9,630 research outputs found
Managing evolution and change in web-based teaching and learning environments
The state of the art in information technology and educational technologies is evolving constantly.
Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution
and change affect educators and developers of computer-based teaching and learning environments alike –
both often being unprepared to respond effectively. A large number of educational systems are designed
and developed without change and evolution in mind. We will present our approach to the design and
maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution
and change for these systems and for the educators and developers responsible for their implementation and
deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the
objective of raising an awareness of this issue of evolution and change in computer-supported teaching and
learning environments. This discussion leads towards the establishment of a development and management
framework for teaching and learning systems
Research and Education in Computational Science and Engineering
Over the past two decades the field of computational science and engineering
(CSE) has penetrated both basic and applied research in academia, industry, and
laboratories to advance discovery, optimize systems, support decision-makers,
and educate the scientific and engineering workforce. Informed by centuries of
theory and experiment, CSE performs computational experiments to answer
questions that neither theory nor experiment alone is equipped to answer. CSE
provides scientists and engineers of all persuasions with algorithmic
inventions and software systems that transcend disciplines and scales. Carried
on a wave of digital technology, CSE brings the power of parallelism to bear on
troves of data. Mathematics-based advanced computing has become a prevalent
means of discovery and innovation in essentially all areas of science,
engineering, technology, and society; and the CSE community is at the core of
this transformation. However, a combination of disruptive
developments---including the architectural complexity of extreme-scale
computing, the data revolution that engulfs the planet, and the specialization
required to follow the applications to new frontiers---is redefining the scope
and reach of the CSE endeavor. This report describes the rapid expansion of CSE
and the challenges to sustaining its bold advances. The report also presents
strategies and directions for CSE research and education for the next decade.Comment: Major revision, to appear in SIAM Revie
An introduction to learning technology in tertiary education in the UK.
Contents: 1. The Learning Technology Arena
2. The Learning Technology Community
3. Learning Technology Tools
4. Key issues and developments in the Learning Technology Field
5. Implementing Learning Technologies
6. Further Resource
Principles in Patterns (PiP) : Institutional Approaches to Curriculum Design Institutional Story
The principal outputs of the PiP Project surround the Course and Class Approval (C-CAP) system. This web-based system built on Microsoft SharePoint addresses and resolves many of the issues identified by the project. Generally well received by both academic and support staff, the system provides personalised views, adaptive forms and contextualised support for all phases of the approval process. Although the system deliberately encapsulates and facilitates existing approval processes thus achieving buy-in, it is already achieving significant improvements over the previous processes, not only in reducing the administrative overheads but also in supporting curriculum design and academic quality. The system is now embedded across three faculties and is now considered by the University of Strathclyde to be a "core institutional service". Alongside the C-CAP system the PiP Project also cultivated a suite of approaches: an incremental systems development methodology; a structured and replicable evaluation approach, and; Strathclyde's Lean Approach to Efficiencies in Education Kit (SLEEK) business process improvement methodology Each is based on recognised formal techniques, providing the basis for a rigorous approach. This is contextualised within and adapted to the HE institutional context thus building the foundation not only for the project but ultimately for institution wide process improvement. This "institutional story" report summarises the principal outcomes of the Project
Campus realities: Forecasting user bandwidth utilization using monte carlo simulation
Adequate network design, planning, and improvement are pertinent in a campus network as the use of smart devices is escalating. Underinvesting and overinvesting in campus network devices lead to low network performance and low resource utilization respectively. Due to this fact, it becomes very necessary to ascertain if the current network capacity satisfies the available bandwidth requirement. The bandwidth demand varies from different times and periods as the number of connected devices is on the increase. Thus, emphasizing the need for adequate bandwidth forecast. This paper presents a Monte Carlo simulation model that forecast user bandwidth utilization in a campus network. This helps in planning campus network design and upgrade to deliver available content in a period of high and normal traffic load
An Efficient Transport Protocol for delivery of Multimedia An Efficient Transport Protocol for delivery of Multimedia Content in Wireless Grids
A grid computing system is designed for solving complicated scientific and
commercial problems effectively,whereas mobile computing is a traditional
distributed system having computing capability with mobility and adopting
wireless communications. Media and Entertainment fields can take advantage from
both paradigms by applying its usage in gaming applications and multimedia data
management. Multimedia data has to be stored and retrieved in an efficient and
effective manner to put it in use. In this paper, we proposed an application
layer protocol for delivery of multimedia data in wireless girds i.e.
multimedia grid protocol (MMGP). To make streaming efficient a new video
compression algorithm called dWave is designed and embedded in the proposed
protocol. This protocol will provide faster, reliable access and render an
imperceptible QoS in delivering multimedia in wireless grid environment and
tackles the challenging issues such as i) intermittent connectivity, ii) device
heterogeneity, iii) weak security and iv) device mobility.Comment: 20 pages, 15 figures, Peer Reviewed Journa
Educational Ground Station Based on Software Defined Radio
Most of student satellite missions are based on the design, construction and launch of a picosatellite (cubesat) including the design of the ground station (GS). Traditional GS are based on commercial elements and are designed to support only one mission. These stations access the mission data very inefficiently, as only contact the satellite during short visibility periods. In this paper, we present a novel GS concept based on software defined radio technology that can be integrated in a global network for satellite tracking. The station will be implemented by a group of students as a part of a space project under the supervision of a faculty coordinator. The design must fulfil the requirements of low cost, remote operation, and flexibility to operate in different frequency bands. The set-up of this mid-term educational space project to build an operational GS will hopefully motivate Telecommunication Engineering students to participate and gain real hands-on experience in an international space environment
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