2,361 research outputs found

    A modular methodology for converting large, complex books into usable, accessible and standards-compliant ebooks

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    This report describes the methodology used for ebook creation for the Glasgow Digital Library (GDL), and provides detailed instructions on how the same methodology could be used elsewhere. The document includes a description and explanation of the processes for ebook creation followed by a tutorial

    Towards transparent computing: Content authoring using open standards

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    Canvas Research Modules: Meeting Students Where They Are

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    Since Fall 2020, J. Sargeant Reynolds Community College librarians discovered some new post-COVID realities for our college including: more online asynchronous classes being offered; short semester sessions; the declining number of instructors requesting information literacy sessions for their classes; and fewer students visiting our campus libraries. During the Fall 2020 semester, librarians started to discuss how we could create research modules in our Canvas learning management system. Instructors could then request to be added to a specific Canvas research module so they can copy over the module into their course sections in Canvas. Considering the fact that the our librarians have historically collaborated most closely with English instructors and that most students are introduced to college level research in College Composition I, we decided to focus on creating a research module for this course first. In Spring 2021, librarians reached out to and collaborated with the English department head on specific information literacy skills to focus on in the module. The module was completed in Summer 2021 and includes seven short videos that cover: library databases vs. the open web, scholarly vs. popular articles, selecting & using keywords in your search, finding articles in the library databases, finding books, and evaluating resources. This research module was promoted to College Composition I instructors who then copied the module over into their Canvas College Composition I course sections the beginning of the Fall 2021 semester. During the Fall 2022 semester this research module was updated to include assessment in the form of quick check questions after each video as well as a 20 question quiz. This updated research module was promoted to College Composition I instructors the beginning of the Spring 2022 semester. Librarians will be reaching out to College Composition I instructors the end of the Spring 2022 semester to get their feedback on the updated module. Since Fall 2021, Reynolds librarians have also collaborated with instructors and created Canvas research modules for the following classes: Biology (created videos on scientific literacy and plagiarism); Culinary (created videos on finding culinary resources); History (created videos on finding primary resources); Nursing (understanding PICO and finding evidence-based research articles); and Political Science (created videos on finding political science resources). This session will cover how we collaborated with instructors from different programs on developing research modules for their classes, how we developed short videos for the modules using both Canva for Teams, a graphic design platform and TechSmith\u27s Camtasia, a screen recording and video editor; and our future plans for updating our current research modules and developing new research modules

    On the writing, reading and publishing of digital stories

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    Purpose – The purpose of this paper is to describe a study set up to investigate and map the landscape of digital writing today. A holistic perspective has been adopted involving writers, readers and publishers alike. Design/methodology/approach – The research uses a qualitative approach and combines interviews and direct observations. In in-depth interviews 13 participants (four writers, four publishers, three readers and two on-line readers) were questioned for their opinions on issues related to writing, publishing and reading digital fiction. The three readers were also observed while interacting, for the first time, with three digital stories. Findings – Results show that the area is still unsettled though much excitement surrounds experimentations and freedom of publishing online. Readers seem uneasy with the role of co-creators that writers want to assign them and prefer linear stories to more deconstructed ones. Writers like to experiment and combine multiple media and readers like to interact with multimedia stories; this seems to open interesting perspectives over interactive narrative. Publishers are not yet involved in digital writing and this is seen simultaneously as a blessing (unfiltering of innovative ideas) and a curse (lack of economical support, lack of quality selection). Despite disagreement and ambiguity all interviewees agree that digital fiction will come, likely prompted by new reading technology. Originality/value – This paper is the first attempt to understand the phenomena of digital writing taking into consideration the perspectives of writers, readers and publishers simultaneously and comparing their different views

    Designing eBook interaction for mobile and contextual learning

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    Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to built a first model of a dynamic book that may function as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9-10 years old, in Portuguese schools. This paper presents the design and features of this interactive book titled "Adventures in the Guadiana River", developed using the Apple iBook format, and especially set for the iPad retina. Because this is a proprietary format we also built a prototype following the EPUB3 standard and developed new ways to interact with content within this universal format. Preliminary tests with our prototypes revealed very good usability and promising pedagogical potential in the proposed models.info:eu-repo/semantics/publishedVersio

    e-Learning Statistics - A Selective Review

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    Modern computing equipment is present at schools and universities at all levels of education. In the statistical sciences computers offer great opportunities to enrich the learning process by the means of e.g. animations, software integration or on-the-fly computations. A personal review of different e-learning platforms for statistics is done in this paper. This review reveals facts that could be taken into account for future e-learning platforms in statistics. One of the most striking discoveries of our analysis is that students of statistics actually do not use electronic media in the desired frequency and actually rely more on print media such as books,copies of slides, etc.e-learning, electronic books, hypertext courseware, statistical software

    Interactive design and gamification of eBooks for mobile and contextual learning

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    Given the global spread of mobile platforms like iOS and Android, it is relevant to consider the potential of these devices to teach and learn. Our exploratory research was designed to evaluate the possibility of using common eBook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to build a model of a dynamic book that may function as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9 to 10- year olds enrolled in Portuguese schools. This paper pre- sents the design and features of this interactive book titled "Adventures in the Guadiana River", developed using the Apple iBook format, and especially set for the iPad retina. Because this is a proprietary format, we also built a proto- type following the EPUB3 standard and developed new ways to interact with content within this universal format. Preliminary tests with our prototypes revealed very good usability and a promising pedagogical potential for the proposed models.info:eu-repo/semantics/publishedVersio
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