357 research outputs found

    Learning Design: reflections on a snapshot of the current landscape

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    The mounting wealth of open and readily available information and the swift evolution of social, mobile and creative technologies warrant a re-conceptualisation of the role of educators: from providers of knowledge to designers of learning. This need is being addressed by a growing trend of research in Learning Design. Responding to this trend, the Art and Science of Learning Design workshop brought together leading voices in the field and provided a forum for discussing its key issues. It focused on three thematic axes: practices and methods, tools and resources, and theoretical frameworks. This paper reviews some definitions of Learning Design and then summarises the main contributions to the workshop. Drawing upon these, we identify three key challenges for Learning Design that suggest directions for future research

    Collaborative applications used in a wireless environment at sea for use in Coast Guard Law Enforcement and Homeland Security missions

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    This thesis analyzes the potential impact of incorporating wireless technologies, specifically an 802.11 mesh layer architecture and 802.16 Orthogonal Frequency Division Multiplexing, in order to effectively and more efficiently transmit data and create a symbiotic operational picture between Coast Guard Cutters, their boarding teams, Coast Guard Operation Centers, and various external agencies. Two distinct collaborative software programs, Groove Virtual Office and the Naval Postgraduate School's Situational Awareness Agent, are utilized over the Tactical Mesh and OFDM network configurations to improve the Common Operating Picture of involved units within a marine environment to evaluate their potential impact for the Coast Guard. This is being done to increase the effectiveness and efficiency of Coast Guard units while they carry out their Law Enforcement and Homeland Security Missions. Through multiple field experiments, including Tactical Network Topology and nuclear component sensing with Lawrence Livermore National Laboratory, we utilize commercial off the shelf (COTS) equipment and software to evaluate their impact on these missions.http://archive.org/details/collaborativeppl109452311Lieutenant Commander, United States Coast GuardLieutenant, United States Coast GuardApproved for public release; distribution is unlimited

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Disrupting education using smart mobile pedagogies

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    © Springer Nature Switzerland AG 2019. As mobile technologies become more multifaceted and ubiquitous in society, educational researchers are investigating the use of these technologies in education. A growing body of evidence shows that traditional pedagogies still dominate the educational field and are misaligned with the diverse learning opportunities offered by the use of mobile technologies. There is an imperative to question those traditional notions of education, including how, where and when teaching and learning are enacted, and to explore the possible mediating roles of new mobile technologies. New smart pedagogies, which embrace the affordances offered by mobile technologies, have the potential to disrupt notions of schooling. In this chapter, we examine the nature of smart pedagogies and their intersection with mobile pedagogies. We unpack notions of innovation and disruption. We then discuss smart mobile learning activities for school students identified from a Systematic Literature Review, together with the pedagogical principles underpinning them. We argue to encourage smart pedagogies, teacher educators should support teachers to implement ‘feasible disruptions’. Consequently, implications for teacher education are explored

    Faculty use of technology in postsecondary education, 2010

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    This study was designed to examine six questions concerning faculty use of technology in postsecondary education in relationship to faculty age, gender, academic rank, employment status, principal field of teaching, and type of institution where the faculty member is employed. The study used archival data from the National Study of Postsecondary Faculty (NSOPF:04) to describe and examine faculty use of technology in postsecondary education. The researcher analyzed archival data collected in 2004 by RTI. In 2004 34,330 eligible sample members were identified; 29,820 (87%) were contacted, and 26,110 (76%) completed the survey (NCES). The findings of this study indicated that further research is needed in the following three areas: 1) the examination of gender and faculty use of technology in postsecondary education. 2) the relationship between faculty employment status and faculty use of technology in postsecondary education, and 3) the type of institution (2- vs. 4-Year) in which faculty work and faculty use of technology in postsecondary education

    Principles and tools for instructional visualisation

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    ALT-C 2012 Conference Proceedings:A confrontation with reality

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