68,124 research outputs found

    The Effect of Multiple Formats on Understanding Complex Visual Displays

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    Provides pedagogical insight concerning the skill of contours The resource being annotated is: http://www.dlese.org/dds/catalog_DLESE-000-000-004-595.htm

    The Effect of Multiple Formats on Understanding Complex Visual Displays

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    Students in introductory science courses frequently have difficulty comprehending complex graphics such as contour maps. Computer-assisted instruction (CAI), because of its ability to convey the same information in different formats, may help students gain necessary graphic interpretation skills. This article describes a research project in which students practiced reading two temperature maps in either a standard black and white contour or a color-enhanced contour format. They were then divided into groups and tested using only standard contour maps. The tests examined comprehension of the distribution of sea surface temperature, oceanographic phosphate concentration, and brain activation. Results suggest that having students practice with differently formatted maps of the same information improves later comprehension of standard contour maps. Educational levels: Graduate or professional

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Longitudinal investigation of medical student perceptions of a video-based guided study resource used to facilitate an eight week module in medicine

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    We use an action research approach to evaluate three successive cohorts of medical student perceptions of using a multi-faceted video-based guided study resource which provides academic (skills-based), social (motivation-based) and professional (clinical-based) interventions aimed at facilitating and enriching learning across an eight week module in the second year of the MBChB medical degree. Our findings show that whilst students value these video resources both as a revision tool and an aid to learning during the semester, they have specific critiques about several areas which would improve the project. We interpret our data to evidence a tangible beneficial argument for the use video-based learning objects to support student learning that is reliably reaffirmed by our longitudinal data

    Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies

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    The final publication is available at link.springer.comA mixed-methods study evaluating the motivation and satisfaction of Architecture degree students using interactive visualization methods is presented in this paper. New technology implementations in the teaching field have been largely extended to all types of levels and educational frameworks. However, these innovations require approval validation and evaluation by the final users, the students. In this paper, the advantages and disadvantages of applying mixed evaluation technology are discussed in a case study of the use of interactive and collaborative tools for the visualization of 3D architectonical models. The main objective was to evaluate Architecture and Building Science students’ the motivation to use and satisfaction with this type of technology and to obtain adequate feedback that allows for the optimization of this type of experiment in future iterations.Postprint (author’s final draft

    Integrated quality and enhancement review : summative review : Stockport College

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    Are e-readers suitable tools for scholarly work?

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    This paper aims to offer insights into the usability, acceptance and limitations of e-readers with regard to the specific requirements of scholarly text work. To fit into the academic workflow non-linear reading, bookmarking, commenting, extracting text or the integration of non-textual elements must be supported. A group of social science students were questioned about their experiences with electronic publications for study purposes. This same group executed several text-related tasks with the digitized material presented to them in two different file formats on four different e-readers. Their performances were subsequently evaluated by means of frequency analyses in detail. Findings - e-Publications have made advances in the academic world; however e-readers do not yet fit seamlessly into the established chain of scholarly text-processing focusing on how readers use material during and after reading. Our tests revealed major deficiencies in these techniques. With a small number of participants (n=26) qualitative insights can be obtained, not representative results. Further testing with participants from various disciplines and of varying academic status is required to arrive at more broadly applicable results. Practical implications - Our test results help to optimize file conversion routines for scholarly texts. We evaluated our data on the basis of descriptive statistics and abstained from any statistical significance test. The usability test of e-readers in a scientific context aligns with both studies on the prevalence of e-books in the sciences and technical test reports of portable reading devices. Still, it takes a distinctive angle in focusing on the characteristics and procedures of textual work in the social sciences and measures the usability of e-readers and file-features against these standards.Comment: 22 pages, 6 figures, accepted for publication in Online Information Revie

    A review on massive e-learning (MOOC) design, delivery and assessment

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    MOOCs or Massive Online Open Courses based on Open Educational Resources (OER) might be one of the most versatile ways to offer access to quality education, especially for those residing in far or disadvantaged areas. This article analyzes the state of the art on MOOCs, exploring open research questions and setting interesting topics and goals for further research. Finally, it proposes a framework that includes the use of software agents with the aim to improve and personalize management, delivery, efficiency and evaluation of massive online courses on an individual level basis.Peer ReviewedPostprint (author's final draft

    Gamificacion in education and active methodologies at Higher education

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    In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tec

    Contours of Inclusion: Inclusive Arts Teaching and Learning

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    The purpose of this publication is to share models and case examples of the process of inclusive arts curriculum design and evaluation. The first section explains the conceptual and curriculum frameworks that were used in the analysis and generation of the featured case studies (i.e. Understanding by Design, Differentiated Instruction, and Universal Design for Learning). Data for the cases studies was collected from three urban sites (i.e. Los Angeles, San Francisco, and Boston) and included participant observations, student and teacher interviews, curriculum documentation, digital documentation of student learning, and transcripts from discussion forum and teleconference discussions from a professional learning community.The initial case studies by Glass and Barnum use the curricular frameworks to analyze and understand what inclusive practices look like in two case studies of arts-in-education programs that included students with disabilities. The second set of precedent case studies by Kronenberg and Blair, and Jenkins and Agois Hurel uses the frameworks to explain their process of including students by providing flexible arts learning options to support student learning of content standards. Both sets of case studies illuminate curricular design decisions and instructional strategies that supported the active engagement and learning of students with disabilities in educational settings shared with their peers. The second set of cases also illustrate the reflective process of using frameworks like Universal Design for Learning (UDL) to guide curricular design, responsive instructional differentiation, and the use of the arts as a rich, meaningful, and engaging option to support learning. Appended are curriculum design and evaluation tools. (Individual chapters contain references.
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