7,379 research outputs found

    A Pedagogy for Original Synners

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    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams

    Electronic Imaging & the Visual Arts. EVA 2019 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    E-portfolio in education. Practices and reflections

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    The main activities of the digiFolio Project include: Building a common knowledge base supported by research work on the theory of portfolio usage; Paper and online publication of the results of the research work; Establishment of the pedagogical model for the training course; Analysis of the existing technological infrastructures for digital portfolio usage; Adjustment of the best tools and training course setup; Piloting and evidencing of the training course; Monitoring of the trainees' work by using a specific online teachers' support structure; International seminar. Website: http://digifolioseminar.org/?The present publication addresses the use of digital portfolios in educational context and it is one of the latest dissemination activities of the Digifolio project – Digital Portfolio as a strategy for teachers’ professional development, a COMENIUS 2.1 project which was carried out between 2005 and 2008. It involved several universities and teacher training institutions from five different European countries. The project, which main focus was the reflection on the potentialities of portfolios and digital technologies in the perspective of teachers’ professional development, came to its end with an international seminar which aimed at disseminating the work produced in the frame of a previous teachers training course, as well as allowing and welcoming the contribution of other education professionals with their practices and reflections on the above-mentioned thematic.Europeen Comissio

    Interactive Real-Time Embedded Systems Education Infused with Applied Internet Telephony

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    The transition from traditional circuit-switched phone systems to modern packet-based Internet telephony networks demands tools to support Voice over Internet Protocol (VoIP) development. In this paper, we introduce the XinuPhone, an integrated hardware/software approach for educating users about VoIP technology on a real-time embedded platform. We propose modular course topics for design-oriented, hands-on laboratory exercises: filter design, timing, serial communications, interrupts and resource budgeting, network transmission, and system benchmarking. Our open-source software platform encourages development and testing of new CODECs alongside existing standards, unlike similar commercial solutions. Furthermore, the supporting hardware features inexpensive, readily available components designed specifically for educational and research users on a limited budget. The XinuPhone is especially good for experimenting with design trade-offs as well as interactions between real-time software and hardware components

    Constructing the Learning Environment in Classroom Convivial Computer Tools for Higher Education

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    New education technologies are coming on stream, enabling connectivity among teachers, facilitators and students. Students have to learn how to access Managed Learning Environments each time they move to different course websites. These barriers can hinder the real understanding of the subject matter for a course. This research calls for a rethink of pedagogical process towards blending together commonly used emerging social software and legacy educational tools rather than developing new tools for the classroom. Indeed, a learning tool should fit well to the learning model and philosophy of that course. Three case studies were conducted through different courses in the Digital Media master program and Informatik program at the University of Bremen, Germany. Students worked in small groups to design digital media and learning portal that should make learning more interesting and meaningful for them. At the end, this research proposes the concept of Constructing the Learning Environment in classroom and Convivial Computer Tools for higher education, where students and teachers, via dialogues in the class, can negotiate to deploy a set of selected tools and functions to match their learning needs. It is also to show that a tool with too many functions can cause confusion, rather than enhance effectiveness. To empower collaborative, interactive and personal learning, this work proposes the blended learning and classroom procedures for a convivial selection of educational tools. At the end, our innovative attempt is to bring constructionist learning into the higher education context

    Designing a Web Application for Simple and Collaborative Video Annotation That Meets Teaching Routines and Educational Requirements

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    Video annotation and analysis is an important activity for teaching with and about audiovisual media artifacts because it helps students to learn how to identify textual and formal connections in media products. But school teachers lack adequate tools for video annotation and analysis in media education that are easy-to-use, integrate into established teaching organization, and support quick collaborative work. To address these challenges, we followed a design-based research approach and conducted qualitative interviews with teachers to develop TRAVIS GO, a web application for simple and collaborative video annotation. TRAVIS GO allows for quick and easy use within established teaching settings. The web application provides basic analytical features in an adaptable work space. Key didactic features include tagging and commenting on posts, sharing and exporting projects, and working in live collaboration. Teachers can create assignments according to grade level, learning subject, and class size. Our work contributes further insights for the CSCW community about how to implement user demands into developing educational tools

    Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning

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    The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning

    Evaluation of the free, open source software WordPress as electronic portfolio system in undergraduate medical education

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    Background Electronic portfolios (ePortfolios) are used to document and support learning activities. E-portfolios with mobile capabilities allow even more flexibility. However, the development or acquisition of ePortfolio software is often costly, and at the same time, commercially available systems may not sufficiently fit the institution’s needs. The aim of this study was to design and evaluate an ePortfolio system with mobile capabilities using a commercially free and open source software solution. Methods We created an online ePortfolio environment using the blogging software WordPress based on reported capability features of such software by a qualitative weight and sum method. Technical implementation and usability were evaluated by 25 medical students during their clinical training by quantitative and qualitative means using online questionnaires and focus groups. Results The WordPress ePortfolio environment allowed students a broad spectrum of activities – often documented via mobile devices – like collection of multimedia evidences, posting reflections, messaging, web publishing, ePortfolio searches, collaborative learning, knowledge management in a content management system including a wiki and RSS feeds, and the use of aid tools for studying. The students’ experience with WordPress revealed a few technical problems, and this report provides workarounds. The WordPress ePortfolio was rated positively by the students as a content management system (67 % of the students), for exchange with other students (74 %), as a note pad for reflections (53 %) and for its potential as an information source for assessment (48 %) and exchange with a mentor (68 %). On the negative side, 74 % of the students in this pilot study did not find it easy to get started with the system, and 63 % rated the ePortfolio as not being user-friendly. Qualitative analysis indicated a need for more introductory information and training. Conclusions It is possible to build an advanced ePortfolio system with mobile capabilities with the free and open source software WordPress. This allows institutions without proprietary software to build a sophisticated ePortfolio system adapted to their needs with relatively few resources. The implementation of WordPress should be accompanied by introductory courses in the use of the software and its apps in order to facilitate its usability
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