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Designing for change: mash-up personal learning environments
Institutions for formal education and most work places are equipped today with at least some kind of tools that bring together people and content artefacts in learning activities to support them in constructing and processing information and knowledge. For almost half a century, science and practice have been discussing models on how to bring personalisation through digital means to these environments. Learning environments and their construction as well as maintenance makes up the most crucial part of the learning process and the desired learning outcomes and theories should take this into account. Instruction itself as the predominant paradigm has to step down.
The learning environment is an (if not 'the�) important outcome of a learning process, not just a stage to perform a 'learning play'. For these good reasons, we therefore consider instructional design theories to be flawed.
In this article we first clarify key concepts and assumptions for personalised learning environments. Afterwards, we summarise our critique on the contemporary models for personalised adaptive learning. Subsequently, we propose our alternative, i.e. the concept of a mash-up personal learning environment that provides adaptation mechanisms for learning environment construction and maintenance. The web application mash-up solution allows learners to reuse existing (web-based) tools plus services.
Our alternative, LISL is a design language model for creating, managing, maintaining, and learning about learning environment design; it is complemented by a proof of concept, the MUPPLE platform. We demonstrate this approach with a prototypical implementation and a – we think – comprehensible example. Finally, we round up the article with a discussion on possible extensions of this new model and open problems
Digital library access for illiterate users
The problems that illiteracy poses in accessing information are gaining attention from the research community. Issues currently being explored include developing an understanding of the barriers to information acquisition experienced by different groups of illiterate information seekers; creating technology, such as software interfaces, that support illiterate users effectively; and tailoring content to increase its accessibility. We have taken a formative evaluation approach to developing and evaluating a digital library interface for illiterate users. We discuss modifications to the Greenstone platform, describe user studies and outline resulting design implications
Template-driven teacher modelling approach : a thesis submitted in partial fulfilment of the requirements for the degree of Master of Science in Information Science at Massey University, Palmerston North
This thesis describes the Template-driven Teacher Modeling Approach, the initial implementation of the template server and the formative evaluation on the prototype. The initiative of Template-driven teacher modeling is to integrate the template server and intelligent teacher models in Web-based education systems for course authoring. There are a number of key components in the proposed system: user interface, template server and content repository. The Template-Driven Teacher Modeling (TDTM) architecture supports the course authoring by providing higher degree of control over the generation of presentation. The collection of accumulated templates in the template repository for a teacher or a group of teachers are selected as the inputs for the inference mechanism in teacher's model to calculate the best representation of the teaching strategy, and then predict teacher intention when he or she interacts with the system. Moreover, the presentation templates are kept to support the re-use of the on-line content at the level of individual screens with the help of Template Server
Emergent digital services in public libraries : a domain study
Purpose: This paper explores the emergence of digital services in the public library domain via an extensive study of the websites of all Scottish public library services Design/methodology/approach: In a 4 month period all 32 of Scotland’s public library authority websites were visited by a researcher. The goal of the researcher was to record the options available from the library homepages in the following way: •Role of library in providing page content: content provider or access provider? •Was the page providing a digital service? •What was the audience for the page? Adult, child, or not specified? •Description of page content •Any noted usability issues Each site was only visited to three levels below that of the initial homepage. Findings: The study found a good standard of innovation in digital services around LMS functions, offering users the ability to keep in control of their borrowing and reserving. In addition there was a consistent set of electronic reference resources subscribed to by multiple libraries, offering high quality information both within the library and for library members from their home or workplace. Problems were found with regards to guidance on the usage of these resources, as well as confusion and inconsistency in terminology usage across different library services. Research limitations/implications: The paper examines only Scottish public library sites, thus can only claim to be representative of that country. It also can only represent the sites at the time they were examined. Practical implications: The paper should be of interest to public and other librarians interested in patterns across web sites in their sector. Originality/value: This is the first national study of Scottish public library websites and its findings should be of value as a result
Game Assessment For Miltary Application
The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for reuse potential and that the five instruments that make up the tool did meet the purpose of the design. However, the study also indicated that the instruments needed recommended modifications and further testing with a larger population group before the tool could be utilized. The assessment process identified in this study was a step forward in the area of game and simulation integration research. This study indicated that more research is needed in the area of instructional design to enhance instructional integration goals for future game, simulation and training applications
The needs of industry and future technologies landscapes and the resultant requirements for the graduate profile
This report presents current and future technology landscapes that can be affected by design for all in the field of ICT, and how these landscapes can affect the future graduate profile. It also presents an overview of current industry awareness about the topic, and a summary of the industry needs
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