22,883 research outputs found

    Creating a place for learning - Bridging physical and virtual learning spaces at conferences

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    This paper presents a reflective case study of the introduction of Learning Toolbox as an ePoster solution for conferences. The Learning Toolbox ePoster platform is designed to overcome practical knowledge sharing and communication problems encountered in both the traditional paper poster and standard, screen-based ePoster approaches. Additionally it draws on the trialogic learning theory, by offering ePoster authors and viewers support for discussion and knowledge development focused on an object (the ePoster). As such it aims to support greater engagement, community building and knowledge creation within and beyond an academic conference. In this paper we describe the educational aims behind Learning Toolbox, the technological solution, the practical approach used to introduce it as the ePoster platform at a large international conference, a review of its use at the conference and then reflect on what contributed to its successful adoption. Finally open challenges and further work are identified (including evaluating the impact on learning and engagement beyond the conference and scaling up the numbers of ePosters whilst still allowing authors to present to and discuss their work directly with an audience) to which we propose possible solutions

    Digital communities: context for leading learning into the future?

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    In 2011, a robust, on-campus, three-element Community of Practice model consisting of growing community, sharing of practice and building domain knowledge was piloted in a digital learning environment. An interim evaluation of the pilot study revealed that the three-element framework, when used in a digital environment, required a fourth element. This element, which appears to happen incidentally in the face-to-face context, is that of reflecting, reporting and revising. This paper outlines the extension of the pilot study to the national tertiary education context in order to explore the implications for the design, leadership roles, and selection of appropriate technologies to support and sustain digital communities using the four-element model

    Innovation in Mobile Learning: A European Perspective

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    In the evolving landscape of mobile learning, European researchers have conducted significant mobile learning projects, representing a distinct perspective on mobile learning research and development. Our paper aims to explore how these projects have arisen, showing the driving forces of European innovation in mobile learning. We propose context as a central construct in mobile learning and examine theories of learning for the mobile world, based on physical, technological, conceptual, social and temporal mobility. We also examine the impacts of mobile learning research on educational practices and the implications for policy. Throughout, we identify lessons learnt from European experiences to date

    Human-Human Collaboration in Virtual Teams

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    Extended and networked enterprises distribute the design of products, planning of the production process, and manufacturing regionally if not globally. Employees are therefore confronted with collaborative work over remote sites. A cost effective collaboration depends highly on the organization maintaining a common understanding for this kind of work and a suitable support with information and communication technology. The usual face to face work is going to be replaced at least partly if not totally by computer mediated collaboration. Creating and maintaining virtual teams is a challenge to work conditions as well as technology. New developments on cost-effective connections are providing not only vision and auditory perception but also haptic perception. Research results for improving remote collaboration are presented. Individual, social and cultural aspects are considered as new requirements on the employees of networked and extended enterprises.working teams; networks; production process; collaborative work; virtual teams; ICT

    New Media Art/ New Funding Models

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    Investigates the current state of funding for new media artists, with an emphasis on the support structures for innovative creative work that utilizes advanced technologies as the main vehicle for artistic practice

    Connecting Students by Integrating the 3D Virtual and Real Worlds: We Need 3D Open Source Spaces to Keep Socialization, Communication and Collaboration Alive

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    Picture a world where imagination is the only limit; a world that stimulates students to learn, communicate, play and grow. The emergence of 3D Virtual Worlds has made this a virtual reality. Until recently this virtual experience has been separated from the real world by the limitations of software (proprietary systems), and constraints of hardware and networks (stationary consoles and network connections). Such separation limits the pedagogical utility that 3D Spaces can offer students. This article peeks around the corner of innovation by exploring a number of emergent open source developments that integrate the 3D Virtual and Real Worlds into a seamless reality, one that enhances pedagogical opportunities by integrating the practical and vocational actuality of the real world with the technical and imaginable possibilities of the Virtual Worlds. These possibilities are explored with reference to recent developments, pedagogical theory, and case studies in various open source 3D Virtual Worlds
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