7,728 research outputs found
IDR : a participatory methodology for interdisciplinary design in technology enhanced learning
One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants
Creating, Doing, and Sustaining OER: Lessons from Six Open Educational Resource Projects
The development of free-to-use open educational resources (OER) has generated a dynamic field of widespread interest and study regarding methods for creating and sustaining OER. To help foster a thriving OER movement with potential for knowledge-sharing across program, organizational and national boundaries, the Institute for Knowledge Management in Education (ISKME), developed and conducted case study research programs in collaboration with six OER projects from around the world. Embodying a range of challenges and opportunities among a diverse set of OER projects, the case studies intended to track, analyze and share key developments in the creation, use and reuse of OER. The specific cases include: CurriculumNet, Curriki, Free High School Science Texts (FHSST), Training Commons, Stanford Encyclopedia of Philosophy (SEP), and Teachers' Domain
Designing for Cross-Device Interactions
Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that ‘reuse’ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of ‘reuse’, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
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CreaTable Content and Tangible Interaction in Aphasia
Multimedia digital content (combining pictures, text and music) is ubiquitous. The process of creating such content using existing tools typically requires complex, language-laden interactions which pose a challenge for users with aphasia (a language impairment following brain injury). Tangible interactions offer a potential means to address this challenge, however, there has been little work exploring their potential for this purpose. In this paper, we present CreaTable – a platform that enables us to explore tangible interaction as a means of supporting digital content creation for people with aphasia. We report details of the co-design of CreaTable and findings from a digital creativity workshop. Workshop findings indicated that CreaTable enabled people with aphasia to create something they would not otherwise have been able to. We report how users’ aphasia profiles affected their experience, describe tensions in collaborative content creation and provide insight into more accessible content creation using tangibles
Creating and collaborating: students’ and tutors’ perceptions of an online group project
Although collaboration skills are highly valued by employers, convincing students that collaborative learning activities are worthwhile, and ensuring that the experience is both useful and enjoyable, are significant challenges for educators. This paper addresses these challenges by exploring students’ and tutors’ experiences of a group project where part-time distance learners collaborate online to create a website. Focus groups were conducted with students who had recently completed the project, and discussion forums were used to gather feedback from tutors who supported students and marked their group work. The research showed that students’ attitudes towards the group project on completion were generally favourable. Findings highlighted key aspects for successful online group projects and for motivating students to participate fully. These included: the design of authentic tasks, with skills development relevant to the workplace; careful attention to how the group work is assessed; and enabling students to develop websites they could be proud of. Frustrations for students were associated with the lack of engagement of fellow students and with limitations of the tool provided for building the website. Tutors found marking the work a time-consuming and complex process. Tutors were also unconvinced of the value and fairness of assessing students partly on a group, as opposed to an individual, basis
Overview and Analysis of Practices with Open Educational Resources in Adult Education in Europe
OER4Adults aimed to provide an overview of Open Educational Practices in adult learning in Europe,
identifying enablers and barriers to successful implementation of practices with OER.
The project was conducted in 2012-2013 by a team from the Caledonian Academy, Glasgow
Caledonian University, funded by The Institute for Prospective Technological Studies (IPTS).
The project drew on data from four main sources:
• OER4Adults inventory of over 150 OER initiatives relevant to adult learning in Europe
• Responses from the leaders of 36 OER initiatives to a detailed SWOT survey
• Responses from 89 lifelong learners and adult educators to a short poll
• The Vision Papers on Open Education 2030: Lifelong Learning published by IPTS
Interpretation was informed by interviews with OER and adult education experts, discussion at the IPTS Foresight Workshop on Open Education and Lifelong Learning 2030, and evaluation of the UKOER programme.
Analysis revealed 6 tensions that drive developing practices around OER in adult learning as well 6 summary recommendations for the further development of such practices
The Web 2.0 Revolution: Using technology to shape standard-based instruction
Different Web 2.0 applications, such as weblogs, podcasts, wikis, and twitter have revolutionized the way people interact online and opened a path to a new way of global mass-communication for every internet user. Web 2.0 applications have also proved to enhance foreign language instruction in terms of learner motivation, collaborative learning processes, time-and space independence for students across classroom boundaries, and chances for authentic language use and perception. This thesis demonstrates the uses of Web 2.0 to enhance standards-based foreign language education and address each of the five C\u27s using 21st-century technologies. By implementing Web 2.0 as an instructional tool, teachers can align their courses with the ACTFL standards and the modes of communication through which they can best be communicated. The thesis outlines a thematic unit of instruction, which demonstrates the use of Web 2.0 in teaching the standards and modes of communication and also functions as a ready-to-use sequence in class
Trends, challenges and processes in conversational agent design: exploring practitioners’ views through semi-structured interviews
The aim of this study is to explore the challenges and experiences of conversational agent (CA) practitioners in order to highlight their practical needs and bring them into consideration within the scholarly sphere. A range of data scientists, conversational designers, executive managers and researchers shared their opinions and experiences through semi-structured interviews. They were asked about emerging trends, the challenges they face, and the design processes they follow when creating CAs. In terms of trends, findings included mixed feelings regarding no-code solutions and a desire for a separation of roles. The challenges mentioned included a lack of socio-technical tools and conversational archetypes. Finally, practitioners followed different design processes and did not use the design processes described in the academic literature. These findings were analyzed to establish links between practitioners’ insights and discussions in related literature. The goal of this analysis is to highlight research-practice gaps by synthesising five practitioner needs that are not currently being met. By highlighting these research-practice gaps and foregrounding the challenges and experiences of CA practitioners, we can begin to understand the extent to which emerging literature is influencing industrial settings and where more research is needed to better support CA practitioners in their work
Performing a Thematic Analysis: An Exploratory Study about Managers’ Perceptions on Gender Equality
The purpose of this paper is to present results from an exploratory study that aims to investigate why gender role alterations in leadership positions is slow. The tourism managers’ perceptions of gender equality, within the workplace, were obtained resorting to focus groups. We chose thematic analysis to identify themes and patterns. This thematic analysis enables a methodological systematization of data. Data were coded using webQDA, a computer-assisted qualitative data analysis software that speeds up the team process of analysis. The systematization of information helped overcome the difficulties to synthesize the various interpretations; thus it was possible to generate more ideas and reduce researcher bias. The main outcome of the study was the development of an analytic framework where diverse components fit together by combining and cataloguing six main themes and their sub-themes. This framework is not only an analysis tool but also provides support to develop robust quantitative instruments and facilitate future meta-inference drawn from all data sources of a research project. We defend that mixed methods research is useful for finding credible answers to research questions on complex social phenomena. Discussion about qualitative vs quantitative dichotomy is sometimes irrelevant, because what matters is maximizing the process of research. Exploring the practicalities of using a qualitative methodology as a team of researchers, we contribute to theory development on human resources capitalization
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