97,146 research outputs found

    Harnessing Technology: analysis of emerging trends affecting the use of technology in education (September 2008)

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    Research to support the delivery and development of Harnessing Technology: Next Generation Learning 2008–1

    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.

    Virtual Reality Interactive Learning Environment

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    Open Building Manufacturing (ManuBuild) aims to promote the European construction industry beyond the state of the art. However, this requires the different stakeholders to be well informed of what ‘Open Building Manufacturing’ actually entails with respect to understanding the underlying concepts, benefits and risks. This is further challenged by the ‘traditional ways of learning’ which have been predominantly criticised for being entrenched in theories with little or no emphasis on practical issues. Experiential learning has long been suggested to overcome the problems associated with the traditional ways of learning. In this respect, it has the dual benefit of appealing to adult learner's experience base, as well as increasing the likelihood of performance change through training. On-the-job-training (OJT) is usually sought to enable ‘experiential’ learning; and it is argued to be particularly effective in complex tasks, where a great deal of independence is granted to the task performer. However, OJT has been criticised for being expensive, limited, and devoid of the actual training context. Consequently, in order to address the problems encountered with OJT, virtual reality (VR) solutions have been proposed to provide a risk free environment for learning without the ‘do-or-die’ consequences often faced on real construction projects. Since ManuBuild aims to promote the EU construction industry beyond the state of the art; training and education therefore needs also to go beyond the state of the art in order to meet future industry needs and expectations. Hence, a VR interactive learning environment was suggested for Open Building Manufacturing training to allow experiential learning to take place in a risk free environment, and consequently overcome the problems associated with OJT. This chapter discusses the development, testing, and validation of this prototype

    A European research agenda for lifelong learning

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    It is a generally accepted truth that without a proper educational system no country will prosper, nor will its inhabitants. With the arrival of the post-industrial society, in Europe and elsewhere, it has become increasingly clear that people should continue learning over their entire life-spans lest they or their society suffer the dire consequences. But what does this future lifelong learning society exactly look like? And how then should education prepare for it? What should people learn and how should they do so? How can we afford to pay for all this, what are the socio-economic constraints of the move towards a lifelong-learning society? And, of course, what role can and should the educational establishment of schools and universities play? This are questions that demand serious research efforts, which is what this paper argues for

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Enterprise education:towards a framework for effective engagement with the learners of today

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    Purpose: The aims of this exploratory research are to examine young learner attitudes towards enterprise education within the context of a University led initiative to construct a sustainable framework which benefits identified stakeholders. Design/methodology/approach: The research used self-completed questionnaires with 117 Business Studies students in Stages S4, S5 and S6 from secondary schools across Dundee and Business students from Years 1, 2, 3 and 4 at one University in Dundee, Scotland. Findings: The research reveals that respondents positively engage with enterprise education and felt that their project management, creative thinking, communication skills and confidence were enhanced by the activity of real-world business challenges. The findings support the notion that an enterprising spine embedded in the academic curriculum better equip the learner with the necessary hard and soft skills required for the employment market but not necessarily to be entrepreneurial. Research limitations/implications: A limitation of this research was the sample size, which although representative of the pupil and student cohorts associated to the various stages of education being studied at the particular time of data collection, and is suitable for an exploratory study, the research would have benefited from being both larger and complimented by more of a qualitative component beyond the inclusion of open-ended questions. Practical implications: As an exploratory study which informs a wider comparative study into enterprise education, the research examines learner’s perspectives and the measures they feel are required for effective engagement with enterprise education activities in schools and Universities. The findings should assist education providers deliver a better learning experience and the learners with improved enterprising and social skills, particularly the building of confidence. Originality/value: The research should prove useful to educational establishments who are considering the implementation of, or further engagement with, enterprise education and involvement with the business community and how such activities impact on their learners

    Expectations eclipsed in foreign language education: learners and educators on an ongoing journey / edited by Hülya Görür-Atabaş, Sharon Turner.

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    Between June 2-4, 2011 Sabancı University School of Languages welcomed colleagues from 21 different countries to a collaborative exploration of the challenging and inspiring journey of learners and educators in the field of language education.\ud \ud The conference provided an opportunity for all stakeholders to share their views on language education. Colleagues met with world-renowned experts and authors in the fields of education and psychology, faculty and administrators from various universities and institutions, teachers from secondary educational backgrounds and higher education, as well as learners whose voices are often not directly shared but usually reported.\ud \ud The conference name, Eclipsing Expectations, was inspired by two natural phenomena, a solar eclipse directly before the conference, and a lunar eclipse, immediately after. Learners and educators were hereby invited to join a journey to observe, learn and exchange ideas in orde

    Demographic Variations in Achievement Goal Orientations among Prisoners on Formal and Vocational Training in Uganda

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    Educating Prisoners has become a worldwide concern as a measure that can save community costs associated with criminal behavior. In Uganda, there is low participation in formal and vocational training among prisoners which can be associated with lack of knowledge on achievement goal orientations. This is central for adequate implementation of academic and vocational education in prisons, otherwise it may lead to wasted Government initiative and commitment on education as a rehabilitation strategy for prisoners. The purpose of the study was to assess demographic variations in achievement goal orientations among prisoners on formal and vocational training in Uganda. This study adopted across sectional survey design with a mixed methods approach. The population was adult male and female prisoners enrolled on both formal and vocational training in Luzira prison using census sampling strategy. Measures used included the bio data section and the Patterns of Adaptive Learning Survey. Permission was sought from all relevant authorities and data analysed using the Statistical Package for Social Scientists (SPSS) version 20. The study found out that there is no statistically significant relationship between mastery goals and demographic information; and between performance approach goals and demographic information reflected in the P values. However, there is a statistically significant relationship between performance avoidance goals and gender (P=.013). There is no statistically significant relationship between Approach avoidance goals and other demographic variables as reflected in their P values. The findings of this study may be used by prison education instructors, administrators and curriculum planners in bridging the gap between demographic variations and achievement goal orientations. This study posit to the importance of understanding prisoners goal orientations and how these goals influence their learning and academic outcomes. It is generally acknowledged that setting achievement goal orientations may be integrated into instructional materials to promote better academic achievement. Prisoners participating in academic and vocational education should be encouraged to adopt achievement goals according to the broader social and psychological horizon which shall help to direct their attention towards activities that will help them energies performance there by motivating prisoners expend greater effort in line with difficulties of achieving goals, spend more time and persist longer working on tasks to improve the overall performanc

    Putting theory oriented evaluation into practice

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    Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to Simgame, a board game created for secondary school level business education in six European Union countries
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