6,833 research outputs found

    ALT-C 2010 - Conference Introduction and Abstracts

    Get PDF

    "This brings back a lot of memories": a case study in the analysis of digital video production by young learners

    Get PDF
    This paper discusses a three and a half minute video written, shot and edited by two eleven year old children in London in the summer of 2003. Key questions which were used to structure the discussion included the following: When the children work in a school setting in a medium which is culturally closer to their experiences of life outside than is usual within the curriculum, how do they choose to represent themselves? Which aspects of their lives and/or media experiences do they employ and in which modes? How are these choices related to the meanings they wish to convey? Which aspects of the form and function of digital video authoring allow the children to move the locus of control of activities closer to themselves? What does a discussion of these issues tell us about possible future directions in researching young learners’ digital video production? Frameworks for analysing the piece were drawn from emerging theories of multimodal literacy, from studies of ICT in Education and from work on media production by young people. Some conclusions were drawn about the position of the work in relation to existing models of curriculum activity in the light of the range of sophisticated and rich representations made by the children in their media text

    Tailoring coaching conversations with virtual health coaches

    Get PDF

    Ontology (Science)

    Get PDF
    Increasingly, in data-intensive areas of the life sciences, experimental results are being described in algorithmically useful ways with the help of ontologies. Such ontologies are authored and maintained by scientists to support the retrieval, integration and analysis of their data. The proposition to be defended here is that ontologies of this type – the Gene Ontology (GO) being the most conspicuous example – are a _part of science_. Initial evidence for the truth of this proposition (which some will find self-evident) is the increasing recognition of the importance of empirically-based methods of evaluation to the ontology develop¬ment work being undertaken in support of scientific research. Ontologies created by scientists must, of course, be associated with implementations satisfying the requirements of software engineering. But the ontologies are not themselves engineering artifacts, and to conceive them as such brings grievous consequences. Rather, ontologies such as the GO are in different respects comparable to scientific theories, to scientific databases, and to scientific journal publications. Such a view implies a new conception of what is involved in the author¬ing, maintenance and application of ontologies in scientific contexts, and therewith also a new approach to the evaluation of ontologies and to the training of ontologists

    An evaluation of Digital Chisel 3.0 as a multimedia authoring tool in a year seven classroom

    Get PDF
    Most commercial interactive multimedia authoring packages are designed to be used by teachers and trainers to build commercial training or classroom teaching applications (Handler, Dana, Peters & Moor, 1995; Magel, 1997). The evolution of interactive multimedia technologies however, has made it possible for students to become actively involved in creating their own interactive multimedia projects, and in so doing, gain considerable learning benefit (Lehrer 1993). Facilitating this in the classroom and particularly at the Year Seven level, requires the use of a cost-effective, purpose-built authoring tool. Digital Chisel 3.0 (DC3), was developed by Pierian Spring Software (1997), as just such a product. This study was a summative product evaluation, utilising qualitative methodology that assessed the effectiveness of DC3, as a multimedia authoring tool for student use in a Year Seven classroom. Two adult expert reviewers and four Year Seven students assisted with the evaluation. The sources of evidence for this study included the use of participant observation, conversational and semi-structured interview, video recording, questionnaire and anecdotal field notes. The process of analysis was inductive, using the Analytic Framework suggested by Le Compte, Millroy & Preissle, (1992, pp. 763-766). Digital Chisel 3.0 was packaged with an easy to read printed manual and a useful audio/visual library on CD-ROM. With WYSIWYG display and drag-and-drop visual programming environments, the students found the component routines in DC3 relatively easy to learn. The use of the Microsoft style of interface and edit conventions allowed the previous learning of the students to be readily transferred to this product. The students also found constructing complex interactions in the Workbench relatively easy to master, as no scripting was required. DC3 was also customisable to three learning/school levels. Probably the most outstanding problem with this application was the amount of RAM it required to run efficiently. In it\u27s former configuration, it did not allow \u27room\u27 for multi-tasking and definitely did not run smoothly at the recommended 32 Megabytes of RAM. This both lowered the efficiency of operation, and severely challenged the motivation of all the users. The Table facility was almost totally unusable, as it failed to hold inserted elements and remained unstable through all attempts to use it. Although the intention for DC3 was to allow for cross-platform application, this function was not evident at the time it was evaluated. However, despite its shortcomings, Digital Chisel 3.0 proved to be well received by the students. They expressed enthusiasm for the extra freedom that this product\u27s features provided

    Learning 21st century science in context with mobile technologies

    Get PDF
    The paper describes a project to support personal inquiry learning with handheld and desktop technology between formal and informal settings. It presents a trial of the technology and learning across a school classroom, sports hall, and library. The main aim of the study was to incorporate inquiry learning activities within an extended school science environment in order to investigate opportunities for technological mediations and to extract initial recommendations for the design of mobile technology to link inquiry learning across different contexts. A critical incident analysis was carried out to identify learning breakdowns and breakthroughs that led to design implications. The main findings are the opportunities that a combination of mobile and fixed technology bring to: manage the formation of groups, display live visualisations of student and teacher data on a shared screen to facilitate motivation and personal relevance, incorporate broader technical support, provide context-specific guidance on the sequence, reasons and aims of learning activities, offer opportunities to micro-sites for reflection and learning in the field, to explicitly support appropriation of data within inquiry and show the relation between specific activities and the general inquiry process

    Scenarios in virtual learning environments for one-to-one communication skills training

    Get PDF
    A scenario is a description of a series of interactions between a player and a virtual character for one-to-one communication skills training, where at each step the player is faced with a choice between statements. In this paper, we analyse the characteristics of scenarios and provide a classification to represent such scenarios. The analysis is performed through a literature review and by comparing virtual learning environments for scenario based training. Using this analysis we specify requirements for describing communication scenarios related to their: structure (linear, branching, interleaving), properties (static information stored per scenario like situation, background, which virtual character to show), and parameters (characteristics of a scenario that can be modified per statement like a score on a learning goal and an emotional effect in a virtual character). We define a schema for representing such communication scenarios and present an authoring tool to create a scenario.This study is part of the RAGE project. The RAGE project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 644187. This publication reflects only the author's view. The European Commission is not responsible for any use that may be made of the information it contains
    • …
    corecore