26,030 research outputs found

    Visualization of database structures for information retrieval

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    This paper describes the Book House system, which is designed to support children's information retrieval in libraries as part of their education. It is a shareware program available on CD‐ROM or floppy disks, and comprises functionality for database searching as well as for classifying and storing book information in the database. The system concept is based on an understanding of children's domain structures and their capabilities for categorization of information needs in connection with their activities in schools, in school libraries or in public libraries. These structures are visualized in the interface by using metaphors and multimedia technology. Through the use of text, images and animation, the Book House encourages children ‐ even at a very early age ‐ to learn by doing in an enjoyable way, which plays on their previous experiences with computer games. Both words and pictures can be used for searching; this makes the system suitable for all age groups. Even children who have not yet learned to read properly can, by selecting pictures, search for and find those books they would like to have read aloud. Thus, at the very beginning of their school life, they can learn to search for books on their own. For the library community, such a system will provide an extended service which will increase the number of children's own searches and also improve the relevance, quality and utilization of the book collections in the libraries. A market research report on the need for an annual indexing service for books in the Book House format is in preparation by the Danish Library Centre A/S

    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

    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

    Efficacy of Online Training for Improving Camp Staff Competency

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    Preparing competent staff is a critical issue within the camp community. This quasi-experimental study examined the effectiveness of an online course for improving staff competency in camp healthcare practices among college-aged camp staff and a comparison group (N = 55). We hypothesized that working in camp would increase competency test scores due to opportunities for staff to experientially apply knowledge learned online. Hierarchical linear modeling was used to analyse the cross-level effects of a between-individuals factor (assignment to experimental or comparison group) and within-individual effects of time (pre-test, post-test #1, and post-test #2) on online course test scores. At post-test #2, the difference in average test scores between groups was ~30 points, with the treatment group scoring lower on average than the comparison group. Factors that may have influenced these findings are explored, including fatigue and the limited durability of online learning. Recommendations for research and practice are discussed

    Data mining technology for the evaluation of learning content interaction

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    Interactivity is central for the success of learning. In e-learning and other educational multimedia environments, the evaluation of interaction and behaviour is particularly crucial. Data mining – a non-intrusive, objective analysis technology – shall be proposed as the central evaluation technology for the analysis of the usage of computer-based educational environments and in particular of the interaction with educational content. Basic mining techniques are reviewed and their application in a Web-based third-level course environment is illustrated. Analytic models capturing interaction aspects from the application domain (learning) and the software infrastructure (interactive multimedia) are required for the meaningful interpretation of mining results

    Intuitive expertise in ICT graduate supervision

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    Intuitive expertise in the application of advanced interdisciplinary facilitation is the subject of this personal reflection on the graduate supervisory style of Professor David Squires in computers in education. This single‐case reflective study examines the characteristics of effective supervision observed during masters and doctoral supervision at King's College in the years 1990–9. Interdisciplinarity in ICT graduate studies particularly requires a fluency of supervisory expertise in enabling supervisees to combine multiple complex perspectives from a number of fields of knowledge. Intuitive combinatory aspects of supervision are highlighted in this reflection on the role carried out by an academic expert in facilitating student success. This is examined from a perspective incorporating affective as well as intellectual elements, informed by characteristics identified in professional sports and performing arts coaching/mentoring. Key characteristics comprising a model of intuitive expertise in ICT graduate supervision were outlined. The resultant portrait aims to complement existing literature on graduate supervision, with reference to the field of ICTI computers in education relating to student hypermedia composition

    Teaching new media composition studies in a lifelong learning context

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    Governmental proposals for lifelong learning, and the role of Information and Learning Technologies/Information Communication Technologies (ILT/ICT) in this, idealistically proclaim that ILT/ICT empowers learners. A number of important governmental funding initiatives have recently been extended to the development of ILT in further education, which provides a particularly appropriate environment for lifelong learning. Yet little emphasis is given to more problematic research findings that students may be ‘disarmed’ in the process of learning to use technology. In the current global shift towards new forms of multimedia literacy, it is important to recognize human diversity by carrying out research focusing on the actual problems students face in adapting to Web‐based technology as a new authoring medium. A case study into multimedia creative composition carried out with FE students in 1996–9 found that students tend to experience a problematic but potentially useful period of ‘creative mess’ when authoring in multimedia, and that ‘scaffolding’ strategies can be useful in overcoming this. Such strategies can empower students to derive benefits from multimedia composition if close attention is given to the setting up of the learning environment: a teachers’ model for supporting novice hypermedia authors in further education is proposed, to assist teachers to understand and support the learning processes students may undergo in dynamic composition using new media technology

    The Effective Use of Multimedia Distance Learning Technology: The Role of Technology Self-Efficacy, Attitudes, Reliability, Use and Distance in a Global Multimedia Distance Learning Classroom

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    According to the 1999 ASTD State of the Industry Report, the use of multimedia distance learning (MDL) technology for training delivery has increased substantially over the past few years. However, few empirical studies have been conducted that rigorously examine the factors that determine the effectiveness of MDL courses. In this study, we examine participants’ technology self-efficacy and attitudes toward technology (measured before/after training), and perceptions of technology reliability, effective use, and distance (measured after training) as antecedents to ratings of training effectiveness (general effectiveness, specific effectiveness, learning effectiveness; measured after training) in an international HRM course. In a sample of 52 participants from four countries we hypothesize that technology self-efficacy will affect participants’ attitudes toward technology; attitudes toward technology will affect participants’ perceptions of training effectiveness. In addition, we hypothesize that technology reliability and effective use will affect participants’ perceptions of classroom distance; distance perceptions will affect participants’ perceptions of training effectiveness. Finally, we hypothesize that both technology attitudes and distance perceptions will be related to participants’ perceptions of training effectiveness controlling for technology self-efficacy, reliability, and effective use. The results indicate that attitudes toward technology completely/partially mediated the relationship between technology self-efficacy and the three measures of effectiveness. Distance perceptions completely/partially mediated the relationship between technology reliability and effectiveness. Effective technology use was not significantly related to effectiveness. Finally, attitudes toward technology and distance perceptions explained a significant or marginally significant amount of variance in the effectiveness measures after controlling for technology self-efficacy, reliability, and effective use

    Principles for the selection and integration of educational multimedia materials

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    This paper sets out to clarify the decision framework for the selection and integration of educational multimedia material into courses. Two main areas are discussed. The first involves matching the educational principles inherent in the multimedia artefact to the aims of the course. The opposition between instructionist and constructivist approaches is particularly highlighted. The second area concerns the models used to integrate the multimedia component into the overall course. The models are classified in terms of how they distribute the balance of responsibility for explicit educational structuring between the multimedia system and the course tutor. The paper does not set out prescriptive rules; it aims rather to inform and articulate the decision space for the tutor

    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 Bloomñ€ℱs 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 Bloomñ€ℱs 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 studentsñ€ℱ HOTS and learning
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