44,302 research outputs found
The LAB@FUTURE Project - Moving Towards the Future of E-Learning
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment
Revisión tecnológica del aprendizaje de idiomas asistido por ordenador: una perspectiva cronológica
El presente artículo aborda la evolución y el
avance de las tecnologías del aprendizaje de
lenguas asistido por ordenador (CALL por sus
siglas en inglés, que corresponden a Computer-
Assisted Language Learning) desde una perspectiva
histórica. Esta revisión de la literatura sobre
tecnologías del aprendizaje de lenguas asistido
por ordenador comienza con la definición del
concepto de CALL y otros términos relacionados,
entre los que podemos destacar CAI, CAL,
CALI, CALICO, CALT, CAT, CBT, CMC o
CMI, para posteriormente analizar las primeras
iniciativas de implementación del aprendizaje
de lenguas asistido por ordenador en las décadas
de 1950 y 1960, avanzando posteriormente a
las décadas de las computadoras centrales y las
microcomputadoras. En última instancia, se
revisan las tecnologías emergentes en el siglo XXI,
especialmente tras la irrupción de Internet, donde
se presentan el impacto del e-learning, b-learning,
las tecnologías de la Web 2.0, las redes sociales
e incluso el aprendizaje de lenguas asistido por
robots.The main focus of this paper is on the advancement
of technologies in Computer-Assisted Language
Learning (CALL) from a historical perspective.
The review starts by defining CALL and its related
terminology, highlighting the first CALL attempts
in 1950s and 1960s, and then moving to other
decades of mainframes and microcomputers.
At the final step, emerging technologies in 21st
century will be reviewed
Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning
This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process
Media literacy at all levels: making the humanities more inclusive
The decline of the humanities, combined with the arrival of students focused
on science, technology, engineering, and mathematics (STEM), represent
an opportunity for the development of innovative approaches to teaching
languages and literatures. Expanding the instructional focus from traditional
humanities students, who are naturally more text-focused, to address the needs
of more application-oriented STEM learners ensures that language instructors
prepare all students to become analytical and critical consumers and producers
of digital media. Training students to question motives both in their own and
authentic media messages and to justify their own interpretations results in more
sophisticated second language (L2) communication. Even where institutional
structures impede comprehensive curriculum reform, individual instructors can
integrate media literacy training into their own classes. Tis article demonstrates
ways of reaching and retaining larger numbers of students at all levels—if necessary,
one course at a time.Published versio
From Multi-User Virtual Environment to 3D Virtual Learning Environment
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi‐user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the use of virtual worlds for education, from informal learning to formal instruction, and consider what is required to turn a virtual world from a Multi‐User Virtual Environment into a fully fledged 3D Virtual Learning Environment (VLE). In this we focus on the development of Sloodle – a system which integrates the popular 3D virtual world of Second Life with the open‐source VLE Moodle. Our intent is not simply to provide additional learning support features for Second Life, but to study more generally the ways in which integrated virtual environments can benefit teaching and learning, and this is the focus of our closing discussion
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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