95,867 research outputs found

    Learning styles and courseware design

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    In this paper we examine how (courseware) can accommodate differences in preferred learning style. A review of the literature on learning styles is followed by a discussion of the implications of being able to accurately classify learners, and key issues that must be addressed are raised. We then present two courseware design solutions that take into account individual learning‐style preference: the first follows on from traditional research in this area and assumes that learners can be classified in advance. The second solution takes account of the issues raised previously. We conclude by discussing the feasibility of adapting learning to suit the needs of individual learners, and suggest further research investigating the relationship between preferred learning style and the design of effective interactive learning environments

    A conceptual architecture for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    Systematic development of courseware systems

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    Various difficulties have been reported in relation to the development of courseware systems. A central problem is to address the needs of not only the learner, but also instructor, developer, and other stakeholders, and to integrate these different needs. Another problem area is courseware architectures, to which much work has been dedicated recently. We present a systematic approach to courseware development – a methodology for courseware engineering – that addresses these problems. This methodology is rooted in the educational domain and is based on methods for software development in this context. We illustrate how this methodology can improve the quality of courseware systems and the development process

    A taxonomy for interactive educational multimedia

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    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. We will present a taxonomy for interactive educational multimedia that supports the classification, description and development of such systems. Such a taxonomy needs to embed multimedia technology into a coherent educational context. A conceptual framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, describe them in the human-computer context, and integrate them with mechanisms and principles of multimedia interaction

    Developing Educational Software: a professional tool perspective

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    The selection, and use of educational software and its impact in schools are still controversial issues. In this paper we present an alternative conceptualisation of educational software based on considering the software as an instrument for teachers’ professional performance. We review previous work in the areas of the design, development and evaluation of educational software and of the process of educational innovation. The review of these four areas converges to demonstrate the need for knowing and considering the context of use of educational software and for understanding users' perspectives about its roles and possibilities and hence supports a consideration a perspective on educational software which sees it as a professional tool for teachers performance of their teaching role

    Learning Through Rich Environments

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    Research into games in education most frequently expresses itself in the form of noting that games interest and motivate, and that we might therefore find the learning process improved if we were to use games as a vehicle for the delivery of learning content. We do not wish to take this approach, but to analyse what it is that makes games interesting and motivating and apply this in the context of designing learning scenarios. Many papers propose taxonomies of game style and criteria for good game design, tending to list good ideas and observed issues, but meeting difficulties when trying to generalise. We review some of the more important contributions in the area, and distil these into models to help us understand what's involved by defining the concept of a “Rich Environment.” We conclude with an example of how these models may be applied to the design of a learning environment

    STEMteach: Preparing the Next Generation of Mathematics and Science Teachers

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    With an increasing demand for individuals prepared in Science, Technology, Engineering, and Mathematics (STEM), one university responded to this call by changing its teacher preparation program. Better-prepared mathematics and science teachers have the opportunity to engage and excite students, thereby preparing and promoting more of them to enter the STEM professions. The described program is a replication of the national UTeach model that recruits content majors in mathematics and science to explore the teaching profession during a first-semester course that includes an early field experience in the elementary grades. This field experience is designed to be engaging for both the teacher education candidates and the elementary students in an effort to demonstrate the joy of teaching and to retain the candidates in the program. The ultimate goal of the program is to increase the production of quality secondary mathematics and science teachers who can transfer their own deep understanding of their content to students so that these students will be career and college ready in the STEM disciplines

    Analysis of engaged online collaborative discourse: a methodological approach

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    The purpose of this chapter is to present a reflection on collaborative learning mediated by the computer, discussing some difficulties and methodological constraints that we encounter when we try to analyze the interactions that occurred in this collaboration in an online course and the level of involvement in ollaborative discourse produced by participants. For we apply the Speech Involvement Scale Collaborative Computer-mediated Conference.Projeto MEDEIAinfo:eu-repo/semantics/publishedVersio

    A Comparison of Teaching Models in the West and in China

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    Models of teaching commonly used in the West and in China are analyzed and compared, using an analytical approach that systematically considers different aspects of the models. The purpose of the exploration is three-fold: (a) to create better understanding of both Chinese and Western models, for mutual insight and to strengthen the development of pedagogical theory building in China; (b) to guide a joint project between the Netherlands and China relative to the development computer-related learning resources for China; and (c) to contribute to better overall understanding of how instructional resources can be adapted for use in both Western and Chinese situations. The analysis provides a contribution for each of these goals
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