71,390 research outputs found
Reviews
Researching into Teaching Methods in Colleges and Universities by Clinton Bennett, Lorraine Foreman‐Peck and Chris Higgins, London: Kogan Page, 1996. ISBN: 0–7494–1768–4, 136 (+ vii) pages, paperback. £14.99
Robot programming by demonstration through system identification
Increasingly, personalised robots — robots especially
designed and programmed for an individual’s needs
and preferences — are being used to support humans in
their daily lives, most notably in the area of service robotics. Arguably, the closer the robot is programmed to the individual’s needs, the more useful it is, and we believe that giving people the opportunity to program their own robots, rather than programming robots for them, will push robotics research one step further in the personalised robotics field. However, traditional robot programming techniques require specialised technical skills from different disciplines and it is not reasonable to expect end-users to have these skills. In this paper, we therefore present a new method of obtaining robot control code — programming by demonstration through system identification which algorithmically and automatically transfers human behaviours into robot control code, using transparent, analysable mathematical functions. Besides providing a simple means of generating perception-action mappings, they have the additional advantage that can also be used to form hypotheses and theoretical analysis of robot behaviour. We demonstrate the viability of this approach by teaching a Scitos G5 mobile robot to achieve wall following and corridor passing behaviours
Recommended from our members
Introducing TU100 ‘My Digital Life’: Ubiquitous computing in a distance learning environment
In this paper we describe the Open University’s progress towards delivering an introduction to ubiquitous computing within a distance-learning environment. Our work is strongly influenced by the philosophy of learning-through-play and we have taken technologies originally designed for children’s education and adapted them for adult learners, many of whom will have no formal experience of computer science or information technology.
We will introduce two novel technologies; Sense, a drag-and-drop programming language based on Scratch; and the SenseBoard, an inexpensive hardware device that can be connected to the student’s computer, through which they can sense their environment and display outputs.
This paper is not intended as a detailed discussion of individual technologies (they will follow in time), rather it should serve as an introduction to the Open University’s method of teaching and how we hope to continue to recruit new computer scientists and engineers using novel technologies
Building-in quality rather than assessing quality afterwards: a technological solution to ensuring computational accuracy in learning materials
[Abstract]: Quality encompasses a very broad range of ideas in learning
materials, yet the accuracy of the content is often overlooked
as a measure of quality. Various aspects of accuracy are briefly
considered, and the issue of computational accuracy is then
considered further. When learning materials are produced
containing the results of mathematical computations, accuracy
is essential: but how can the results of these computations
be known to be correct? A solution is to embed the instructions
for performing the calculations in the materials, and let
the computer calculate the result and place it in the text. In
this way, quality is built into the learning materials by design,
not evaluated after the event. This is all accomplished using
the ideas of literate programming, applied to the learning materials
context. A small example demonstrates how remarkably
easy the ideas are to apply in practice using the appropriate
technology. Given that the technology is available and
is easy to use, it would appear imperative that the approach
discussed is adopted to improve quality in learning materials
containing computational results
Early experiences of computer‐aided assessment and administration when teaching computer programming
This paper describes early experiences with the Ceilidh system currently being piloted at over 30 institutions of higher education. Ceilidh is a course‐management system for teaching computer programming whose core is an auto‐assessment facility. This facility automatically marks students programs from a range of perspectives, and may be used in an iterative manner, enabling students to work towards a target level of attainment. Ceilidh also includes extensive course‐administration and progress‐monitoring facilities, as well as support for other forms of assessment including short‐answer marking and the collation of essays for later hand‐marking. The paper discusses the motivation for developing Ceilidh, outlines its major facilities, then summarizes experiences of developing and actually using it at the coal‐face over three years of teaching
Model of professional retraining of teachers based on the development of STEM competencies
The article describes a methodology for organizing lifelong learning, professional retraining of teachers in STEM field and their lifelong learning in Volodymyr Hnatiuk Ternopil National Pedagogical University (Ukraine). It analyzes foreign and domestic approaches and concepts for the implementation of STEM in educational institutions. A model of retraining teachers in the prospect of developing their STEM competencies and a model of STEM competencies were created. The developed model of STEM competencies for professional teacher training and lifelong learning includes four components (Problem solving, Working with people, Work with technology, Work with organizational system), which are divided into three domains of STEM competencies: Skills, Knowledge, Work activities. In order to implement and adapt the model of STEM competencies to the practice of the educational process, an experimental study was conducted. The article describes the content of the scientific research and the circle of respondents and analyzes the results of the research
Recommended from our members
The social construction of educational technology through the use of proprietary software
Major strands of science and technology studies (STS) in recent decades have been the 'social shaping of technology' (SST) and 'social construction of technology' (SCOT) movements, whose adherents maintain that technological systems are determined just as much by social forces as by technological ones. Taking this 'co-construction' notion as a starting point, and putting a focus on the user, I look at some examples of the use of proprietary software in which the learner, instead of being constrained by a rather deterministic pedagogy of educational technology, can exploit the functionality of the software in ways far removed from the original design. For example, spreadsheets can be used to incorporate modelling assumptions directly to simulate digital signal transmission, or the workings of the binomial function. Audio editing software can be used to teach about the technology of music by allowing the student to explore waveform characteristics. The manipulation of images, if combined with a teaching of the principles behind data compression, can engender a deep understanding of the processes involved. And translation software can be used for language learning in a way very different from what was envisaged by the designers. Educational technology has tended to suffer from an emphasis on, and excessive claims for, technological innovation and novelty. Film, radio, television, programmed learning, interactive video discs, CD-ROMs, a 'computer in every classroom', 'one laptop per child', the web, computer-mediated communication, smartboards; and now mashups, Second Life, Facebook, YouTube and Twitter – all have all been seen as radical new technologies that would revolutionize learning. Here I make the case for the social construction of educational technology by users and teachers, based on exploiting to far better effect the possibilities of mature, often proprietary, software not originally designed for pedagogical purposes. The approach outlined here not only helps students gain experience with the sort of software they are likely to encounter in their professional life, but also fosters and sustains a healthy spirit of enquiry that too often is lacking in much educational software. Although the examples presented have been situated in the context of the individual learner, similar principles can be applied to a whole range of networked educational technologies
Empirical modelling principles to support learning in a cultural context
Much research on pedagogy stresses the need for a broad perspective on learning. Such a perspective might take account (for instance) of the experience that informs knowledge and understanding [Tur91], the situation in which the learning activity takes place [Lav88], and the influence of multiple intelligences [Gar83]. Educational technology appears to hold great promise in this connection. Computer-related technologies such as new media, the internet, virtual reality and brain-mediated communication afford access to a range of learning resources that grows ever wider in its scope and supports ever more sophisticated interactions.
Whether educational technology is fulfilling its potential in broadening the horizons for learning activity is more controversial. Though some see the successful development of radically new educational resources as merely a matter of time, investment and engineering, there are also many critics of the trends in computer-based learning who see little evidence of the greater degree of human engagement to which new technologies aspire [Tal95].
This paper reviews the potential application to educational technology of principles and tools for computer-based modelling that have been developed under the auspices of the Empirical Modelling (EM) project at Warwick [EMweb]. This theme was first addressed at length in a previous paper [Bey97], and is here revisited in the light of new practical developments in EM both in respect of tools and of model-building that has been targetted at education at various levels. Our central thesis is that the problems of educational technology stem from the limitations of current conceptual frameworks and tool support for the essential cognitive model building activity, and that tackling these problems requires a radical shift in philosophical perspective on the nature and role of empirical knowledge that has significant practical implications.
The paper is in two main sections. The first discusses the limitations of the classical computer science perspective where educational technology to support situated learning is concerned, and relates the learning activities that are most closely associated with a cultural context to the empiricist perspective on learning introduced in [Bey97]. The second outlines the principles of EM and describes and illustrates features of its practical application that are particularly well-suited to learning in a cultural setting
- …