803,058 research outputs found
Computer-aided veterinary learning at the University of Cambridge
An approach to computer-assisted learning in veterinary education at the University of Cambridge, involving the development of four types of learning module, is outlined. A tutorial on regional perineural anaesthesia in the horse, based on the familiar tape-slide format but with significant improvements, is described. A question and answer self-assessment package and a computer-based 'digital lecture' are also discussed, together with a case simulation involving the investigation of a polydipsic dog. All the tutorials were developed using standard software packages and image digitising processes. The philosophy behind the development of these computer-assisted learning packages is discussed
Between the Lines: documenting the multiple dimensions of computer supported collaborations
When we consider the possibilities for the design and evaluation of Computer Supported Collaborative Learning (CSCL) we probably constrain the CS in CSCL to situations in which learners, or groups of learners collaborate with each other around a single computer, across a local intranet or via the global internet. We probably also consider situations in which the computer itself acts as a collaborative partner giving hints and tips either with or without the addition of an animated pedagogical agent. However, there are now many possibilities for CSCL applications to be offered to learners through computing technology that is something other than a desktop computer, such as the TV or a digital toy. In order to understand how such complex and novel interactions work, we need tools to map out the multiple dimensions of collaboration using a whole variety of technologies. This paper discusses the evolution of a documentation technique for collaborative interactions from its roots in a situation where a single learner is collaborating with a software learning partner, through its second generation: group use of multimedia, to its current test-bed: young children using digital toys and associated software. We will explore some of the challenges these different learning situations pose for those involved in the evaluation of collaborative learning
E-LEARING
Electronic learning (or e-Learning or eLearning) is a type of Technology supported education/learning (TSL) where the medium of instruction is through computer technology, particularly involving digital technologies. E-learning has been defined as "pedagoe-learning, virtual classrooms, learning technology, online learning
Technology, Pedagogy and Digital Production: A Case Study of Children Learning New Media Skills
This article presents an analysis of data from a project which investigated children and young people's learning of digital cultures in informal settings in Britain. The project aimed to build links between young peoples' leisure and learning experiences, by engaging with the content and styles of learning connected with digital cultures in homes and community centres. The focus of this article is on a computer games making course for young people age 9 – 13. The article looks specifically at issues around technology and pedagogy. Questions are raised about types of software used with this age range, and the article includes a discussion of the models of learning which describe young people?s interactions with digital cultures
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Gender Differences and Digital Learning Games – One Size Does not fit all
The intrinsic motivation demonstrated towards digital games provides the opportunity for its use as a learning tool irrespective of gender differences. This has resulted in the combination of the motivation of games with curricular content referred to as Digital Game-Based Learning.
While some related studies have argued that there are no gender differences in the motivational appeal of digital educational games, others present an opposing view.
This paper reports the result of an investigation into the motivational appeal of digital educational games for 11-14 years old girls and boys. There is evidence that this age group is pivotal to the shrinking pipeline phenomenon in which fewer females progressively engage with computer science education and careers.
The investigation involved a two stage study composed of a qualitative exploratory study, which identified the key criteria for the successful appeal of some digital entertainment games to young girls and boys and a main study. The main study generate both qualitative and quantitative data to further investigate the motivational appeal of digital educational games for learning basic computer science concepts for both girls and boys of age 11-14 years old. For the main study, two experimental games for learning basic computer science concepts were created based on the key criteria identified from the exploratory study.
The first included the game characteristics that appeared to support the motivational appeal of the girls. The second game was antithetical to the first. Both genders from the participating population engaged with both games and online questionnaires were used to capture data on their perception of both games.
The outcome of the investigation which involved 304 participants (girls = 152 and boys =152) from Southeast England, United Kingdom provided the empirical evidence in support of the argument that there are gender differences in the motivational appeal of digital educational game characteristics which can either support or thwart motivation i.e. one size does not fit all.
The result of this investigation should support educationists, researchers and digital educational game designers in having an inclusive approach towards the creation of digital educational games for learning
Lina Lee Professor Spanish; Languages, Literature, & Culture, College of Liberal Arts (COLA) travels to Italy
In August 2015, I traveled to Padova, Italy to attend the European Association for Computer Assisted Language Learning (EUROCALL) annual conference. The conference took place at the University of Padova, 45 minutes outside of Venice. The University of Padova was founded in 1222 as a school of law and is one of Italy’s leading universities. I delivered a research paper entitled “Developing Learners’ Content Knowledge and Oral Proficiency Through Digital News Stories” and participated in a workshop at the conference. I also had the honor to chair a panel session on the evaluation of computer-assisted language learning (CALL) research with a focus on how the use of digital media for virtual intercultural interaction and collaboration can help develop learners’ cross-cultural knowledge and awareness. It was very well attended
Using digital storytelling as a methodology for the introduction of socially responsible graphic design in a University Bachelor of Computer Graphic Design Programme
This paper case studies the pedagogical methodology for a digital storytelling project involving final semester Bachelor of Computer Graphic Design students and students from a community based charitable arts trust. A young artist is paired with a senior tertiary graphic design student to create digital narratives that attempt to remain within the spirit of the original goals of the Digital Storytelling Movement. The project aims to introduce socially responsible graphic design to tertiary computer graphic design students and foundation arts students. Discussion of the learning outcomes of this project, including analysis of the results of the personal breakthroughs made by students as seen in their written accounts in project completion surveys are detailed
Computer-based library or computer-based learning?
Traditionally, libraries have played the role of repository of published information resources and, more recently,
gateway to online subscription databases. The library online catalog and digital library interface serve an
intermediary function to help users locate information resources available through the library. With competition from Web search engines and Web portals of various kinds available for free, the library has to step up to play a more active role as guide and coach to help users make use of information resources for learning or to accomplish particular tasks. It is no longer sufficient for computer-based library systems to provide just search and access functions. They must provide the functionality and environment to support learning and become computer-based learning systems. This paper examines the kind of learning support that can be incorporated in library online catalogs and digital libraries, including 1) enhanced support for information browsing and synthesis through linking by shared meta-data, references and concepts; 2) visualization of related information; 3) adoption of Library 2.0 and social technologies; 4) adoption of Library 3.0 technologies including intelligent processing and text mining
Pengembangan Media Pembelajaran dengan Branching Program Berbasis Komputer
The purpose of this study is to evaluate whether learning media with a computer-based branching program can improve learning outcome on Digital System Design course or not. IDI (Instruksional Development Institute) Reseacrh and Development (R&D) has been applied to develop program and to evaluate the effectiveness of learning media with a computer-based program branching on Digital System Design course. There are three stages in this research, defining, developing, and evaluating. Content validity of learning media with a computer-based program branching was found highly valid. Based on the learning outcomes, the effectiveness of learning media was found effective. More over,based on the teachers and the students response, itwas found that the learning media was found very highly practical. Based on the data analysis, it was found that learning media with a computer-based branchingprogram can improve the students' learning outcome on Digital System Design course
A modern course on digital design at the University of Twente
At the University of Twente, the Netherlands a modern course on basic digital design has been developed. This course, which is based on a text book in English (K. J. Breeding, 1992), is supported by a sophisticated computer-assisted learning program and life-like practical work with extensive use of computer-aided-design tools. These features largely reduce the need for human teachers. Major parts of the course are particularly suited to be copied by other institute
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