20,862 research outputs found

    Emerging technologies for learning (volume 2)

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    Ubiquitous learning architecture to enable learning path design across the cumulative learning continuum

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    The past twelve years have seen ubiquitous learning (u-learning) emerging as a new learning paradigm based on ubiquitous technology. By integrating a high level of mobility into the learning environment, u-learning enables learning not only through formal but also through informal and social learning modalities. This makes it suitable for lifelong learners that want to explore, identify and seize such learning opportunities, and to fully build upon these experiences. This paper presents a theoretical framework for designing personalized learning paths for lifelong learners, which supports contemporary pedagogical approaches that can promote the idea of a cumulative learning continuum from pedagogy through andragogy to heutagogy where lifelong learners progress in maturity and autonomy. The framework design builds on existing conceptual and process models for pedagogy-driven design of learning ecosystems. Based on this framework, we propose a system architecture that aims to provide personalized learning pathways using selected pedagogical strategies, and to integrate formal, informal and social training offerings using two well-known learning and development reference models; the 70:20:10 framework and the 3–33 model

    Towards a generic platform for developing CSCL applications using Grid infrastructure

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    The goal of this paper is to explore the possibility of using CSCL component-based software under a Grid infrastructure. The merge of these technologies represents an attractive, but probably quite laborious enterprise if we consider not only the benefits but also the barriers that we have to overcome. This work presents an attempt toward this direction by developing a generic platform of CSCL components and discussing the advantages that we could obtain if we adapted it to the Grid. We then propose a means that could make this adjustment possible due to the high degree of genericity that our library component is endowed with by being based on the generic programming paradigm. Finally, an application of our library is proposed both for validating the adequacy of the platform which it is based on and for indicating the possibilities gained by using it under the Grid.Peer ReviewedPostprint (published version

    FOTE 2008 Conference Report

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    A report prepared by JA.Net and ULCC about the Future of Technology in Education (FOTE 2008) conference, Imperial College, 3rd October 2008. It covers the main speakers, themes and presentations: Cloud Computing, Second Life, Portability, Personalisation, Shared Services, Campus of the Future, Mobile Technology, Creativity and Media Production, Social Collaboration Tools for Staff and Students

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future

    'First Portal in a Storm': A Virtual Space for Transition Students

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    The lives of millennial students are epitomised by ubiquitous information, merged technologies, blurred social-study-work boundaries, multitasking and hyperlinked online interactions (Oblinger & Oblinger, 2005). These characteristics have implications for the design of online spaces that aim to provide virtual access to course materials, administrative processes and support information, all of which is required by students to steer a course through the storm of their transition university experience. Previously we summarised the challenges facing first year students (Kift & Nelson, 2005) and investigated their current online engagement patterns, which revealed three issues for consideration when designing virtual spaces (Nelson, Kift & Harper, 2005). In this paper we continue our examination of students’ interactions with online spaces by considering the perceptions and use of technology by millennial students as well as projections for managing the virtual learning environments of the future. The findings from this analysis are informed by our previous work to conceptualise and describe the architecture of a transition portal

    Transforming pedagogy using mobile Web 2.0

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    Blogs, wikis, podcasting, and a host of free, easy to use Web 2.0 social software provide opportunities for creating social constructivist learning environments focusing on student-centred learning and end-user content creation and sharing. Building on this foundation, mobile Web 2.0 has emerged as a viable teaching and learning tool, facilitating engaging learning environments that bridge multiple contexts. Today’s dual 3G and wifi-enabled smartphones provide a ubiquitous connection to mobile Web 2.0 social software and the ability to view, create, edit, upload, and share user generated Web 2.0 content. This article outlines how a Product Design course has moved from a traditional face-to-face, studio-based learning environment to one using mobile Web 2.0 technologies to enhance and engage students in a social constructivist learning paradigm. Keywords: m-learning; Web 2.0; pedagogy 2.0; social constructivism; product desig
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