5,544 research outputs found

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

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    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Interactive Whiteboards for Teacher Training

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    This project was created in partial fulfillment towards for a master's degrees in education technology at the University of Hawaii at Manoa. The findings from this project were presented at the Technology, Colleges, and Community Worldwide Online Conference.The use of interactive whiteboards (IWBs) grew dramatically over the past two decades, especially within educational settings. This action research project attempted to determine how IWBs affected engagement, interaction, and learning when used for teacher training. Survey results indicated positive teacher attitudes towards IWBs prior to training, and that these impressions intensified as a result of the demonstration of the IWB’s capabilities. High posttest scores also suggested that IWBs may be effective as a potential tool for delivering content knowledge. Exposing teachers to IWB use during training also appeared to improve their dispositions towards using IWBs for their own classrooms

    Integrating Emotion Recognition Tools for Developing Emotionally Intelligent Agents

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    Emotionally responsive agents that can simulate emotional intelligence increase the acceptance of users towards them, as the feeling of empathy reduces negative perceptual feedback. This has fostered research on emotional intelligence during last decades, and nowadays numerous cloud and local tools for automatic emotional recognition are available, even for inexperienced users. These tools however usually focus on the recognition of discrete emotions sensed from one communication channel, even though multimodal approaches have been shown to have advantages over unimodal approaches. Therefore, the objective of this paper is to show our approach for multimodal emotion recognition using Kalman filters for the fusion of available discrete emotion recognition tools. The proposed system has been modularly developed based on an evolutionary approach so to be integrated in our digital ecosystems, and new emotional recognition sources can be easily integrated. Obtained results show improvements over unimodal tools when recognizing naturally displayed emotions

    Theoretical perspectives and new practices in audio-graphic conferencing for language learning

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    This article will start with the situation at the Open University, where languages are taught at a distance. Online tuition using an audio-graphic Internet-based conferencing system called Lyceum is one of the ways used to develop students' communicative skills. Following Garrett's call for an integration of research and practice at EUROCALL 1997 (Garrett, 1998) – a call which is still valid today – the present article proposes a conceptual framework which can support the use of conferencing systems such as Lyceum in language learning and teaching. In the first part of the article, I examine several pedagogical theories supporting language learning, that is, second language acquisition and sociocultural theories, and multimodality, and apply them to the practice of audio-graphic computer-mediated communication (CMC) as used at the Open University. I also build on previous research, which, however, is still dominated by written CMC. What Erben stated in 1999 is still true: that audio-graphic technology 'remains under-researched and under-theorised.� (Erben, 1999:230). Firstly, I therefore examine studies on written CMC and secondly those that have been conducted on audio-graphic CMC in order to identify the benefits and challenges of these media. Both the pedagogical theory and previous studies of CMC have informed the design and implementation of online tuition at the Open University. Thus the second part of the article reports on a research project on Lyceum, which took place in 2002. The goal of the project was to evaluate the use of audio-graphic conferencing in practice, and this in turn has instigated both improvements in the software used and in student support as well as further changes to the task design. I present some findings and discuss both the challenges of audio-graphic conferencing that were encountered and the benefits that were identified

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    XR Academia:Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe

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    The book XR Academia: Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe, has at its core the objective of making immersive technology accessible and visible worldwide, with the simultaneous breaking-down of linguistic barriers. Both European and Latin American authors can read each other’s work(s), allowing knowledge and experience in extended reality to be shared. Another important aspect of XR Academia is its attempt to introduce an open science contribution to the issues of immersive technologies, in order to inspire new generations that do not have access to increasingly expensive publications. This volume includes fourteen selected chapters from presenters from the 2020 and 2021 events. These chapters describe research and experiences on a wide range of XR applications, which include entertainment, health, narration, education, psychotherapy, guidance, language, culture and arts. Considering that great inventions and innovations are developed in Latin America but fail to be published internationally, our aim was to open a door to allow the permanent exchange between two languages: Spanish and English
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