1,761 research outputs found

    Collaborative Whiteboard: Towards Remote CollaBoration and Interaction in Construction Design

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    Collaborative Whiteboard: Towards Remote CollaBoration and Interaction in Construction Design

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    The need for improved collaboration and interaction in construction projects has grown significantly in recent years, especially as projects have become ever more complex. The early design stage is of particular importance for the final results as most of the building’s lifecycle characteristics are committed at this stage, and the opportunity to influence them decreases rapidly as the cost of making changes, or correcting design errors, increases dramatically. Recent advances in information technology offer methods and tools to meet this need. In view of this, a collaborative whiteboard (CollaBoard) for remote collaboration – is being developed to support mixed, geographically distributed teams. Interconnected via a network, two or more system setups allow users to interact and share information over a common, interactive vertical whiteboard, allowing experts from different disciplines access to databases through intuitive interfaces in order to integrate and optimize lifecycle-related parameters into a new product. Superimposing the live video of the remote partner – “people on content” – also allows the transfer of meta information, such as gestures, resulting in more intuitively distributed collaborative teamwork

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Organizational Impact and Exploitation of the Results of an Italian Research Project for eHealth and Medical Training

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    The paper describes the final results and the organisational impact of the HERMES project: an on-line integrated web-based platform to provide multimedia services in tele-medicine and tele-education fields. The project is part of a European Space Agency programme to promote the market of broadband satellite services and the role of satellite systems in the tele-education and tele-medicine domains. The project implemented a pilot to demonstrate the effectiveness of the overall system (application and communications platforms), and to promote the use in real scenarios of innovative telemedicine and teleeducation via satellite services in the Italian healthcare system. After five years, the project concluded its trial phase and the results of such a trial have been analyzed. The high level of investment in the initial phase suggested a very accurate market assessment with several pilot demonstrations. This approach is allowing to minimize the risks connected with the further significant service provisions and is now orienting the market deployment

    The impact of technology: value-added classroom practice: final report

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    This report extends Becta’s enquiries into the ways in which digital technologies are supporting learning. It looks in detail at the learning practices mediated by ICT in nine secondary schools in which ICT for learning is well embedded. The project proposes a broader perspective on the notion of ‘impact’ that is rather different from a number of previous studies investigating impact. Previous studies have been limited in that they have either focused on a single innovation or have reported on institutional level factors. However, in both cases this pays insufficient attention to the contexts of learning. In this project, the focus has been on the learning practices of the classroom and the contexts of ICT-supported learning. The study reports an analysis of 85 lesson logs, in which teachers recorded their use of space, digital technology and student outcomes in relation to student engagement and learning. The teachers who filled in the logs, as well as their schools’ senior managers, were interviewed as part of a ‘deep audit’ of ICT provision conducted over two days. One-hour follow-up interviews with the teachers were carried out after the teachers’ log activity. The aim of this was to obtain a broader contextualisation of their teaching

    Enhancing the Students’ Learning Motivation by Using Instructional Media for Thailand’s Municipal School

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    In today’s era, the idea of conducting student exchanges and teaching practices overseas continues to grow. In this way, the cooperating countries can share their recent innovations in the field of education. The existence of a language barrier, however, may hinder learning and teaching in the classroom. Language barrier refers to the lack of a common language that prevents people from speaking to or understanding each other. It should be overcome as the information shared between teachers and students might be misinterpreted. This research was carried out as the researcher believed that the existing language barrier could be helped by increasing students’ motivation in the classroom. The aim of this study was to integrate the use of instructional media to enhance the students’ learning motivation of primary school in Thailand’s municipal school. This research used Classroom Action Research (CAR) design. The data was collected through the use of worksheets, still pictures, video recordings, interview guides, and field notes. The research results fulfilled the three criteria of success, namely classroom atmosphere, students’ learning motivation, and the strategy’s practicality. The researchers found that the use of instructional media could enhance students’ learning motivation and overcome the language barriers in the classroom

    Teaching practices under unexpected circumstances: using online tools during Covid-19

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    Since unexpected circumstances are and have been around us for the last years, the present paper approach a reflective angle to investigate how to improve and enhance the student's experience and learning process based on teaching observations and practices. Like many other lecturers and teachers worldwide during the Covid pandemic, both authors experienced a new environment which push them to look for relevant hybrid and digital/virtual techniques and tools to provide the best solutions for a good student experience. Focusing mainly on the authors' reflective experiences and practices, this paper examines how tools and innovative techniques were identified and put in place within very short timeframes. All those practices and experiences shown in this teaching demonstration have high applicability to different courses, contexts, and educational levels. This article provides personal reflections from both authors as well as practices from the Gilly Salmon model and workshops developed via the MURAL digital tool

    Importance of Visual aids in the English teaching process of fourth and fifth year at national autonomous institute “San Isidro, during II semester 2005

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    This is true, because we can listen something, but we can keep in our mind many things when we see it .Although we talk and talk, is more important when we see it. This work has been made at the national autonomous institute ―San Isidro‖, in this institute there are 1179 students in the following shifts: morning, afternoon and evening. This research is directed to students and teachers of the morning and afternoon shifts, with the purpose to contribute to English teaching –learning process. Taking the fundamental elements of curriculum for lesson plans and programs implementation like using visual aids to teach .the use of visual aids influence in the better development of English teaching –learning process. To carry out this work we made consultations in bibliographical resources, we have interviewed to qualify human resources and we also analyzed many materials. We applied instruments like: survey to English teachers and students to compile data, direct and indirect observations in the classrooms to verify what it is expressed in the survey. The use of visual aids have been very unlimited ,the most used are : whiteboard , picture textbooks ,real objects ,photos ,flashcards ,so on, but in this work we verify the misuse of some visual aids that are in this institute like : computers , overhead projector ,that is causing a problem in the student‘s learning ,because when they come to the university they don‘t know to use the computer and others visual aids. For next school year and it will also give teachers a new perspective in teachin
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