2,466 research outputs found
A conceptual architecture for interactive educational multimedia
Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching.
A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction
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An agent-based fuzzy cognitive map approach to the strategic marketing planning for industrial firms
This is the post-print version of the final paper published in Industrial Marketing Management. The published article is available from the link below. 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. Copyright @ 2013 Elsevier B.V.Industrial marketing planning is a typical example of an unstructured decision making problem due to the large number of variables to consider and the uncertainty imposed on those variables. Although abundant studies identified barriers and facilitators of effective industrial marketing planning in practice, the literature still lacks practical tools and methods that marketing managers can use for the task. This paper applies fuzzy cognitive maps (FCM) to industrial marketing planning. In particular, agent based inference method is proposed to overcome dynamic relationships, time lags, and reusability issues of FCM evaluation. MACOM simulator also is developed to help marketing managers conduct what-if scenarios to see the impacts of possible changes on the variables defined in an FCM that represents industrial marketing planning problem. The simulator is applied to an industrial marketing planning problem for a global software service company in South Korea. This study has practical implication as it supports marketing managers for industrial marketing planning that has large number of variables and their cause–effect relationships. It also contributes to FCM theory by providing an agent based method for the inference of FCM. Finally, MACOM also provides academics in the industrial marketing management discipline with a tool for developing and pre-verifying a conceptual model based on qualitative knowledge of marketing practitioners.Ministry of Education, Science and Technology (Korea
The future of technology enhanced active learning – a roadmap
The notion of active learning refers to the active involvement of learner in the learning process,
capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap,
the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a
best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, ‘Peals in the Cloud’, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
Blueprint model and language for engineering cloud applications
Abstract: The research presented in this thesis is positioned within the domain of engineering CSBAs. Its contribution is twofold: (1) a uniform specification language, called the Blueprint Specification Language (BSL), for specifying cloud services across several cloud vendors and (2) a set of associated techniques, called the Blueprint Manipulation Techniques (BMTs), for publishing, querying, and composing cloud service specifications with aim to support the flexible design and configuration of an CSBA.
Mastering the requirements analysis for communication-intensive websites
Web application development still needs to employ effective methods to accommodate some distinctive aspects of the requirements analysis process: capturing high-level communication goals, considering several user profiles and stakeholders, defining hypermedia-specific requirements (concerning navigation, content, information structure and presentation aspects), and reusing requirements for an effective usability evaluation. Techniques should be usable by both stakeholders and the design team, require little training effort, and show relative advantage to project managers. Over the last few years, requirements methodologies applied to web-based applications have considered mainly the transactional and operational aspects typical of traditional information systems. The communicational aspects of web sites have been neglected in regards to systematic requirements methods. This thesis, starting from key achievements in Requirements Engineering (hereafter RE), introduces a model (AWARE) for defining and analyzing requirements for web applications mainly conceived as strategic communication means for an institution or organization. The model extends traditional goal and scenario-based approaches for refining highlevel goals into website requirements, by introducing the analysis of ill-defined user goals, stakeholder communication goals, and a hypermedia requirement taxonomy to facilitate web conceptual design, and paving the way for a systematic usability evaluation. AWARE comprises a conceptual toolkit and a notation for effective requirements documentation. AWARE concepts and notation represent a useful communication and analysis conceptual tool that may support in the elicitation, negotiation, analysis and validation of requirements from the relevant stakeholders (users included). The empirical validation of the model is carried out in two ways. Firstly, the model has been employed in web projects on the field. These case studies and the lessons learnt will be presented and discussed to assess advantages and limits of the proposal. Secondly, a sample of web analysts and designers has been asked to study and apply the model: the feedback gathered is positive and encouraging for further improvement.Lo sviluppo di applicazioni web necessita di strumenti efficaci per gestire alcuni aspetti essenziali del processo di analisi dei requisiti: l'identificazione di obiettivi di comunicazione strategici, la presenza di una varietà di profili utente e di stakeholders, le definizione di requisiti ipermediali (riguardanti navigazione, interazione, contenuto e presentazione), e il riuso dei requisiti per una pianificazione efficace della valutazione dell'usabilità. Sono necessarie tecniche usabili sia dagli stakeholders che dai progettisti, che richiedono un tempo breve per essere appresi ed usati con efficacia, mostrando vantaggi significativi ai gestori di progetti complessi. La tesi definisce AWARE (Analysis of Web Application Requirements) - una metodologia per l'analisi dei requisiti specifica per la gestione di siti web (ed applicazioni interattive) con forti componenti comunicative. La metodologia estende le tecniche esistenti dell''analisi dei requisiti basate su approcci goal-oriented e scenario-based, introducendo una tassonomia di requisiti specifica per siti web (che permette di dare un input strutturato all'attività di progetazione), strumenti per l'identificazione e l'analisi di obiettivi ill-defined (generici o mal-definiti) e di obiettivi comunicativi e supporto metodologico per la valutazione dell'usabilità basata sui requisiti dell'applicazione. La metodologia AWARE è stata valutata sul campo attraverso progetti con professionisti del settore (web designers e IT managers), e grazie ad interventi di formazione in aziende specializzate nella comunicazione su web
Techniques for fostering collaboration in online learning communities
Collaboration is, to date, extensively adopted for supporting learning processes, both in face-to-face and in virtual learning contexts. However, technology profoundly changes the nature of human interactions and, consequently, also changes the nature of the collaborative learning process, yielding a range of new potentialities and problems. "Techniques for Fostering Collaboration in Online Learning Communities: Theoretical and Practical Perspectives" provides a focused assessment of the peculiarities of online collaborative learning processes by looking at the strategies, methods, and techniques used to support and enhance debate and exchange among peers. Offering an extensive discussion of the design, management, monitoring, and evaluation of learning processes, this work reviews issues from both a theoretical and practical viewpoint and includes methodological contributions as well as perspectives on real experiences
The art and science of learning design: Editoral
Editorial for the "art and science of learning design" supplement. Introduces the learning design approach, considers some of the grand challenges associated with it, and presents the papers in this supplement
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Community Dimmensions of Learning Object Repositories. <i>Deliverable 1</i>: Report on Learning Communities and Repositories
Synthesizing design and informing science rationales for driving a decentralized generative knowledge management agenda
CITATION: Schmitt, U. & Gill, T. G. 2019. Synthesizing design and informing science rationales for driving a decentralized generative knowledge management agenda. Informing Science: the International Journal of an Emerging Transdiscipline, 22:1-18, doi:10.28945/4264.The original publication is available at https://www.informingscience.orgAim/Purpose: In a world of rapidly expanding complexity and exponentially increasing data availability, IT-based knowledge management tools will be needed to manage and curate available information. This paper looks at a particular tool architecture that has been previously proposed: The Personal Knowledge Management System (PKMS). The specific focus is on how the proposed architecture conforms to design science principles that relate to how it is likely to evolve.
Background: We first introduce some recent informing science and design science research frameworks, then examine how the PKMS architecture would conform to these.
Methodology: The approach taken is conceptual analysis.
Contribution: The analysis provides a clearer understanding of how the proposed PKMS would serve the diverse-client ambiguous-target (DCAT) informing scenario and how it could be expected to evolve.
Findings: We demonstrate how the PKMS informing architecture can be characterized as a “social machine” that appears to conform to a number of principles that would facilitate its long-term evolution.
Future Research: The example provided by the paper could serve as a model future research seeking to integrate design science and informing science in the study of IT artefacts.https://www.informingscience.org/Publications/4264?Source=%2FJournals%2FInformingSciJ%2FArticles%3FVolume%3D22-2019Publisher's versio
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