3,991 research outputs found

    Some studies and lessons learned from ad hoc learning

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    [[abstract]]This work proposes concepts, designs, experiences and lessons learned from some studies of ad hoc learning supported by wireless and mobile technologies. The ad hoc learning activity model supports learners communicating with or obtaining help from classmates or teacher, interacting with environment, and accessing teaching material from mobile device or Internet. Example scenarios with prototype systems for ad hoc learning are presented. Preliminary experimental and trial studies are conducted with these example scenarios in elementary and high school students. The potential impacts, limitations, and lessons learned in this study are also discussed from both the educational and technological points of view. Learning in a lively, vivid, and new learning environment, students are motivated with interests for learning the target domains. Ad hoc learning potentially extends the scope of learning activities and with more flexibility than in traditional school curriculum.[[conferencetype]]國際[[conferencedate]]20050627~20050630[[booktype]]紙本[[conferencelocation]]Hsinchu, Taiwa

    Proposal of a mobile learning preferences model

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    A model consisting of five dimensions of mobile learning preferences – location, level of distractions, time of day, level of motivation and available time – is proposed in this paper. The aim of the model is to potentially increase the learning effectiveness of individuals or groups by appropriately matching and allocating mobile learning materials/applications according to each learner’s type. Examples are given. Our current research investigations relating to this model are described

    Using Participatory Simulation Support Learning Algorithms

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    During learning computer science theory, it is essential to learn sorting algorithms, but it is not easy to understand the concept of the different sorting algorithms. This paper describes a system called PLASPS (PDA-based Learning Algorithm System Using Participatory Simulation). This is an interactive simulation system to learn the sorting algorithms. Learners use it to deeply understand the sorting algorithms. Using this system, the teacher can assign tasks to his student and ask them to sort a list of numbers according to a certain algorithm. Learners receive these tasks, collaborate together and send the result to the server. The system will check it and feedback the student with the positions of the numbers if there is a mistake. The learners will correct the number positions and send it back to the server. Learners can understand the algorithm through the dissections and their errors. This system is like ‘scaffolding’. Scaffolding is a great technique that can help the students to master understanding the sorting algorithm. At the beginning, this system assists the students by supporting some instructions, and later the fading process is starting where the students have to practice independently. There are two parts in this system, one is the system-driven, which uses scaffolding technique, and the other is the learner-driven, which allows the student to work independently. This system was developed and evaluated. In this paper, we describe how the system uses participatory simulation environment for sorting algorithm learning, how we use the scaffolding technique to develop this system. We also describe the implementation of the PLASPS, the evaluation of the system and the plan of the future work.Dept. of information science and Intelligent Systems, University of Tokushima, Japa

    m-AssIST: Interaction and scaffolding matters in authentic assessment

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    Authentic assessment is important in formal and informal learning. Technology has the potential to be used to support the assessment of higher order skills particularly with respect to real life tasks. In particular, the use of mobile devices allows the learner to increase her interactions with physical objects, various environments (indoors and outdoors spaces), augmented digital information and with peers. Those interactions can be monitored and automatically assessed in a way that is similar to traditional objective tests. However, in order to facilitate a meaningful interaction with formative purposes, we propose that the assessment process can be assisted through scaffolding mechanisms that transform the mobile system into a ‘more capable peer’. In this context, this paper presents the m-AssIST model which captures the necessary emergent properties to design and analyse m-assessment activities. The model is used to analyse the benefits and limitations of existing m-test based systems. This paper discusses the importance of meaningful interactions, and the provision of scaffolding mechanisms to support formative and authentic assessment

    A content-based image retrieval system for outdoor ecology learning: a firefly watching system

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    [[abstract]]We devote to provide teachers and students with short-range wireless learning environment. The wireless learning platform consists of wireless handheld devices (PDA, notebook, etc.) carried by the guide and learners. A content-based image retrieval system (CBIR) is constructed to provide learner with required information using image recognition and wireless transmission technologies, such that the objective of outdoor ecology learning can be achieved. A firefly database is used as an instance to illustrate the operations of CBIR system. Instead of learning from textbook, a real firefly in natural environment can be observed and learned through digital camera and image recognition system. During the learning activity, the teacher can use this CBIR system to control the learning progress, evaluate the learning effects and provide necessary assistances to students in order to have a flourish learning environment.[[conferencetype]]國際[[conferencedate]]20040329~20040329[[conferencelocation]]Fukuoka, Japa

    Young people in iNaturalist: a blended learning framework for biodiversity monitoring

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    Participation in authentic research in the field and online through Community and Citizen Science (CCS) has shown to bring learning benefits to volunteers. In online CCS, available platforms present distinct features, ranging from scaffolding the process of data collection, to supporting data analysis and enabling volunteers to initiate their own studies. What is yet not well understood is how best to design CCS programmes that are educational, inclusive, and accessible by diverse volunteers, including young people and those with limited prior science experiences who are rather few in CCS. In this study, we interviewed 31 young people, aged 7–20 years old, who used iNaturalist, an online biodiversity monitoring platform, and identified how different forms of participation online and in the field facilitated (or inhibited) certain forms of learning, as defined by the Environmental Science Agency framework. Findings revealed that iNaturalist enabled participation of young people including those with limited science experiences and facilitated science learning such as the development of science competence and understanding. A blended learning framework for biodiversity monitoring in CCS is presented as a means to support the development of hybrid, educational, and inclusive CCS programmes for young people

    PPVR: Teaching and Learning to Play the Piano in Virtual Reality

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    PPVR is a collaboration system that supports remote piano training in a virtual reality environment with the support of synchronous and asynchronous communication, various viewpoints, and detection of finger pressure. We designed two different user interfaces for the learner and the instructor and provide different viewpoints and scaffolding tools for the learner. We also explored the usage of pressure sensing inVR to enrich the information transmission during the remote piano training. We designed a user study, but were unable to conduct it due to COVID-19.Master of ScienceInformation, School ofUniversity of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/162561/1/Wang_Xizi_Final_MTOP_Thesis_20200531.pd
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