66,682 research outputs found

    Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses

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    Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises

    Integration of Multimedia Interactive Web Tools with In-Class Active Learning

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    In this paper, we present our experience with an introduction to engineering course in which we used a combination of active and collaborative teaching methods, multimedia web-based material, and web-based interactive tools. The students were engaged in active learning in class with methods such as demonstrations, hands-on work, and group work. After class, the students used the web-based material that we developed, such as multiple choice quizzes, interactive applets, and animations. We have also developed a number of web-based course management tools that were used by the course instructors. We conclude that both the students and instructors had a very positive experience from using this combination of methods

    An Interactive Zoo Guide: A Case Study of Collaborative Learning

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    Real Industry Projects and team work can have a great impact on student learning but providing these activities requires significant commitment from academics. It requires several years planning implementing to create a collaborative learning environment that mimics the real world ICT (Information and Communication Technology) industry workplace. In this project, staff from all the three faculties, namely the Faculty of Health, Engineering and Science, Faculty of Arts, Education and Human Development, and Faculty of Business and Law in higher education work together to establish a detailed project management plan and to develop the unit guidelines for participating students. The proposed project brings together students from business, multimedia and computer science degrees studying their three project-based units within each faculty to work on a relatively large IT project with our industry partner, Melbourne Zoo. This paper presents one multimedia software project accomplished by one of the multi-discipline student project teams. The project was called 'Interactive ZooOz Guide' and developed on a GPS-enabled PDA device in 2007. The developed program allows its users to navigate through the Zoo via an interactive map and provides multimedia information of animals on hotspots at the 'Big Cats' section of the Zoo so that it enriches user experience at the Zoo. A recent development in zoo applications is also reviewed. This paper is also intended to encourage academia to break boundaries to enhance students' learning beyond classroom.Comment: 11 Page

    Use of synchronous e-learning at university degrees

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    [EN] Different types of Course Management Systems (CMS) are fully integrated in conventional and online courses in many Universities degrees. Although they are suitable for lecturer-student information sharing, their asynchronous nature prevents an efficient interaction, which may hamper the learning process. As an alternative, synchronous virtual learning platforms can help fill the gaps in traditional CMS. However, there is very little feedback regarding its use in higher education. The Universitat Polit"ecnica de Val"encia introduced in 2010 a synchronous e-learning platform, named Poli[ReunioN], an Adobe Connect-based online service. Poli[Reuni !oN] ! provides virtual sessions where interaction between lecturers and students is enabled by means of audio/videoconferences and software application sharing. By following this path, Poli[ReunioN] provides an opportunity for ! planning new educational experiences where technology may help to achieve new learning objectives. However, the implementation of this tool still needs to be explored. In order to check its usefulness, we have performed a multidisciplinary learning experience involving a wide range of subjects over several degrees: Private Telecommunication Systems (degree in Telecommunications Engineering), Algorithms and Data Structure (degree in Computer Sciences), English for International Tourism (degree in Tourism Management), Genetics and Plant Breeding (degree in Agricultural Engineering), and a specific course for teachers¿ training. The advantages and disadvantages of the use of Poli[ReunioN] in tutoring and in different learning activities ! proposed in the aforementioned degrees are discussed from both perspectives¿lecturers and students. These experiences may help lecturers and other education professionals to adopt similar e-learning tools.The authors would like to thank the "Vicerrectorado de Estudios y Convergencia Europea" (VECE) of the UPV for their financial support of the project Experiencias Multi-Disciplinares de Integracion de Aula Inversa para el Desarrollo de Competencias TransversalesFita, A.; Monserrat Del Río, JF.; Moltó, G.; Mestre-Mestre, EM.; Rodríguez Burruezo, A. (2016). Use of synchronous e-learning at university degrees. Computer Applications in Engineering Education. 24(6):982-993. https://doi.org/10.1002/cae.21773S982993246Garrison, D. R. (2003). E-Learning in the 21st Century. doi:10.4324/9780203166093Beuchot, A., & Bullen, M. (2005). Interaction and interpersonality in online discussion forums. Distance Education, 26(1), 67-87. doi:10.1080/01587910500081285Dennen, V. P., Aubteen Darabi, A., & Smith, L. J. (2007). Instructor–Learner Interaction in Online Courses: The relative perceived importance of particular instructor actions on performance and satisfaction. Distance Education, 28(1), 65-79. doi:10.1080/01587910701305319Garrison, D. R., & Cleveland-Innes, M. (2005). Facilitating Cognitive Presence in Online Learning: Interaction Is Not Enough. American Journal of Distance Education, 19(3), 133-148. doi:10.1207/s15389286ajde1903_2http://www.adobe.com/es/products/connect/Bondi, S., Daher, T., Holland, A., Smith, A. R., & Dam, S. (2016). Learning through personal connections: cogenerative dialogues in synchronous virtual spaces. Teaching in Higher Education, 21(3), 301-312. doi:10.1080/13562517.2016.1141288Huang, Y.-M., Kuo, Y.-H., Lin, Y.-T., & Cheng, S.-C. (2008). Toward interactive mobile synchronous learning environment with context-awareness service. Computers & Education, 51(3), 1205-1226. doi:10.1016/j.compedu.2007.11.009Xenos, M., Avouris, N., Komis, V., Stavrinoudis, D., & Margaritis, M. (s. f.). Synchronous collaboration in distance education:a case study on a computer science course. IEEE International Conference on Advanced Learning Technologies, 2004. Proceedings. doi:10.1109/icalt.2004.13574652016 https://polireunion.upv.es/http://poliformat.upv.es2016 https://sites.google.com/site/matiupv/Cappiccie, A., & Desrosiers, P. (2011). Lessons Learned From Using Adobe Connect in the Social Work Classroom. Journal of Technology in Human Services, 29(4), 296-302. doi:10.1080/15228835.2011.638239McConnell, T. J., Parker, J. M., Eberhardt, J., Koehler, M. J., & Lundeberg, M. A. (2012). Virtual Professional Learning Communities: Teachers’ Perceptions of Virtual Versus Face-to-Face Professional Development. Journal of Science Education and Technology, 22(3), 267-277. doi:10.1007/s10956-012-9391-ySaitta, E. K. H., Bowdon, M. A., & Geiger, C. L. (2011). Incorporating Service-Learning, Technology, and Research Supportive Teaching Techniques into the University Chemistry Classroom. Journal of Science Education and Technology, 20(6), 790-795. doi:10.1007/s10956-010-9273-0Konstantinidis, A., Tsiatsos, T., & Pomportsis, A. (2009). Collaborative virtual learning environments: design and evaluation. Multimedia Tools and Applications, 44(2), 279-304. doi:10.1007/s11042-009-0289-5Hiltz, S. R., & Turoff, M. (2005). Education goes digital. Communications of the ACM, 48(10), 59-64. doi:10.1145/1089107.1089139Smith, M. L., & Cline, M. A. (2011). Inexpensive Options for a High-Tech Learning Environment. Journal of Science Education and Technology, 20(6), 785-789. doi:10.1007/s10956-010-9272-

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Microalgae production in fresh market wastewater and its utilization as a protein substitute in formulated fish feed for oreochromis spp.

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    Rapid growing of human population has led to increasing demand of aquaculture production. Oreochromis niloticus or known as tilapia is one of the most globally cultured freshwater fish due to its great adaptation towards extreme environment. Besides, farming of tilapia not only involves small scales farming for local consumption but also larger scales for international market which contributes to a foreign currency earning. Extensive use of fishmeal as feed for fish and for other animals indirectly caused an increasing depletion of the natural resource and may consequently cause economic and environmental unstable. Microalgae biomass seems to be a promising feedstock in aquaculture industry. It can be used for many purposes such as live food for fish larvae and dried microalgae to substitute protein material in fish feed. The microalgae replacement in fish feed formulation as protein alternative seem potentially beneficial for long term aqua-business sustainability. The present chapter discussed the potential of microalgae as an alternative nutrition in fish feed formulations, specifically Tilapia

    [Subject benchmark statement]: computing

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