18,302 research outputs found

    VCU Media Lab

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    We propose the establishment of a VCU Media Lab – a professional creative media technology unit whose mission is to support the development, design, production and delivery of innovative media, multimedia, computer-based instruction, publications and tools in support of VCU education, research and marketing initiatives. This centrally administered, budgeted and resourced facility will acknowledge, refine, focus and expand media services that are currently being provided at VCU in a decentralized manner

    Development and evaluation of a web-based learning system based on learning object design and generative learning to improve higher-order thinking skills and learning

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    This research aims to design, develop and evaluate the effectiveness of a Webbased learning system prototype called Generative Object Oriented Design (GOOD) learning system. Result from the preliminary study conducted showed most of the students were at lower order thinking skills (LOTS) compared to higher order thinking skills (HOTS) based on Bloom’s Taxonomy. Based on such concern, GOOD learning system was designed and developed based on learning object design and generative learning to improve HOTS and learning. A conceptual model design of GOOD learning system, called Generative Learning Object Organizer and Thinking Tasks (GLOOTT) model, has been proposed from the theoretical framework of this research. The topic selected for this research was Computer System (CS) which focused on the hardware concepts from the first year Diploma of Computer Science subjects. GOOD learning system acts as a mindtool to improve HOTS and learning in CS. A pre-experimental research design of one group pretest and posttest was used in this research. The samples of this research were 30 students and 12 lecturers. Data was collected from the pretest, posttest, portfolio, interview and Web-based learning system evaluation form. The paired-samples T test analysis was used to analyze the achievement of the pretest and posttest and the result showed that there was significance difference between the mean scores of pretest and posttest at the significant level a = 0.05 (p=0.000). In addition, the paired-samples T test analysis of the cognitive operations from Bloom’s Taxonomy showed that there was significance difference for each of the cognitive operation of the students before and after using GOOD learning system. Results from the study showed improvement of HOTS and learning among the students. Besides, analysis of portfolio showed that the students engaged HOTS during the use of the system. Most of the students and lecturers gave positive comments about the effectiveness of the system in improving HOTS and learning in CS. From the findings in this research, GOOD learning system has the potential to improve students’ HOTS and learning

    Beyond the Bubble: Technology and the Future of Student Assessment

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    Provides an overview of information technology's potential to enable better assessments of student achievement. Outlines promising models for testing complex skills, cognition, and learning and for utilizing such assessments to improve instruction

    Writing to Read: Evidence for How Writing Can Improve Reading

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    Analyzes studies showing that writing about reading material enhances reading comprehension, writing instruction strengthens reading skills, and increased writing leads to improved reading. Outlines recommended writing practices and how to implement them

    Designing software to maximize learning1

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    This paper starts from the assumption that any evaluation of educational software should focus on whether or not, and the extent to which, it maximizes learning. It is particularly concerned with the impact of software on the quality of learning. The paper reviews key texts in the literature on learning, including some which relate directly to software development, and suggests ways in which a range of learning theories can inform the process of software design. The paper sets out to make a contribution to both the design and the evaluation of educational software

    Embodiment and embodied design

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    Picture this. A preverbal infant straddles the center of a seesaw. She gently tilts her weight back and forth from one side to the other, sensing as each side tips downward and then back up again. This child cannot articulate her observations in simple words, let alone in scientific jargon. Can she learn anything from this experience? If so, what is she learning, and what role might such learning play in her future interactions in the world? Of course, this is a nonverbal bodily experience, and any learning that occurs must be bodily, physical learning. But does this nonverbal bodily experience have anything to do with the sort of learning that takes place in schools - learning verbal and abstract concepts? In this chapter, we argue that the body has everything to do with learning, even learning of abstract concepts. Take mathematics, for example. Mathematical practice is thought to be about producing and manipulating arbitrary symbolic inscriptions that bear abstract, universal truisms untainted by human corporeality. Mathematics is thought to epitomize our species’ collective historical achievement of transcending and, perhaps, escaping the mundane, material condition of having a body governed by haphazard terrestrial circumstance. Surely mathematics is disembodied

    Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies

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    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes—measured as the difference between treatment and control means, divided by the pooled standard deviation—was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K–12 students. In light of this small corpus, caution is required in generalizing to the K–12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education)

    Design a photovoltaic system based on maximum power point tracking under partial shading

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    Photovoltaic systems have been given special attention given their long-term potential advantages. Solar panels can produce maximum power at specific operating points called maximum power points (MPP). Solar panels must work at this particular stage in order to ensure that solar panels produce maximum power and maximize efficiency. The performance of the solar photovoltaic unit is strongly affected by the level of radiation, heat and partial shading condition. The partial shedding condition is one of vectors that can affect the PV cell performance. To overcome on this problem, this project proposes photovoltaic system based on maximum power point tracking of partial shading condition. The MPPT algorithm has many methods like P&O and PSO. P&O it had limitation that is not capable to cover the multi-peaks curves. Beside that the PSO method is more effective in partial shading condition. The voltage and current of MSX60 PV module are subjected to various insolation conditions. The Particle Swarm Optimization (PSO) algorithm based MPPT has been implemented to track maximum power partial shading condition. So, in normal condition the power reach 245 W which is higher than the power under partial shading condition that reach 100 W. The PV module is designed using MATLAB/SIMULINK. The accurateness of this simulator is verified with PV module, the result is practiced during normal condition and under partial shading condition meanwhile, multiple curves of I-V and P-V will produce during normal condition and partial shading condition

    Improving earth science instruction through visual organizers

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    Visual organizers come in many types, semantic mapping, semantic feature analysis, syntactic/semantic feature analysis and graphic organizers and can be used before, during, and after instruction. Misconceptions can be addressed when a concept map is used to show the correct relationships between concepts and details, while developing a connection to background knowledge. This connection gives students an anchor to newly learned knowledge providing a based for the new knowledge to be built upon. Concept maps can also be used to improve literacy through helping students understand complex informational text such as the text in textbooks; helping students organize writing and helping students learn new vocabulary. All these benefits apply to university students, high school students, middle school students, including those students with learning disabilities. Students with learning disabilities need to have more guidance when creating concept maps but they also find concept maps helpful with gaining new knowledge. Concept maps in all their varieties are a tool with many benefits for all students. Teachers need to become aware of these benefits and use concept maps more within their classrooms. The goal of this project provides earth science teachers with 36 visual organizers to use in their classrooms. They are organized according to the New York State Physical Setting/ Earth Science Curriculum Standards, standard 4. There is a wide variety of visual organizers to meet many different requirements, such as for use with a small group, for use during instruction or for use as an assessment tool

    Educating English as a New Language Students Using a Multimedia Based Approach: How Educators Can Assist ENL Students in the Mainstream Classroom

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    This project will delve into the realm of English as a New Language (ENL) in the mainstream classroom. The main research will be conducted in a secondary school setting, specifically a freshman level English class. This research will be based on observation and interaction with both students and educators. The main topic being explored will be the theory that ENL learners can be educated successfully right alongside their peers through the use of multimedia platforms such as images to accompany lessons, and iPad apps. The research will investigate how students are currently learning in mainstream classrooms and how this can be changed to benefit them in an ideal, different, more media friendly environment. Too often ENL learners are expected to perform using the same tools as their peers, when there is a great need for a different way for them to learn. This research project will culminate in a presentation of an action research based approach to the subject, presented at the Undergraduate Research Conference at Butler University
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