12 research outputs found
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Robotics and the meaning of life: a practical guide to things that think
The new Open University course T184 Robotics and the meaning of life: a practical guide to things that think is an introductory course on robotics. It is an undergraduate course taught at a distance over 10 weeks. The course is centred around a web site containing most of the course material, supported by two books: Ruth Aylett Robots: Bringing intelligent machines to life? which is a general survey of the field and Isaac Asimov I, Robot which is used to motivate questions about the relationship between man and machine. On-line conferences provide study support.
There is also a strong practical element to the course. This was originally designed around the use of the Lego Mindstorms robotics kit. Besides mechanical components, the kit includes the Lego RCX brick – a programmable microcontroller with memory and interfaces to input and output devices such as touch and light sensors, motors and an IR channel to communicate with a PC. Students can build and program an autonomous wheeled robot to carry out a range of tasks of increasing difficulty.
A new programming environment was developed at the Open University specifically to support the needs of adult learners with no prior experience of programming. This provided an opportunity to extend the capabilities of the Mindstorms kit. For example, the robot can now ‘talk’ by sending IR messages back to the PC where they are turned into spoken phrases. This richer environment is highly motivating. The new software can also take on a processing role to escape the limitations of memory and processing power onboard the robot. For example, students develop a two-agent system in which the mobile robot collects data, transmits it back to the PC where it is analysed using a neural network (built and trained by the student) and results are transmitted back to the running robot.
Developing new software also provided an opportunity to produce a simulation of the robot and we can now offer students the choice of carrying out the practical activities with the Lego hardware or as a simulation. We will look at the attitudes and experiences of students who have chosen these different learning approaches
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Networked Living: a new approach to teaching introductory ICT
The course T175 Networked Living is a 300 hour, multiple media, distance learning course offered by the UK
Open University. The first presentation of the course, in 2005, attracted over 1600 students. T175 introduces
students to general concepts of information and communication technology in a range of contexts, including:
communication and identity; entertainment and information; and health, transport and government. It is an
introductory (level 1) course for a variety of bachelors’ degrees, including the BSc programmes in: Information
and Communication Technology; IT and Computing; and Technology; as well as the BEng engineering
programme. The course was designed with a focus on retention of students and preparing them for further study.
Student workload and pacing was carefully planned and there is a significant study skills component. The course
uses a range of media, including: text, audio, computer animation and other software, and a website. Active
learning is encouraged by means of activities, online quizzes, animations, spreadsheets and a learning journal.
Continuous assessment is carried out via a mix of multiple-choice assignments (to test factual and numerical
skills) and written assignments (which include elementary research into new topics). The course culminates with
a written end-of-course assessment. This includes a major reflective component, as well as more traditional
questions designed to test knowledge and understanding
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Face-to-face and online interactions - is a task a task?
This study contrasts two different ways of analysing interaction and participation in language learning tutorials: Social network analysis of frequency and QSR analysis of type of interaction. One task from three German beginners' language tutorials (one delivered face-to-face, the other two online) is analysed. A description of the background and method of the study is provided together with some examples of the findings. As this is work in progress, only tentative conclusions can be provided at this stage
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Landscape Study in Wireless and Mobile Learning in the post-16 sector
In the post-16 sector (further and higher education, and adult and community learning) there is a need to understand how wireless and mobile technologies can contribute to improving the student experience of learning, and help institutions fulfil their missions in an age of incomparably fast technological change. In the context of this interest and growing need, a Landscape Study project was commissioned by JISC through the Innovation strand of the JISC e-Learning Programme in 2004-5. Our project aims were to take a birds-eye view of developments and practice in the UK and internationally, and to communicate our findings to a broad and varied audience. The Summary report is accompanied by 3 associated reports on 'Current Uses', 'Potential Uses' and 'Strategic Aspects'. (The four reports are available in one single document here.
Impacto do uso de um livro com realidade aumentada no ensino-aprendizagem: um estudo de caso
TCC (graduação) - Universidade Federal de Santa Catarina. Campus Araranguá. Tecnologias da Informação e ComunicaçãoA Realidade Aumentada é uma tecnologia emergente que possibilita visualizar, em tempo real, o mundo real sobreposto por objetos virtuais registrados em modo tridimensional. Seu uso abrange desde aplicações voltadas para entretenimento até simulações em treinamentos militares. Na educação, seu uso está inserido no grupo das tecnologias interativas, juntamente com os jogos digitais e a realidade virtual. A presente pesquisa se classifica como exploratória e comparativa, e o seu método de procedimento é o estudo de caso. O trabalho tem por objetivo comparar, em termos motivacionais, dois cenários: uma aula baseada no uso de um livro físico com Realidade Aumentada embutida e outra aula baseada no uso de um livro em formato digital sem o uso da tecnologia de Realidade Aumentada, ministradas a grupos distintos de alunos. Um pequeno livro aumentado com o uso de marcadores fiduciais e outro em formato digital sem o uso de Realidade Aumentada, porém com o mesmo conteúdo informativo, foram desenvolvidos para que fosse possível proceder a essa comparação. O conteúdo dos livros é um breve histórico sobre a evolução da computação. O uso desta tecnologia interativa, no presente estudo, é empregado para visualizar informação em objetos virtuais e para inserção de áudio. A avaliação dos cenários de ensino-aprendizagem, em termos motivacionais, foi realizada por meio do Instruction Materials Motivation Survey. Os resultados obtidos ao final da pesquisa indicam que a inserção da realidade aumentada pode ser um fator de motivação para o processo de ensino-aprendizagem
Narrative Threads: supporting young people in developing writing skills through narrative-based game creation
This thesis examines how narrative-based game creation can be used as an activity to improve writing skills for young people aged 11-15, and how additional representational support in a game creation tool can increase the benefits of the activity. Creating narrative-based games can involve traditional writing skills as well as requiring the 21st century skills of multimodal and interactive writing. Toolsets make it possible for young people to create 3D role-playing games with a commercial look and feel, but they do not provide support for the complex task of interactive and multimodal narrative creation.
To investigate the desirable features of a tool that would support this task and the associated learning, an extensive learner-centred design process was conducted. This involved teachers and young people, and also incorporated relevant theory synthesised into a design model. A suite of tools, Narrative Threads, was designed and developed through an iterative process to provide the support highlighted as important. Two evaluative studies were conducted in different learning contexts; a secondary school and a vacation workshop. A mixed-methods approach was used to examine the overall potential for the activity to support writing skills development and the impact made by additional representational support.
Comparative studies between groups showed some evidence that writing skills were improved for those taking part in game creation, and there were further benefits for groups using Narrative Threads in the workshop setting, but not in the school setting. Additionally, a multimodal analysis of the games created showed that many participants demonstrated a developing proficiency in using 3D graphical elements, text and sound to convey an interactive narrative. The findings indicate promise for the approach, although additional curricular and pedagogical support would be crucial if the potential is to be actualised in a classroom context
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Impact on the knowledge construction process of multimedia online interactions in audio-graphic conferencing systems: the case of adult distance learners of French
Online researchers suggest that synchronous audio-graphic corm encing systems provide different mediational tools that create different mediated educa nal interactions that support the collaborative process of meaning construction, However, the existing literature does not indicate whether the quality of multimodal online interactions as well as the affordances of the use of the synchronous medium can effectively enh ce this process. This thesis brings together two lines of research. The thesis develops a methodological framework for the presentation and analysis of multimodal online interactions that draws on socio-constructivist understanding that the process of meaning construction is social and individual. The second is concerned with the analysis of online multimodal discussions; it examines the interrelationship between the different tools of communication and the different affordances of their simultaneous and single use that may hinder or promote the collaborative process of meaning construction. The design of this research focuses on interaction patterns and examines the extent which online discussions, mediated by the different tools of communication, reach high levels of collaborative meaning construction.This study assumes the knowledge construction process to be empirically observable through analysing online interactions and students' perceptions of the learning experiences. It examines, through interviews, questionnaires and video recordings of online tutorials, the quality of online learning experiences of two different UK Open University tutorial groups learning French. Results show that: participants make different multimodal choices which lead to the creation of different patterns of multi modal interactions and on line exchanges that affect differently participants' engagement in the collaborative meaning construction process; the single and the simultaneous use of the different tools of communication create different affordances for participants to perform different interactive and communicative roles; the multi modal competencies of students and tutors, the tutors' styles and task design play an important role in supporting the collaborative meaning construction process
Museums, social media & 2.0 technology
Índice:
- Sobre museos, redes sociales y tecnología 2.0 (Alex Ibáñez Etxeberria).
- Sitios web y museos: nuevas aplicaciones para el aprendizaje informal (Mikel Asensio, Elena Asenjo y Alex Ibáñez Etxeberria).
- From headphones to microphones: mobile social media in the museum as distributed network (Nancy Proctor).
- Mobile learning y patrimionio: aprendiendo historia con mi teléfono, mi GPS y mi PDA (Alex Ibáñez Etxeberria, Mikel Asensio y José Miguel Correa).
- Digital asset management strategies for multi-platform content delivery (Titus Bicknell).
- Redes sociales y museos participativos: la irrupción de las tecnologías 2.0 en la sociedad y su aplicación en los museos a través del caso de Arazi (Juan José Aranburu)