51,966 research outputs found

    Flexibility and Interaction at a Distance: A Mixed-Model Environment For Language Learning

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    This article reports on the process of design and development of two language courses for university students at beginning levels of competence. Following a preliminary experience in a low-tech environment for distance language learning and teaching, and a thorough review of the available literature, we identified two major challenges that would need to be addressed in our design: (1) a necessity to build sufficient flexibility into the materials to cater to a variety of learners' styles, interests and skill levels, therefore sustaining learners' motivation; and (2) a need to design materials that would present the necessary requisites of authenticity and interactivity identified in the examined literature, in spite of the reduced opportunities for face-to-face communication. In response to these considerations, we designed and developed learning materials and tasks to be distributed on CD-ROM, complemented by a WebCT component for added interactivity and task authenticity. Although only part of the original design was implemented, and further research is needed to assess the impact of our environment on learning outcomes, the results of preliminary evaluations are encouraging

    Emerging technologies as cognitive tools for authentic learning

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    Employing emerging technologies in learning is becoming increasingly important as a means to support the development of digital media literacy. Using a theoretical framework of authentic learning and technology as cognitive tools, this paper examined student responses to the infusion of emerging technologies in a large first year teacher education unit over two full iterations, using a design-based research approach. This paper describes the pedagogical context of the intervention, the methodology used, and it presents an analysis of themes emerging from the data relating to the use of emerging technologies

    Users' trust in information resources in the Web environment: a status report

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    This study has three aims; to provide an overview of the ways in which trust is either assessed or asserted in relation to the use and provision of resources in the Web environment for research and learning; to assess what solutions might be worth further investigation and whether establishing ways to assert trust in academic information resources could assist the development of information literacy; to help increase understanding of how perceptions of trust influence the behaviour of information users

    Why Print and Electronic Resources Are Essential to the Academic Law Library

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    Libraries have supported multiple formats for decades, from paper and microforms to audiovisual tapes and CDs. However, the newest medium, digital transmission, has presented a wider scope of challenges and caused library patrons to question the established and recognized multiformat library. Within the many questions posed, two distinct ones echo repeatedly. The first doubts the need to sustain print in an increasingly digital world, and the second warns of the dangers of relying on a still-developing technology. This article examines both of these positions and concludes that abandoning either format would translate into a failure of service to patrons, both present and future

    Rich environments for active learning in action: Problem‐based learning

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    Rich Environments for Active Learning (REALs) are comprehensive instructional systems that are consistent with constructivist theories. They promote study and investigation within authentic contexts; encourage the growth of student responsibility, initiative, decision making and intentional learning; cultivate collaboration among students and teachers; utilize dynamic, interdisciplinary, generative learning activities that promote higher‐order thinking processes to help students develop rich and complex knowledge structures; and assess student progress in content and learning‐to‐learn within authentic contexts using realistic tasks and performances. Problem‐Based Learning (PBL) is an instructional methodology that can be used to create REALs. PBL's student‐centred approach engages students in a continuous collaborative process of building and reshaping understanding as a natural consequence of their experiences and interactions within learning environments that authentically reflect the world around them. In this way, PBL and REALs are a response to teacher‐centred educational practices that promote the development of inert knowledge, such as conventional teacher‐to‐student knowledge dissemination activities. In this article, we compare existing assumptions underlying teacher‐directed educational practice with new assumptions that promote problem solving and higher‐level thinking by putting students at the centre of learning activities. We also examine the theoretical foundation that supports these new assumptions and the need for REALs. Finally, we describe each REAL characteristic and provide supporting examples of REALs in action using PB

    Objects, subjects, bits and bytes: learning from the digital collections of the National Museums

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    This paper is concerned with online museum education, exploring the themes of user-centredness, digitization, authority and control. Taking as its starting point the shift of focus in museum policy from the collection to the user-learner, it suggests that this movement from object to subject – this ‘de-centring’ of the cultural institution – is further complicated by a fundamental change in the nature of the object, as a result of digitization programmes which transform material, ‘possessible’ artefacts into volatile amalgams of bits and bytes. The ability of users to take, manipulate, re-distribute and re-describe digital objects is, we suggest, a primary source of their educational value. It is also, however, a source of difficulty for institutions as they come to terms with the changing patterns of ownership, participation and knowledge production we are experiencing as we move further into the digital age

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    Š Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    The onus on us? Stage one in developing an i-Trust model for our users.

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    This article describes a Joint Information Systems Committee (JISC)-funded project, conducted by a cross-disciplinary team, examining trust in information resources in the web environment employing a literature review and online Delphi study with follow-up community consultation. The project aimed to try to explain how users assess or assert trust in their use of resources in the web environment; to examine how perceptions of trust influence the behavior of information users; and to consider whether ways of asserting trust in information resources could assist the development of information literacy. A trust model was developed from the analysis of the literature and discussed in the consultation. Elements comprising the i-Trust model include external factors, internal factors and user's cognitive state. This article gives a brief overview of the JISC funded project which has now produced the i-Trust model (Pickard et. al. 2010) and focuses on issues of particular relevance for information providers and practitioners

    Values for Human-to-Human Reference

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