7,847 research outputs found

    Migrating existing multimedia courseware to Moodle

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    Open source course management systems offer increased flexibility for instructors and instructional designers. Communities can influence the development of these systems and on an individual basis, the possibility to modify the system software exists. Migrating existing courseware to these systems can therefore be beneficial, sometimes even required. We report here about our experience in migrating an existing courseware system consisting of multimedia content and interactive, integrated infrastructure functionality to an open source course management system called Moodle. We will assess the difficulties that we have encountered during this process and, discuss the importance of standards in this context, and we aim to provide other instructors or instructional designers with guidelines and assessment support for other migration projects

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Developing a web-based video tutorial on using HyperStudio

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    The goal of this project was to provide an effective way for students to learn how to use an authoring language, HyperStudio, through an efficient interactive on-line environment. The author begins by identifying the necessary components for effective web-based tutorials and exploring video\u27s impact on delivering web-based tutorials. The process used to plan, design, develop and implement this project was explained. This project demonstrates how a web-based tutorial can be created to assist the traditional classroom as a supplementary medium

    An interactive flash application as a supplementary teaching tool in higher education

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    Educational Flash applications have received the attention of researchers and educators in higher education as a result of the evolution of technology, including high-speed Internet, advanced hardware and software, and the seeking of new learning paradigms from the constructivist\u27s point of view. However, existing educational websites utilizing Flash contain limited interactivity, and few websites have been created which adapt valuable educational theories that sustain and enhance the learning processes that suit the Net generation. The purpose of this study is to examine educational theories which are relevant to current educational contexts and learners and to propose a guideline for developing an educational application. In addition, by providing an educational Flash application, the author discovers potential applications using Flash to enhancing the learning process, based on literature which has been previously discussed. To create the educational Flash application, the author selected the subject, learning grid systems for design students in higher education. The validity of this application is examined by learners\u27 evaluations. The guidelines proposed by the author can be utilized by developers and educators to create instructional applications based on valid educational theories. Also, the Flash application as the prototype for this study is an illustration of a higher education use of Flash

    Youth as Design Partners: Age-Appropriate Websites for Middle and High School Students

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    This study explored the impact of using best practices identified in previous studies in designing age-appropriate websites for middle and high school youth. Utilizing a mixed-method approach, 31 middle and 22 high school youth took part in six focus groups across four states. Participants were introduced to a website specifically designed for either middle or high school youth, asked to discuss their overall opinions of content and interface design, and then asked to rate their overall first impressions of the site. Satisfaction ratings for both groups increased for each design iteration (high school from 6.2 to 8.0; middle school from 6.7 to 8.25) and the results validate previous findings that unique differences exist between middle and high school user preferences. ChiSquare tests (p=.05) suggest middle school website ratings increased significantly while high school website ratings, which improved, remained inconclusive. The implications of the study include a youth website design checklist for both middle and high school youth and the introduction of a new construct, concept actualization, which reflects the need for designers to shift from adult to youth oriented paradigms when designing digital environments through close collaboration between adult and youth designers

    Four dimensional presentations as a new representation method: a proposal for the use of interactive multimedia presentation in landscape architecture

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    Few studies on presentation methods in the profession of landscape architecture have been done in the past, because evaluating presentations raises primarily subjective issues. Today, interactive multimedia presentations offer an excellent opportunity to investigate the presentation methods employed by landscape architects, gCan new communication technologies help to enhance the communication between the presenter and his audience?h This is the fundamental question addressed in this thesis. It explores interactive multimedia presentations to see their potentials, and considers ways to integrate various multimedia as presentation methods for future landscape architectural presentations. The main terms, interactivity and multimedia, are explained to understand the features of interactive multimedia presentations. Conventions of traditional presentations and historical aspects are overviewed to deepen the meanings of presentation methods. An interactive multimedia presentation is actually produced to explore how multimedia can be effective tools and to document how the interactive multimedia presentations are produced. It used to be very difficult to represent the transitions between spaces in traditional paper board presentations; however, interactive multimedia presentations make it possible to visualize the transitions and relationship between the designed spaces three-dimensionally. Landscape architects today should make the most use of various media and utilize the new computer communication technologies to enhance their presentations. 3D modeling process greatly helps designers check and reevaluate their proposed designs as well. In fact, interactive multimedia presentations are useful not only for the presentations but also for total professional communication and educational purposes

    Interactive multimedia teaching of digital signal processors

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    This article shows a novel approach to Digital Signal Processors (DSPs) teaching based on an interactive multimedia educational tool, designed with Shockwave™ and Macromedia Director™. The use and utility of the tool has been analyzed, and the benefits of this novel teaching methodology have been pointed ou

    Organic Chemistry in Virtual Reality: Bridging Gaps between Two-Dimensional and Three-Dimensional Representations

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    The traditional two-dimensional representations in organic chemistry education highlighted the lack of depth and interactivity, impeding student learning, engagement, and comprehension. By emphasizing on the limitations of conventional educational materials, the research advocated for integrating Augmented Reality (AR) and Virtual Reality (VR) technologies, which enhance organic chemistry visualization. The main objective was to bridge the gap between two and three-dimensional perspectives, offering a more dynamic and interactive learning experience. The thesis aimed to assess traditional teaching methods in organic chemistry—lectures, textbooks, and laboratory exercises. It also aimed to identify their challenges in conveying complex molecular structures and reactions effectively. Additionally, it explored the integration of Virtual Reality (VR) and Augmented Reality (AR) with these conventional methods. The goal had been to develop a cohesive educational framework that combined the strengths of both traditional and modern technological approaches. This blended learning model was meant to improve student engagement and understanding by incorporating dynamic visualizations into lectures as well as interactive content into textbooks. Building on this premise, the research focused on the following questions: 1. What challenges do traditional teaching methods face in teaching organic chemistry concepts adequately? 2. What advantages do VR and AR offer in organic chemistry education compared to traditional methods? 3. What impact do VR and AR technologies have on student engagement in organic chemistry compared to traditional teaching methods? 4. How can VR and AR be tailored to meet pedagogical and andragogical needs in organic chemistry education? 5. Why are VR and AR more effective than traditional methods in enhancing learning in organic chemistry? 6. What are the best strategies for integrating VR and AR into the organic chemistry curricula to enhance learning alongside traditional methods? 7. How can AR and VR in organic chemistry education be aligned with Vygotsky’s Zone of Proximal Development to improve learning outcomes? 8. How can AR and VR be personalized in organic chemistry education to support individual learning and Piaget\u27s theory of self-learning? 9. What are the benefits and challenges of applying the \u27Ship Early, Ship Often\u27 approach to developing AR and VR tools in organic chemistry education? Upon the completion of this research, a literature review was conducted additionally as well as visual and content analyses. Based upon the research conducted, a visual solution was created to guide curriculum developers, textbook publishers, researchers, and educators in integrating VR and AR technologies into traditional organic chemistry curricula. The deliverable theory of the visual was a high-fidelity wireframe prototype created for VR and AR in Organic Chemistry, designed to enhance student engagement and understanding by combining immersive technology with traditional teaching methods. The project also featured a responsive website to inform stakeholders about the benefits of this integration, supported by print media like brochures, posters, and billboards for broader outreach and awareness. The high-fidelity wireframe prototype with the responsive website and supporting print media, were crucial elements in reshaping organic chemistry education, bridging the gap between traditional pedagogy and andragogy as well as futuristic learning paradigms
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