is to produce web-based multimedia pop-up book for children learning. The objectives of this project are to create and design interactive multimedia learning book, to come out with user-friendly interface and interactive application and to develop multimedia book that be able to view, use and interact with the online application that providing true multimedia application. The scope of this project is to create and design multimedia web-based education book for children between 5 to 6 years old in order to help children in learning activities, reading skills and improves children computer literacy. The project will adopt methodology of 'code-and-fix' methodology. Three essential stages of development have been performed, which involved Design stage (design the page layout and design the action and animation), Implementation stage (implement by insert and modify required images and implement actions and animations), and finally Test stage (run the actions and compare with intended design). The result in designing successful multimedia web-based for children learning the relevant area are focused on content presentation and user-friendly interface design. In order to achieve the objective of this web-based multimedia tool for children learning, this project should be able facilitate the process of integrating activity into education through online application
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