8,596 research outputs found

    Grammar Animations and Cognition

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    The Digital Anatomist Information System and Its Use in the Generation and Delivery of Web-Based Anatomy Atlases

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    Advances in network and imaging technology, coupled with the availability of 3-D datasets such as the Visible Human, provide a unique opportunity for developing information systems in anatomy that can deliver relevant knowledge directly to the clinician, researcher or educator. A software framework is described for developing such a system within a distributed architecture that includes spatial and symbolic anatomy information resources, Web and custom servers, and authoring and end-user client programs. The authoring tools have been used to create 3-D atlases of the brain, knee and thorax that are used both locally and throughout the world. For the one and a half year period from June 1995–January 1997, the on-line atlases were accessed by over 33,000 sites from 94 countries, with an average of over 4000 ‘‘hits’’ per day, and 25,000 hits per day during peak exam periods. The atlases have been linked to by over 500 sites, and have received at least six unsolicited awards by outside rating institutions. The flexibility of the software framework has allowed the information system to evolve with advances in technology and representation methods. Possible new features include knowledge-based image retrieval and tutoring, dynamic generation of 3-D scenes, and eventually, real-time virtual reality navigation through the body. Such features, when coupled with other on-line biomedical information resources, should lead to interesting new ways for managing and accessing structural information in medicine

    The future of technology enhanced active learning – a roadmap

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    The notion of active learning refers to the active involvement of learner in the learning process, capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap, the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap

    Proceedings of the Second Program Visualization Workshop, 2002

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    The Program Visualization Workshops aim to bring together researchers who design and construct program visualizations and, above all, educators who use and evaluate visualizations in their teaching. The first workshop took place in July 2000 at Porvoo, Finland. The second workshop was held in cooperation with ACM SIGCSE and took place at HornstrupCentret, Denmark in June 2002, immediately following the ITiCSE 2002 Conference in Aarhus, Denmark

    Covid and the virtual classroom: the new normal?

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    Virtual learning can be defined as software systems created to support the teaching- learning process that allows teachers and students to communicate in an integrated manner through cyberspace. The rapid developments in technology over the past few years, have led to the innovation of systems through which information can be delivered independent of location. The current COVID-19 climate has resulted in the restructuring of the educational system and the adaptation of technology globally, so as to portray didactic ideologies. Investigation of efficacy of the use of design software platforms in a virtual learning environment is paramount as digitation has become a significant  factor in the synthesis and dissemination of learning materials within the educational system. The use of virtual classrooms is deemed advantageous as it enables the incorporation of learning styles, decreases the incidences of learning barriers, allows for adherence of  Covid-19 restrictions, and enhances mental encoding and information retention. It also comes with certain disadvantages, which are  attributable to the technological divide, economic and technological infrastructure, the user’s knowledge, perception and usage of these technological advancements, and its possible alienation and educational dissatisfaction. What and who benefits with these learning platforms; Is this the new normal going forward

    Click Here for Change: Your Guide to the E-Advocacy Revolution

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    Describes how organizations are using state-of-the-art technology to engage supporters and improve their advocacy efforts. Includes case studies and lessons on how to incorporate electronic approaches in campaign strategies

    An investigation of the research evidence relating to ICT pedagogy

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