10,868 research outputs found

    Using the Internet to improve university education

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    Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via information and communication technologies, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students may model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. For example, the students' ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applications

    Using the Internet to improve university education: Problem-oriented web-based learning and the MUNICS environment

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    Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via Information and Communication Technologies (ICT), and flexible support by tele-tutoring. These principles are used in the Munich Net-based Learning In Computer Science (MUNICS) learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students can model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. E.g., the students' ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applicationsBislang wurden neuere AnsĂ€tze zum web-basierten Lernen in nur geringem Maße zur Verbesserung des UniversitĂ€tsstudiums genutzt. Es werden theoretisch begrĂŒndete Prinzipien fĂŒr die Gestaltung problemorientierter, web-basierter Lernumgebungen an der UniversitĂ€t formuliert. Zu diesen Prinzipien gehören die Nutzung von Multimedia-Technologien fĂŒr die Realisierung authentischer Problemkontexte, die UnterstĂŒtzung der gemeinsamen Wissenskonstruktion, die dynamische Visualisierung, der schnelle Zugang zu weiterfĂŒhrenden Wissensressourcen mit Hilfe von Informations- und Kommunikationstechnologien sowie die flexible UnterstĂŒtzung durch Teletutoring. Diese Prinzipien wurden bei der Gestaltung der MUNICS Lernumgebung umgesetzt. MUNICS soll Studierende der Informatik bei der Wissensanwendung im Kontext komplexer praktischer Problemstellungen unterstĂŒtzen. So können die Studierenden u.a. das Wissensmanagement in einer Bildungsorganisation mit Hilfe eines graphischen Simulationswerkzeugs modellieren. Es werden Ergebnisse einer formativen Evaluationsstudie berichtet und diskutiert. Beispielsweise wird die in der Studie festgestellte Ignoranz der Studierenden gegenĂŒber den weiterfĂŒhrenden Wissensressourcen vor dem Hintergrund des hĂ€ufig berichteten Befunds der unzureichenden Nutzung von Hilfesystemen beleuchte

    ImpacT2 project: preliminary study 1: establishing the relationship between networked technology and attainment

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    This report explored teaching practices, beliefs and teaching styles and their influences on ICT use and implementation by pupils. Additional factors explored included the value of school and LEA policies and teacher competence in the use of ICT in classroom settings. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 816 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of IC

    Managing evolution and change in web-based teaching and learning environments

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    The state of the art in information technology and educational technologies is evolving constantly. Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution and change affect educators and developers of computer-based teaching and learning environments alike – both often being unprepared to respond effectively. A large number of educational systems are designed and developed without change and evolution in mind. We will present our approach to the design and maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution and change for these systems and for the educators and developers responsible for their implementation and deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the objective of raising an awareness of this issue of evolution and change in computer-supported teaching and learning environments. This discussion leads towards the establishment of a development and management framework for teaching and learning systems

    CAL evaluation: Future directions

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    Formal, experimental methods have proved increasingly difficult to implement, and lack the capacity to generate detailed results when evaluating the impact of CAL on teaching and learning. The rigid nature of experimental design restricts the scope of investigations and the conditions in which studies can be conducted It has also consistently failed to account for all influences on learning. In innovative CAL environments, practical and theoretical development depends on the ability fully to investigate the wide range of such influences. Over the past five years, a customizable evaluation framework has been developed specifically for CAL research. The conceptual approach is defined as Situated Evaluation of CAL (SECAL), and the primary focus is on quality of learning outcomes. Two important principles underpin this development. First, the widely accepted need to evaluate in authentic contexts includes examination of the combined effects of CAL with other resources and influential aspects of the learning environment. Secondly, evaluation design is based on a critical approach and qualitative, case‐based research. Positive outcomes from applications of SECAL include the easy satisfaction of practical and situation‐specific requirements and the relatively low cost of evaluation studies. Although there is little scope to produce generalizable results in the short term, the difficulty of doing so in experimental studies suggests that this objective is difficult to achieve in educational research. A more realistic, longer‐term aim is the development of grounded theory based on common findings from individual cases

    Evaluation of social personalized adaptive E-Learning environments : end-user point of view

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    The use of adaptations, along with the social aïŹ€ordances of collaboration and networking, carries a great potential for improving e-learning experiences. However, the review of the previous work indicates current e-learning systems have only marginally explored the integration of social features and adaptation techniques. The overall aim of this research, therefore, is to address this gap by evaluating a system developed to foster social personalized adaptive e-learning experiences. We have developed our ïŹrst prototype system, Topolor, based on the concepts of Adaptive Educational Hypermedia and Social E-Learning. We have also conducted an experimental case study for the evaluation of the prototype system from diïŹ€erent perspectives. The results show a considerably high satisfaction of the end users. This paper reports the evaluation results from end user point of view, and generalizes our method to a component-based evaluation framework

    Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry

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    This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously

    ‘Learning matters’ ‐ adjusting the media mix for academic advantage

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    This paper notes the move towards resource‐based and distance learning within higher education institutions and briefly describes the Open University's approach to the development of such materials. In this context the need for clear evidence of the educational effectiveness of new technologies to support learning is explored. This is illustrated by reference to a course called ‘E211 Learning Matters’, which is currently being produced at the Open University (OU). A comparison is made of student activity on a ‘traditional’ OU course and E211. This analysis is based on a theoretical model presented to Alt‐C96 by Diana Laurillard This model involves looking at the distribution of student activity in terms of ‘attending’, ‘practising’, ‘discussing’ and ‘articulating’. The outcome of the analysis supports the view that by changing the balance of media used on E211 away from paper and towards new interactive media, the quality of the course will be enhanced. However, the model is limited in that it only explicitly deals with the quantity of use of each media. The paper explores some of the implicit assumptions within the model and illustrates them with reference to E211. It also highlights ways in which changing the balance of media has been found to impact on the underlying view of learning implicit within the course

    To build light gamification upon social interactions : requirement analysis for the next version of Topolor

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    The introduction of social dimension enables traditional adaptive educational hypermedia systems to provide more versatile personalized services. Topolor has been developed to investigate the impacts of social interaction and feasible engagement strategies in such a system. We have evaluated Topolor’s social features from the perspectives of usefulness and ease of use. We intend to develop the next version of Topolor, starting with enhancing relatively lower rated social features. This paper presents our plan of building light gamification upon the evaluated social interaction features with relatively lower rating
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