121,387 research outputs found

    Context-adaptive learning designs by using semantic web services

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    IMS Learning Design (IMS-LD) is a promising technology aimed at supporting learning processes. IMS-LD packages contain the learning process metadata as well as the learning resources. However, the allocation of resources - whether data or services - within the learning design is done manually at design-time on the basis of the subjective appraisals of a learning designer. Since the actual learning context is known at runtime only, IMS-LD applications cannot adapt to a specific context or learner. Therefore, the reusability is limited and high development costs have to be taken into account to support a variety of contexts. To overcome these issues, we propose a highly dynamic approach based on Semantic Web Services (SWS) technology. Our aim is moving from the current data- and metadata-based to a context-adaptive service-orientated paradigm We introduce semantic descriptions of a learning process in terms of user objectives (learning goals) to abstract from any specific metadata standards and used learning resources. At runtime, learning goals are accomplished by automatically selecting and invoking the services that fit the actual user needs and process contexts. As a result, we obtain a dynamic adaptation to different contexts at runtime. Semantic mappings from our standard-independent process models will enable the automatic development of versatile, reusable IMS-LD applications as well as the reusability across multiple metadata standards. To illustrate our approach, we describe a prototype application based on our principles

    Teachers’ perceptions of lessons using computer assisted language learning

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    The present study was designed to investigate the teachers’ perceptions of CALL lessons. The objectives of this study are to find out the problems faced by the teachers when conducting CALL lessons, to identify the perceptions teachers have on such lessons and also to investigate teachers’ perceptions of the effectiveness of the lessons using CALL on students. Questionnaires were distributed to 16 teachers who are currently teaching English at secondary schools in Johor Bahru. The data collected were analyzed using qualitative data. The problems identified in using CALL lessons were problems with facilities and problems with teachers’ attitudes. However, teachers had positive perceptions of CALL lessons as it helps teachers to attract students’ attention in the classroom and CALL lessons promote enhanced language acquisition

    Teachers Know Best: Making Data Work For Teachers and Students

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    The Teachers Know Best research project seeks to encourage innovation in K - 12 education by helping product developers and those who procure resources for teachers better understand teachers' views. The intent of Making Data Work is to drill down to help educators, school leaders, and product developers better understand the challenges teachers face when working with this critical segment of digital instructional tools. More than 4,600 teachers from a nationally representative sample were surveyed about their use of data to drive instruction and the use of these tools.This study focuses on the potential of a specific subset of digital instructional tools: those that help teachers collect and make use of student data to tailor and improve instruction for individual students. The use of data is a crucial component in personalized learning, which ensures that student learning experiences -- what they learn and how, when, and where they learn it -- are tailored to their individual needs, skills, and interests and enable them to take ownership of their learning. Personalized learning is critical to meeting all students where they are, so they are neither bored with assignments that are too easy nor overwhelmed by work that is too hard

    Blended learning for project management

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    Students studying at postgraduate level should engage in learning on higher cognitive levels such as evaluation and creation. The notion of effective learning at this level is characterised by the student’s ability to use acquired knowledge and principles to solve complex problems. Learning theories advocate maximising student engagement with the learning resources in order to facilitate such effective learning. This can be achieved by addressing the following factors in curriculum design: accessibility, variety, formative assessment and the development of learning communities. This paper presents work done on a postgraduate level Project Management course to maximise the factors mentioned above, for example, with the introduction of automatically marked quizzes and the re-structuring of the course content. The content and delivery of the course was changed from weekly lectures and tutorial sessions (old system) to a web-based blended learning system (new system). Evaluation of the old and new systems was undertaken using questionnaires. The student evaluation suggests that the new system led to more effective learning. It is suggested that effective learning can be facilitated by a blended learning system

    Milestones for Teaching the Spreadsheet Program

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    There are different manners of teaching a spreadsheet program. In any case, it is intended that the teacher settles the objectives of the course and adapts them to the particular audience he/she has to deal with. This paper aims at providing any teacher whatever his/her specific objectives and his/her audience with elements to help him/her building a course. It focuses mainly on two important issues: 1 - select in all that may be said about such complex tools, what is prior to know and to teach, i.e. what leads to autonomy in using but also to autonomy in learning (because everything cannot be taught) and 2 - show how concepts are closely related to good formatting considerations. A method based on the "invariants of information processing" is outlined, partially illustrated and an implementation is described throughout a course designed for students preparing a master in Education Sciences.Comment: 11 Page

    THE EFFECTIVENESS OF GAMES AND SONGS IN TEACHING ENGLISH VOCABULARY TO THE FOURTH GRADE STUDENTS OF SDN 1 BATURETNO WONOGIRI

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    Woro Widiastuti. 2008. The Effectiveness of Games and Songs in Teaching English Vocabulary to the Fourth Grade Students of SDN 1 Baturetno, Wonogiri. English Diploma Program, Faculty of Letters and Fine Arts, Sebelas Maret University. This Final Project report was written based on the job training done at SDN 1 Baturetno, Wonogiri for a month. The writer took the fourth grade students as the objects to be observed and focused in the teaching of English vocabulary. The objectives of this Final Project report are 1.) to describe the process of teaching vocabulary for students by using games and songs, and 2.) to describe how effective, entertaining, and fun in teaching English vocabulary by using games and songs. To find out the conclusion of the objectives, the writer did an observation and teaching activity. In the English teaching and learning activity, the writer used some procedures in order to make the English teaching and learning activities run well. The procedures are Greeting, BKOF, Modeling of Text, Join Construction and Individual Construction, and Closing. Games itself was held in Join Construction and Individual Construction. Meanwhile, songs applied in the last step to end the lesson. By playing games, the writer can attract the students’ attention and persuade them to love English and enjoy the learning process. The games also help the students to memorize the vocabulary they have learned. Meanwhile, the use of songs to end the lesson can refresh the students’ mind after learning process. Besides, songs help to create a fun and friendly situation and become a fun and attractive way to learn vocabulary. Finally, both games and songs can be an alternative way to make the learning process fun and effective

    Towards a Lightweight Approach for Modding Serious Educational Games: Assisting Novice Designers

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    Serious educational games (SEGs) are a growing segment of the education community’s pedagogical toolbox. Effectively creating such games remains challenging, as teachers and industry trainers are content experts; typically they are not game designers with the theoretical knowledge and practical experience needed to create a quality SEG. Here, a lightweight approach to interactively explore and modify existing SEGs is introduced, a toll that can be broadly adopted by educators for pedagogically sound SEGs. Novice game designers can rapidly explore the educational and traditional elements of a game, with a stress on tracking the SEG learning objectives, as well as allowing for reviewing and altering a variety of graphic and audio game elements

    THE ACTIVITIES IN ENGLISH TEACHING AND LEARNING OF THE 4th GRADE IN SD NEGERI 2 JETISWETAN PEDAN KLATEN

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    NURUL FITRIA SARI, 2008. The Activities in English Teaching and Learning of the 4th Grade in SD Negeri 2 Jetiswetan Pedan. English Diploma Program, Faculty of Letters and Fine Arts, Sebelas Maret University. This final project was written based on job training which has been done on February until March, 2008 in SD Negeri 2 Jetiswetan Pedan. The objectives of this final project are to describe the activities in English teaching and learning of the 4th grade in SD Negeri 2 Jetiswetan Pedan and to show the difficulties of English teaching faced by the English teacher also to give the solution to solve the difficulties. The data were collected by observing class, interviewing the English teacher and students of fourth grade. The writer used handbook from the school to teach the students and the book is, “Kreatif Berbahasa Inggris”, published by Saudara. There are 4 steps in the activity of English teaching and learning, they are: warming up, presentation and skill practices, assessment and ending the lesson. During the process of English teaching and learning, the writer faced some difficulties, such as; the wrong opinion of the students about the English lesson, the difficulties of students in remembering the previous lesson, and the uncooperative students. However, there are some solutions to solve the difficulties; using pictures, review the previous lesson, and using song. The result of this final project that the pictures can catch the students’ attentions, make them focus more on the lesson, and help the students understanding the materials easier. Besides, using song can make the students more fun and enjoyable during the lesson. It made the students did not feel bored
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