10,994 research outputs found

    Using multimedia to enhance the accessibility of the learning environment for disabled students: reflections from the Skills for Access project

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    As educators' awareness of their responsibilities towards ensuring the accessibility of the learning environment to disabled students increases, significant debate surrounds the implications of accessibility requirements on educational multimedia. There would appear to be widespread concern that the fundamental principles of creating accessible web‐based materials seem at odds with the creative and innovative use of multimedia to support learning and teaching, as well as concerns over the time and cost of providing accessibility features that can hold back resource development and application. Yet, effective use of multimedia offers a way of enhancing the accessibility of the learning environment for many groups of disabled students. Using the development of ‘Skills for Access’, a web resource supporting the dual aims of creating optimally accessible multimedia for learning, as an example, the attitudinal, practical and technical challenges facing the effective use of multimedia as an accessibility aid in a learning environment will be explored. Reasons why a holistic approach to accessibility may be the most effective in ensuring that multimedia reaches its full potential in enabling and supporting students in learning, regardless of any disability they may have, will be outlined and discussed

    Leveraging Citation Networks to Visualize Scholarly Influence Over Time

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    Assessing the influence of a scholar's work is an important task for funding organizations, academic departments, and researchers. Common methods, such as measures of citation counts, can ignore much of the nuance and multidimensionality of scholarly influence. We present an approach for generating dynamic visualizations of scholars' careers. This approach uses an animated node-link diagram showing the citation network accumulated around the researcher over the course of the career in concert with key indicators, highlighting influence both within and across fields. We developed our design in collaboration with one funding organization---the Pew Biomedical Scholars program---but the methods are generalizable to visualizations of scholarly influence. We applied the design method to the Microsoft Academic Graph, which includes more than 120 million publications. We validate our abstractions throughout the process through collaboration with the Pew Biomedical Scholars program officers and summative evaluations with their scholars

    Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice

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    New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory. Drawing on Etienne Wenger’s theory of “communities of practice”, this paper argues that designers’ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders. These discussions can be compelling, but the inherent challenges in engaging others’ perspectives and knowledge in the design process are less acknowledged, Wenger’s ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders. The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wenger’s ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders. Keywords: Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p

    Impact of online training in a first year undergraduate course

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    Students studying university courses in the off-campus (distance education or external) mode may be at a disadvantage to on-campus students since they don’t have the benefit of face-to-face instructions. Furthermore, they don’t have the opportunity to participate in formative assessments that are often delivered informally in lectures. This may lead to feelings of remoteness and isolation leading to poorer learning, lower results in assessments, and may also contribute to drop out rates, particularly in first year courses. To overcome this inequity, the usual training materials presented for a first year course in 2005 were supplemented with PowerPoint lectures, enhanced with synchronous audio, and a series of quizzes to be used as formative assessments. The lectures and quizzes were presented online via a course web site and were designed to become an integral part of the learning experience. The effectiveness of these enhanced materials was evaluated by surveying the users. Outcomes of the survey indicate that the enhancements to materials facilitated improved students’ learning, contributed positively to the learning experience, increased enjoyment of the course, and were a strong motivator. Off-campus students reported feeling less disenfranchised with the university and having a greater affinity with the lecturer, both of which should help increase first year retention rates. The information presented in this paper will be of benefit to others designing online teaching and learning activities

    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues

    Animated Courseware Support for Teaching Database Design

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    Database technologies are a core component of computing technology curricula. Their importance will only continue to expand as more and more data are retained in database systems. An effective database system is predicated on a good data model. Database design is the conceptualization of an underlying data model that progresses from identifying user requirements to graphically depicting those requirements and finally mapping the graphical models to a set of tables implemented in a physical database system. The abstract nature of much of database design makes it challenging to teach. This paper presents a set of software animations designed to support the teaching of database design concepts. Topic areas covered include mapping problem descriptions to Entity Relationship (ER) diagrams, mapping ER diagrams to tables, normalization and denormalization and comparison of various ER notation sets. The animations are fairly intuitive to use and are independent of any specific database text or product. They are intended to provide supplemental instructional support and also provide students with additional learning opportunities

    Investigating the impact of pedagogical agent gender matching and learner choice on learning outcomes and perceptions

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    abstract: The similarity attraction hypothesis posits that humans are drawn toward others who behave and appear similar to themselves. Two experiments examined this hypothesis with middle-school students learning electrical circuit analysis in a computer-based environment with an Animated Pedagogical Agent (APA). Experiment 1 was designed to determine whether matching the gender of the APA to the student has a positive impact on learning outcomes or student perceptions. One hundred ninety-seven middle-school students learned with the computer-based environment using an APA that matched their gender or one which was opposite in gender. Female students reported higher program ratings when the APA matched their gender. Male students, on the other hand, reported higher program ratings than females when the APA did not match their gender. Experiment 2 systematically tested the impact of providing learners the choice among four APAs on learning outcomes and student perceptions. Three hundred thirty-four middle-school students received either a pre-assigned random APA or were free to choose from four APA options: young male agent, older male agent, young female agent, or older female agent. Learners had higher far transfer scores when provided a choice of animated agent, but student perceptions were not impacted by having the ability to make this choice. We suggest that offering students learner control positively impacts student motivation and learning by increasing student perceptions of autonomy, responsibility for the success of the instructional materials, and global satisfaction with the design of materials.NOTICE: this is the author’s version of a work that was accepted for publication in COMPUTERS & EDUCATION. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in COMPUTERS & EDUCATION Volume 67, September 2013, Pages 36–50 http://dx.doi.org/10.1016/j.compedu.2013.02.00

    Design of teacher assistance tools in an exploratory learning environment for algebraic generalisation

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    The MiGen project is designing and developing an intelligent exploratory environment to support 11-14 year-old students in their learning of algebraic generalisation. Deployed within the classroom, the system also provides tools to assist teachers in monitoring students' activities and progress. This paper describes the architectural design of these Teacher Assistance tools and gives a detailed description of one such tool, focussing in particular on the research challenges faced, and the technologies and approaches chosen to implement the necessary functionalities given the context of the project

    Learning flexibility: the environment and a case study

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    This paper outlines the flexible student learning environment in the Faculty of Engineering and Surveying, before concentrating on evaluating one online learning option. This Faculty provides a variety of high quality on-campus, distance education and on-line academic programmes and various learning strategies for the heterogeneous student cohort (national and international). By accessing appropriate flexible learning and different learning experiences, students are empowered to determine learning opportunities and methodologies to suit their personal needs. The off-campus mode study may disadvantage students since they don’t have the benefit of face-to-face instructions or to participate in formative assessments delivered informally in lectures. This may lead to feelings of remoteness and isolation leading to poorer learning, lower results in assessments, and may also contribute to drop-out rates, particularly in first year courses. To overcome this inequity, the usual training materials presented for a first year course in 2005 were supplemented with PowerPoint lectures, enhanced with synchronous audio, and a series of quizzes to be used as formative assessments. The lectures and quizzes were presented online via a course web site and were designed to become an integral part of the learning experience. An evaluation of the effectiveness of these strategy demonstrated improved students' learning, a positive contribution to the learning experience, increased enjoyment of the course, and a strong learning motivator. Students reported feeling less disenfranchised with the university and having a greater affinity with the lecturer

    A trousers matter: are Disney’s female characters clothes of the latest animated and live action films empowering or a weak façade?

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    Princesses wear gowns, beautiful capes, wonderfully handmade dresses. Or do they? In the latest Walt Disney Animated Films, princesses and women have been wearing trousers and pants substituting the “average” and worldwide known princess outfit. From Maleficent to Toy Story 4 to Frozen II, many female characters started wearing more comfortable clothes which allow them to fight and move comfortably wherever they want. Disney is diving into its old filmography and rethinking their old fairy tale classics changing key characteristics to make the stories more “feminist” according to contemporary standards (Koushik, Reed 2018). Although it has been a clear sign of empowerment, are these changes following feminist roots? Are the female characters empowered? Feminism’s reemergence in the mainstream has forced and is still forcing businesses and media organizations to be aware of and even to promote gender issues relevant to the marketing of their products (Schiele, Louie, Chen 2020). Queen Elsa from Frozen, for example, is an insecure character but she does not face her fears as her sister Anna does. However, in Frozen II, Elsa changes her attitude and with it her clothes change too. Is queen Elsa, however, really one of the most powerful Disney characters? On a visual language perspective, are trousers the best way to show how women can be empowered? Is it a clothes matter or is it more a motif matter? Is using stereotypical heritage from fairy tales a wise choice? And are the characters from Encanto a new perspective on the matter
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