18,529 research outputs found

    FORGE enabling FIRE facilities for the eLearning community

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    International audienceMany engineering students at third-level institutions across the world will not have the advantage of using real-world experimentation equipment, as the infrastructure and resources required for this activity are too expensive. This paper explains how the FORGE (Forging Online Education through FIRE) FP7 project transforms Future Internet Research and Experimentation (FIRE) testbed facilities into educational resources for the eLearning community. This is achieved by providing a framework for remote experimentation that supports easy access and control to testbed infrastructure for students and educators. Moreover, we identify a list of recommendations to support development of eLearning courses that access these facilities and highlight some of the challenges encountered by FORGE

    Genuine lab experiences for students in resource constrained environments: The RealLab with integrated intelligent assessment.

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    Laboratory activities are indispensable for developing engineering skills. Computer Aided Learning (CAL) tools can be used to enhance laboratory learning in various ways, the latest approach being the virtual laboratory technique that emulates traditional laboratory processes. This new approach makes it possible to give students complete and genuine laboratory experiences in situations constrained by limited resources in the provision of laboratory facilities and infrastructure and/or where there is need for laboratory education, for large classes, with only one laboratory stand. This may especially be the case in countries in transition. Most existing virtual laboratories are not available for purchase. Where they are, they may not be cost friendly for resource constrained environments. Also, most do not integrate any form of assessment structure. In this paper, we present a very cost friendly virtual laboratory solution for genuine laboratory experiences in resource constrained environments, with integrated intelligent assessment

    Designing for innovation around OER

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    This paper argues that designing collections of 'closed' educational resources (content and technologies) for use by specific student cohorts and collections of open educational resources for use by any 'learner' require different design approaches. Learning design for formal courses has been a research topic for over 10 years as the ever growing range of digital content and technologies has potentially offered new opportunities for constructing effective learning experiences, primarily through greater sharing and re-use of such content and technologies. While progress in adopting learning design by teaching practitioners has appeared slow so far the advent of open educational resources (OER) has provided a substantive boost to such sharing activity and a subsequent need for employing learning design in practice. Nevertheless there appears to be a paradox in that learning design assumes a reasonably well known and well defined student audience with presumed learning needs and mediating technologies while OER are exposed to a multitude of potential learners, both formal and informal, with unknown learning needs and using diverse technologies. It can be argued that innovative designs for formal courses involve creating structured pathways through a mixture of existing and new content and activities using a mixture of media and technologies in the process. This type of 'configurational' design that blends together given items to meet a particular need, rather than designing something fully de novo is typical in many areas of work and not just teaching. Such designs work very well when there is a small set of users of the innovation or their use of the innovation is narrow. However many innovations in information, communication and computing technologies often have multiple types of users and many more layers of complexity. In these cases, rather than heavily pre-define an innovative solution just to meet certain user requirements, it is necessary to design for greater flexibility so as to allow the users to adapt their use of the innovative solution for their own requirements once it has been deployed. The use of such an 'innofusion' approach for OER is highlighted using the case study of OpenLearn (www.open.ac.uk/openlearn)

    Extending access to remote labs from mobile devices in educational contexts

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    This paper describes how to extend the access to remote experiments from mobile devices, aiming to better engage digital native students who expect a more interactive and ubiquitous access mode. The extension is based on features of HTML5 and the jQuery Mobile framework, which allow accessing the experiments from different operating systems via the browser or native applications. As a result, users have a richer interaction mode with the experiments, which includes access from simple hand-held devices such as smartphones and PDAs. Extending the access to remote experiments, from simple devices, enables its use in other educational stages, such as high schools, where teachers struggle to engage students in STEM learning. By enabling students to use their everyday "technological companions", e.g. cellular phones, to access remote experiments, we seek to increase the educational value of this technology-enhanced learning resource

    The MARVEL EU project: A social constructivist approach to remote experimentation

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    The work presented in this paper proposes a conceptual model where remote experimentation is envisaged as a tool to achieve instructional objectives via social constructivist learning methods. The conceptual model described considers remote experiments as embedded activities in an e-learning framework that integrates the necessary tools to support the acquisition of theoretical concepts, synchronous communication via video-conferencing, interface panels to the equipments available in the remote workbench, and the necessary management tools to support this architecture. Each remote experiment is perceived by the students as a broader activity (called workshop activity) that enables them to achieve pre-defined learning goals, where collaborative actions and peer-review activities are at the basis of the underlying social constructivist learning model. The outcome of these activities is itself a learning object that provides evidence that the learning goals were achieved

    FORGE Toolkit: Leveraging Distributed Systems in eLearning Platforms

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    While more and more services become virtualised and always accessible in our society, laboratories supporting Computer Science (CS) lectures have mainly remained offline and class-based. This apparent abnormality is due to several limiting factors, discussed in the literature, such as the high cost of deploying and maintaining computer network testbeds and the lack of standardisation for the presentation of eLearning platforms. In this paper, we present the FORGE toolkit, which leverages experimentation facilities currently deployed in international initiatives for the development of e-learning materials. Thus, we solve the institutional challenge mentioned in the ACM/IEEE 2013 CS curricula concerning the access and maintenance of specialised and heterogeneous hardware thanks to a seamless integration with the networking testbed community. Moreover, this project builds an ecosystem where teaching and educational materials, tools and experiments are available under open scheme and policies. We demonstrate how it already meets most of the requirements from the Network and Communication component of CS 2013 and some of the labs of the Cisco academy. Finally, we present experience reports illustrating the potential benefits of this framework based on first deployments in four post-graduate courses in prestigious institutions around the world

    Sparking Innovation in STEM Education with Technology and Collaboration

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    This report highlights innovative technology-supported pedagogic models in science, technology, engineering and mathematics (STEM) education, explores what to expect from collaboration in a designed network, and, thereafter, sketches lessons for promoting educational innovation through collaboration. How can technology-supported learning help to move beyond content delivery and truly enhance STEM education so that students develop a broad mix of skills? How can collaboration be encouraged and used to help develop, spread, accelerate and sustain innovation in education? The HP Catalyst Initiative –an education grant programme by the Hewlett Packard (HP) Sustainability and Social Innovation team – is used as a case study to answer these questions

    OECD reviews of higher education in regional and city development, State of Victoria, Australia

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    With more than 5.3 million inhabitants Victoria is the second most populous state in Australia. Once a manufacturing economy, Victoria is now transforming itself into a service and innovation-based economy. Currently, the largest sectors are education services and tourism. In terms of social structure, Victoria is characterised by a large migrant population, 24% of population were born overseas and 44% were either born overseas or have a parent who was born overseas. About 70% of the population resides in Melbourne. Victoria faces a number of challenges, ranging from an ageing population and skills shortages to drought and climate change and increased risk of natural disasters. Rapid population growth, 2% annually, has implications for service delivery and uneven development as well as regional disparities. There are barriers to connectivity in terms of transport and infrastructure, and a high degree of inter-institutional competition in tertiary education sector. The business structure in Victoria includes some highly innovative activities such as in biotechnology, but other sectors, especially those with high number of small and medium-sized enterprises, are lagging behind. Most of the larger manufacturing enterprises are externally controlled and there is uncertainty over the long term investments they will make in the state, as well as the place of Victoria in the global production networks
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