40,884 research outputs found

    Combining the latest technologies with traditional learning and teaching methods

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    This paper investigates the use of the latest technology and innovative methods in such a way that the established learning and teaching approaches are taken into consideration in designing teaching materials. In other words, technology is not regarded and used as a substitute but as a complementary component to achieve enhancements. The use of leading edge technologies such as three dimensional (3 D) animation and virtual reality technologies are explored for this purpose. This balanced approach in designing teaching materials is demonstrated through a number of applications in Business related courses. Hence, technology aided teaching methods, which utilize established learning concepts for the purpose of learning enhancement are developed and presented. In order to test this design approach, one of the latest 3D programming tools was adopted. The findings demonstrated that Virtual Reality (VR) technologies, when supported by established learning and teaching concepts, can play a significant role in Business education

    Human computer interaction and theories

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    Guidelines for Effective Online Instruction Using Multimedia Screencasts

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    Peripatetic electronic teachers in higher education

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    This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a ‘Peripatetic Electronic Teacher’ (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PET‐worlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PET‐world paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed Short‐Term British Telecom Research Fellowship, based at the BT Adastral Park

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Creating visual aids with graphic organisers on an infinite canvas : the impact on the presenter

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    Instead of the traditional set of slides, the visual aids of a presentation can now be graphic organisers (concept maps, knowledge maps, mind maps) on an infinite canvas. Constructing graphic organisers has a beneficial impact on learning, but this topic has not been studied in the context of giving a presentation. The present study examined this issue by having 199 students prepare a presentation. The control sample created visual aids that are similar to a deck of slides with text and pictures. In the first experimental condition, graphic organisers were inserted in this deck of slides, and in the second experimental condition, visuals aids with interconnected graphic organisers were produced. There were no significant differences in self-reported self-efficacy related to giving a presentation and in motivational variables. To detect if the presentations met the principles set by the conditions, the participants’ products were coded qualitatively, but this analysis also yielded no differences in variables. Further research should therefore explore the interaction between software and presenter

    Advances in Teaching & Learning Day Abstracts 2004

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2004
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