10,207 research outputs found

    The Interactive Lecture: Teaching and Learning Technologies for Large Classrooms

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    Conventional lectures in large classrooms are connected to fundamental didactic problems due to a lack of interactivity and feedback opportunities. In an interactive lecture each student is equipped with a light-weight, mobile device that can be used to interact with the lecturer during the lesson, thus creating an additional channel of communication. These devices support new teaching and learning paradigms such as participatory simulations. In this paper, we present our experiences with the usage of mobile devices in lectures. After discussing the didactic benefits of interactive lectures, we introduce the software toolkits used in our scenarios, we highlight selected tools like a quiz tool or a support tool for participatory simulation, and present major results from six studies we have conducted

    The Use of Gamification to Increase Engagement and Other Intrinsic Factors with Work Integrated Learning Participants During New Hire Onboarding: An Organisational Case Study

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    Gamification is a developing approach to increase factors such as engagement, collaboration and motivation amongst learners. With the growing popularity of gamified learning experiences and shifting workplace demographics, the current study aims to shed light on the use of gamification by work integrated learning (WIL) participants within an organisational context. Previous studies have highlighted mixed levels of success when applying gamification techniques to educational settings and have often neglected the development of a conceptual framework to aid successful implementation of this. The current study will critically examine the use of gamification within new hire onboarding and utilise self-determination theory in the design of a gamified mobile application to facilitate this. Findings will add to the body of knowledge and extend practical understanding of the specific gamification features to promote effective outcomes in terms of user engagement and increased motivation in the new hire context

    Wireless Learning Technology in Higher Education – a Case Study in Singapore

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    Wireless Learning Technologies (WLTs) are set to replace the traditional methods of information sharing and set the trend for future information presentation and collaborative multiuser sharing. Wireless learning technologies (WLTs) used in education include mobile technologies such as smartphones, tablets and laptops as well as systems designed to be used specifically in technology-rich collaborative learning spaces. Such spaces are networked both technologically as well as through student-to-student interactions.This paper undertakes a literature review of wireless learning technologies for multi-platform compatibility over a multitude of personal devices and operating systems. It discusses the use of WLT for new collaborative spaces of learning. The paper further undertakes a comparative descriptive analysis between a space recently discussed in the teaching and learning literature with a case study of one classroom based on the authorial team’s participation and observation

    Participatory Simulation of a Stock Exchange

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    A double-edged sword: Use of computer algebra systems in first-year Engineering Mathematics and Mechanics courses

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    Many secondary-level mathematics students have experience with graphical calculators from high school. For the purposes of this paper we define graphical calculators as those able to perform rudimentary symbolic manipulation and solve complicated equations requiring very modest user knowledge. The use of more advanced computer algebra systems e.g. Maple, Mathematica, Mathcad, Matlab/MuPad is becoming more prevalent in tertiary-level courses. This paper explores our students’ experience using one such system (MuPad) in first-year tertiary Engineering Mathematics and Mechanics courses. The effectiveness of graphical calculators and computer algebra systems in mathematical pedagogy has been investigated by a multitude of educational researchers (e.g. Ravaglia et al. 1998). Most of these studies found very small or no correlation between student use of graphical calculators or exposure to computer algebra systems with future achievement in mathematics courses (Buteau et al. 2010). In this paper we focus instead on students’ attitude towards a more advanced standalone computer algebra system (MuPad), and whether students’ inclination to use the system is indicative of their mathematical understanding. Paper describing some preliminary research into use of computer algebra systems for teaching engineering mathematics

    Augmenting spaces and creating interactive experiences using video camera networks

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    This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitor’s mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.NOVA Laboratory for Computer Science and Informatics (NOVA LINCS), Multimodal Systems, Departamento de Informática (DI), Faculdade de Ciências e Tecnologia (FCT), Universidade Nova de Lisboa (UNL) and Escola Superior de Tecnologia de Setúbal (EST Setúbal), Instituto Politécnico de Setúbal (IPS)

    Business Case Modelling for E-Services

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    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем
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