1,282 research outputs found
Life sciences on-line: A study in hypermedia application
The main objective was to determine the feasibility of using a computer-based interactive information recall module for the Life Sciences Project Division (LSPD) at NASA, Johnson Space Center. LSPD personnel prepare payload experiments to test and monitor physiological functions in zero gravity. Training refreshers and other types of online help are needed to support personnel in their tasks during mission testing and in flight. Results of a survey of other hypermedia and multimedia developers and lessons learned by the developer of the LSPD prototype module are presented. Related issues and future applications are also discussed and further hypermedia development within the LSPD is recommended
Spacecraft software training needs assessment research
The problems were identified, along with their causes and potential solutions, that the management analysts were encountering in performing their jobs. It was concluded that sophisticated training applications would provide the most effective solution to a substantial portion of the analysts' problems. The remainder could be alleviated through the introduction of tools that could help make retrieval of the needed information from the vast and complex information resources feasible
Designing graphical interface programming languages for the end user
This thesis sets out to answer three simple questions: What tools are available for novice programmers to program GUIs? Are those tools fulfilling their role? Can anything be done to make better tools? Despite being simple questions, the answers are not so easily constructed.
In answering the first question, it was necessary to examine the range of tools available and decide upon criteria which could be used to identify tools aimed specifically at the novice programmer (there being no currently agreed criteria for their identification). Having identified these tools, it was then necessary to construct a framework within which they could be sensibly compared.
The answering of the second question required an investigation of what were the successful features of current tools and which features were less successful. Success or failure of given features was determined by research in both programming language design and studies of programmer satisfaction.
Having discovered what should be retained and discarded from current systems, the answering of the third question required the construction of new systems through blending elements from visual languages, program editors and fourth generation languages. These final prototypes illustrate a new way of thinking about and constructing the next generation of GUI programming languages for the novice
An analysis of student reaction to the use of interactive video and hypermedia to enhance post-secondary biological science education
The perceived effect on student learning provided by interactive technology in the biological sciences has been studied on a small, private, two-year college campus. The first portion of the study was the perceived effectiveness of interactive video when used for class presentations for biological science majors. The second portion of the study evaluated five campus-produced interactive laserdisc tutorials designed for individual and group use for students taking a general introductory biology lab course
Courseware in academic library user education: a literature review from the GAELS Joint Electronic Library project
The use of courseware for information skills teaching in academic libraries has been growing for a number of years. The GAELS project was required to create a set of learning materials to support Joint Electronic Library activity at Glasgow and Strathclyde Universities and conducted a literature review of the subject. This review discovered a range of factors common to successful library courseware implementations, such as the need for practitioners to feel a sense of ownership of the medium, a need for courseware customization to local information environments, and an emphasis on training packages for large bodies of undergraduates. However, we also noted underdeveloped aspects worthy of further attention, such as treatment of pedagogic issues in library CAL implementations and use of hypertextual learning materials for more advanced information skills training. We suggest ways of improving library teaching practice and further areas of research
Courseware in academic library user education: A literature review from the GAELS Joint Electronic Library Project
The use of courseware for information skills teaching in academic libraries has been growing for a number of years. In order to create effective courseware packages to support joint electronic library activity at Glasgow and Strathclyde Universities, the GAELS project conducted a literature review of the subject. This review discovered a range of factors common to successful library courseware implementations, such as the need for practitioners to feel a sense of ownership of the medium, a need for courseware customization to local information environments, and an emphasis on training packages for large bodies of undergraduates. However, we also noted underdeveloped aspects worthy of further attention, such as treatment of pedagogic issues in library computer‐aided learning (CAL) implementations and use of hypertextual learning materials for more advanced information skills training. We describe how these findings shaped the packages produced by the project and suggest ways forward for similar types of implementation
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Exploring the potential of knowledge engineering and hypercard for enhancing teaching and learning in mathematics.
This study adapted the knowledge engineering process from expert systems research and used it to acquire the combined knowledge of a mathematics student and a mathematics teacher. The knowledge base acquired was used to inform the design of a hypercard learning environment dealing with linear and quadratic functions. The researcher, who is also a mathematics teacher, acted as both knowledge engineer and expert. In the role of knowledge engineer, she conducted sixteen sessions with a student-expert. The purpose of the knowledge engineering sessions was to acquire an explicit representation of the student\u27s expertise. The student\u27s expertise was her view of mathematical concepts as she understood them. The teacher also made explicit her understanding of the same mathematical concepts discussed by the student. A graphical representation of the knowledge of both student and teacher was developed. This knowledge base informed the design of a hypercard learning environment on functions. Three major implications for teaching and learning emerged from the research. First, the teacher as knowledge engineer is a compelling new way to conceptualize the teacher\u27s role. In the role of knowledge engineer, the teacher develops an understanding of the student\u27s knowledge base which can inform curriculum. Second, recognizing the student as expert allows the student to be a more active participant in the learning process. Finally, hypercard is an appropriate and promising application for the development of knowledge based systems which will encourage the active participation of teachers and students in the development of curriculum
Evaluating Digital Libraries: A Longitudinal and Multifaceted View
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The prevalence of computer programming in teacher education coursework: A California State University profile
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Developing a design methodology for the construction of hypertext and hypermedia, with particular reference to hypertext electronic prospectuses
Use and development of hypertext-based documents is becoming more widespread in both industry and die academic world. This has obvious implications for the design of hypertext documents. The hypertext designer has been relatively ignored until recently, with attention largely focused on the quality of the hypertext rather than support for the designer. Recent hypertext design methodologies, such as that described by Isakowitz et al. (1995) have made a useful contribution, but are oriented towards designers with a background in computing science and related professions.
This research addresses this problem by the development of a design methodology which is intended to be accessible to the general author. The design methodology was based on three sources of data: a taxonomy of existing design guidance, including a range of principles and guidelines and previous design methodologies for hypertext; hypertext versions of a higher education college prospectus, and a case study of a CD-ROM higher education prospectus.
This material was assembled and synthesised to produce a provisional design methodology that is positioned between existing design methodologies such as Relationship Management Methodology (Isakowitz et al 1995) and Object-Oriented Hypermedia Design Method (Schwabe et al 1995), which are influenced by software engineering and database design concepts, and other less formal descriptions of the hypertext design process. The design methodology supports and encourages iterative methods of working, and includes supporting documentation and pro formas designed to encourage a thorough approach to hypertext design
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