12,413 research outputs found
Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions
This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning
The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning
The e-revolution and post-compulsory education: using e-business models to deliver quality education
The best practices of e-business are revolutionising not just technology itself but the whole process through which services are provided; and from which important lessons can be learnt by post-compulsory educational institutions. This book aims to move debates about ICT and higher education beyond a simple focus on e-learning by considering the provision of post-compulsory education as a whole. It considers what we mean by e-business, why e-business approaches are relevant to universities and colleges and the key issues this raises for post-secondary education
Progress in information technology and tourism management: 20 years on and 10 years after the Internet—The state of eTourism research
This paper reviews the published articles on eTourism in the past 20 years. Using a wide variety of sources, mainly in the tourism literature, this paper comprehensively reviews and analyzes prior studies in the context of Internet applications to Tourism. The paper also projects future developments in eTourism and demonstrates critical changes that will influence the tourism industry structure. A major contribution of this paper is its overview of the research and development efforts that have been endeavoured in the field, and the challenges that tourism researchers are, and will be, facing
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
Anticipating plausible futures for innovative experimental ecosystems using foresight approach. Case: Design Factory
Change-makers are visionaries who wish to bring change in their respective fields. Design Factory at Aalto University, as an innovative experimental ecosystem with inter-disciplinary principles and new teaching methodologies has been successful and at the forefront in educating the students to be change-makers. The students learn skills, knowledge and are provided with a safe environment that guides them to become a change-maker in their respective fields such as social organizations, entrepreneurship, and careers in start-up or industry.
Educating the students to be change-makers will evolve with future; the aim of the study is to holistically anticipate plausible futures for innovative experimental ecosystems utilizing foresight approach. The focus of the study is on Design Factory ways of working, spaces, and teaching methods which will support students in learning by year 20x6{x = 2, 3}.
This study is about drawing virtual lines that connect the trends, future drivers, visions, and scenarios, using a contemporary approach that fuses qualitative and quantitative methods. The research on future trends and drivers were performed through semi structured interviews and environmental scanning. The drivers are evaluated through an online survey based on principles of the Delphi method. Further, the drivers are used to build mini scenarios which are further evaluated with the Design Factory stakeholders through a workshop. The results from the study are six future scenarios for the Aalto Design Factory. These results are expected to further foster or trigger new research and development experiments, directions on building radical environments, new teaching methods and ways of working
Scenarios for Educational and Game Activities using Internet of Things Data
Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria
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A Systematic Review of Process Modelling Methods and its Application for Personalised Adaptive Learning Systems
This systematic review work investigates current literature and methods that are related to the application of process mining and modelling in real-time particularly as it concerns personalisation of learning systems, or yet still, e-content development. The work compares available studies based on the domain area of study, the scope of the study, methods used, and the scientific contribution of the papers and results. Consequently, the findings of the identified papers were systematically evaluated in order to point out potential confounding variables or flaws that might have been overlooked or missing in the current literature. In turn, a critical structured analysis of the studies was done in order to rate the value of the stated works and the outcomes. Theoretically, the results of the investigated papers were summarized and empirically represented, in order to help draw conclusions as well as provide recommendations for future researches. Indeed, the investigations and findings from the papers show that one of the key challenges in developing personalised adaptive intelligent systems for learning is to build an effectively represented users profile, learning styles or objects, and behaviours to help support reasoning about each learner. Perhaps, the resultant information systems need to be able to describe and support real world (i.e. semantic or metadata) interpretation about the different learners, and provide effective ways to adapt the information about each user based on the existing knowledge or data especially as it concerns references to and/or discovery of the different patterns that can be found within the knowledge-base
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