6,763 research outputs found

    Get yourself connected: conceptualising the role of digital technologies in Norwegian career guidance

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    This report outlines the role of digital technologies in the provision of career guidance. It was commissioned by the c ommittee on career guidance which is advising the Norwegian Government following a review of the countries skills system by the OECD. In this report we argue that career guidance and online career guidance in particular can support the development of Norwa y’s skills system to help meet the economic challenges that it faces.The expert committee advising Norway’s Career Guidance Initiativ

    First Steps Towards Blended Learning @ Bond

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    Visualising mixed reality simulation for multiple users

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    Cowling, MA ORCiD: 0000-0003-1444-1563Blended reality seeks to encourage co-presence in the classroom, blending student experience across virtual and physical worlds. In a similar way, Mixed Reality, a continuum between virtual and real environments, is now allowing learners to work in both the physical and the digital world simultaneously, especially when combined with an immersive headset experience. This experience provides innovative new experiences for learning, but faces the challenge that most of these experiences are single user, leaving others outside the new environment. The question therefore becomes, how can a mixed reality simulation be experienced by multiple users, and how can we present that simulation effectively to users to create a true blended reality environment? This paper proposes a study that uses existing screen production research into the user and spectator to produce a mixed reality simulation suitable for multiple users. A research method using Design Based Research is also presented to assess the usability of the approach

    Segmenting Scientific Abstracts into Discourse Categories: A Deep Learning-Based Approach for Sparse Labeled Data

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    The abstract of a scientific paper distills the contents of the paper into a short paragraph. In the biomedical literature, it is customary to structure an abstract into discourse categories like BACKGROUND, OBJECTIVE, METHOD, RESULT, and CONCLUSION, but this segmentation is uncommon in other fields like computer science. Explicit categories could be helpful for more granular, that is, discourse-level search and recommendation. The sparsity of labeled data makes it challenging to construct supervised machine learning solutions for automatic discourse-level segmentation of abstracts in non-bio domains. In this paper, we address this problem using transfer learning. In particular, we define three discourse categories BACKGROUND, TECHNIQUE, OBSERVATION-for an abstract because these three categories are the most common. We train a deep neural network on structured abstracts from PubMed, then fine-tune it on a small hand-labeled corpus of computer science papers. We observe an accuracy of 75% on the test corpus. We perform an ablation study to highlight the roles of the different parts of the model. Our method appears to be a promising solution to the automatic segmentation of abstracts, where the labeled data is sparse.Comment: to appear in the proceedings of JCDL'202

    Blended Learning and Teaching in Higher Education: An International Perspective

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    Blended learning is not a new topic for educational research in Higher Education (HE). However, before the first wave of the Covid-19 pandemic, blended learning was studied by a "niche" of researchers and educators interested in technology integration in teaching and learning. It was not difficult to meet HE professionals who had never or only poorly reflected on the topic of how to integrate digital technology in teaching and learning before March 2020. All in all, this special issue provides a deeper understanding of what Blended Learning will be in the near feature, encompassing not the simple combination of online and physical presence, but a combination of delivery tools and media used to provide information and to support interaction, a combination of different methods of instruction and teaching/learning, and a combination of learning contexts

    MAXIMIZING THE USE OF WHATSAPP IN ENGLISH REMOTE LEARNING TO PROMOTE STUDENTS’ ENGAGEMENT AT MADURA

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    There are ample remote learning platforms to be used and obviously each of them has strengths and weaknesses. However, based on a survey, WhatsApp becomes the top choice to be used by students in Madura for some reasons; this is a case study on maximizing the use of Whatsapp to promote students’ engagement in English remote learning. The data are collected through Google form questionnaire and in-depth interview via WhatsApp voice notes. The subjects are English lecturers and higher education students of English department from several Universities in Madura whom are volunteers to be taken as sample. The result showed that exploring the various features of WhatsApp, blending various learning platforms to WhatsApp and lecturer’s creativity in maximising the use of WhatsApp enable to promote the students’ engagement toward the English remote learning. Thus, it is suggested to maximize the use of WhatsApp as to promote the students’ engagement towards the English Remote Learning

    From gimmick to game-changer : a study on the use smartphones to expand access to higher education in sub-Saharan Africa : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Information Technology at Massey University, New Zealand

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    Today, blended university courses are designed with an unspoken assumption that students will use desktop PCs and laptops for online learning. Recent studies regarding smartphone usage in educational settings explore ways to adapt desktop PC and laptop content for viewing on smartphones; however, the impact of these studies is limited. Smartphones are still subservient to conventional platforms. While this is not an issue in developed countries, it is problematic for developing countries in sub-Saharan Africa. Only 20% of the population in sub-Saharan Africa own desktop PCs and laptops compared to 80% smartphone ownership. The dearth of these conventional platforms means many learners in sub-Saharan Africa are excluded from the benefits of blended learning. This research took the first steps to explore whether a student who owns a smartphone and does not have access to a desktop PC or laptop can successfully participate in a blended university course. Shaped by the pragmatist philosophical perspective, the research utilised a mixed-methods case study design. The case examined was Tom Mboya University College (TMUC), a Kenyan public university that exclusively offers on-campus courses. The research progressed in four phases: a feasibility study; survey with students (n = 114); interviews with lecturers (n = 17); and beta-testing of a smartphone-supported blended course with students. Results indicate that smartphones could provide a viable learning platform. Key findings identify that TMUC students and lecturers value smartphone-supported learning due to its ability to enhance collaborative learning activities. Furthermore, the results led to the development of a novel framework entitled ‘Smartphone Only Learning Environment’ (SOLE), that provides guidelines on how teachers can deliver blended university courses solely to smartphones.The research implication is three-fold: First, it facilitates introduction of blended learning in extraordinarily resource-constrained public universities of sub-Saharan Africa. Second, it provides the foundations for critical discussions on smartphone-supported online learning policies; notably, discussions about supporting teachers by providing an institution LMS are necessary. Finally, underpinned by the collectivist culture of sub-Saharan Africa, this research showcases opportunities for educators around the world to uncover learning theories that focus on more collaborative forms of blended learning

    Strategies for Digital Inclusion: Towards a Pedagogy for Embracing and Sustaining Student Diversity and Engagement with Online Learning

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    This paper reports on the progress of a current PhD research study. The research study will evolve through four phases and eventually develop a conceptual framework for effective teaching and learning approaches that influence digital inclusion and exclusion of students from diverse backgrounds. It will also seek to identify differences in learner characteristics and how these characteristics impact on needs, experiences and engagement with technology for learning, specifically within a blended learning programme. The research will move away from traditional definitions of diversity and explore the differing characteristics of a varied learner population. The research adopts a critical realist perspective, using a qualitative multi-phase methodology that will evolve sequentially in the future. The focus of this paper is to outline the research to date. Phase 1 and Phase 2 have been completed and are reported in this paper. Findings suggest that digital exclusion cannot be predicted or dealt with by categorising students into groupings of: gender, age, ethnicity, geography, socio-economic status and educational background. Additionally, the findings indicate that digital exclusion is influenced by organisational factors, such as elements of the course content or navigation of the virtual learning environment rather than intrinsic factors such as individual technological skills
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