19,202 research outputs found
Knowledge convergence in computer-supported collaborative learning
This study investigates how two types of graphical representation tools influence the way in which learners use knowledge resources in two different collaboration conditions. In addition, the study explores the extent to which learners share knowledge with respect to individual outcomes under these different conditions. The study also analyzes the relationship between the use of knowledge resources and different types of knowledge. The type of external representation (content-specific vs. content-independent) and the collaboration condition (videoconferencing vs. face-to-face) were varied. Sixty-four (64) university students participated in the study. Results showed that learning partners converged strongly with respect to their use of resources during the collaboration process. Convergence with respect to outcomes was rather low, but relatively higher for application-oriented knowledge than for factual knowledge. With content-specific external representation, learners used more appropriate knowledge resources without sharing more knowledge after collaboration. Learners in the computer-mediated collaboration used a wider range of resources. Moreover, in exploratory qualitative and quantitative analyses, the study found evidence for a relation between aspects of the collaborative process and knowledge convergence
Integral of radical trigonometric functions revisited
This article revisits an integral of radical trigonometric functions. It
presents several methods of integration where the integrand takes the form
or . The integral has applications
in Calculus where it appears as the length of cardioid represented in polar
coordinates.Comment: 12 pages, 4 figure
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Evaluation of World Wide Web-based Lessons for a First Year Dental Biochemistry Course
First year dental students at The University of Texas Dental Branch at Houston (Dental Branch) are required to take a basic biochemistry course. To facilitate learning and allow student self-assessment of their progress, WWW-based lessons covering intermediary metabolism were developed as a supplement to traditional lectures. Lesson design combined text, graphics, and animations and included learner control, links to other learning resources, and practice exercises and exams with immediate feedback. Results from an on-line questionnaire completed by students in two different classes showed that they completed 50% of the lessons and spent an average of 4 hrs. on-line. A majority of the students either agreed or strongly agreed that practice exercises were helpful, that the ability to control the pace of the lessons was important, that the lesson structure and presentation was easy to follow, that the illustrations, animations, and hyperlinks were helpful, and that the lessons were effective as a review. The very positive response to the WWW-based lessons indicates the usefulness of this approach as a study aid for dental students
Computerâbased interactive tutorial versus traditional lecture for teaching introductory aspects of pain
In the health sciences, a wide range of computerâbased courseware is now available. The aim of the study described in this paper has been to compare the effectiveness of a computerâbased learning (CBL) software package and a traditional lecture (TL) for the delivery, of introductory material on pain. Nineteen undergraduate nursing students were divided into two groups to attend a oneâhour learning session which introduced clinical aspects of pain and which was delivered by either CBL or TL. Students were assessed for prior knowledge by a preâsession test, and for knowledge gain by an identical postâsession test. In addition, a multipleâchoice question paper was used to examine differences in pain knowledge between the two groups, and a questionnaire was used to examine the studentsâ views on their experience during the learning session. The results demonstrated that both groups showed significant knowledge gain after their respective learning sessions. No significant differences between the groups in the magnitude of knowledge gain were found for clinical aspects of pain delivered during the learning sessions. The attitude questionnaire revealed that students attending CBL reported similar learning experiences to those attending the lecture
Interactive displays in medical art
Medical illustration is a field of visual communication with a long history. Traditional medical illustrations are static, 2-D, printed images; highly realistic depictions of the gross morphology of anatomical structures. Today medicine requires the visualization of structures and processes that have never before been seen. Complex 3-D spatial relationships require interpretation from 2-D diagnostic imagery. Pictures that move in real time have become clinical and research tools for physicians. Medical illustrators are involved with the development of interactive visual displays for three different, but not discrete, functions: as educational materials, as clinical and research tools, and as data bases of standard imagery used to produce visuals. The production of interactive displays in the medical arts is examined
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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 bachelorsâ 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
Macalester College Bulletin
This publication is the Macalester College Bulletin, 1975-76 Supplement. Annual college catalog listing courses of study, historical sketch, calendar, honorary degrees, admission requirements, descriptions of departments, lists of faculty and board of trustee committees, summary of students, and lists of faculty and trustees
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