6,398 research outputs found
Enhancing Programming Lectures Using Interactive Web-Based Lecture Slides
Programming is often seen as a difficult subject to teach and keep students engaged and motivated about. Also programming results are frequently found to be lower than for other subjects (Jenkins 2002; Robins et al. 2003; Bennedsen and Caspersen 2007). Therefore, the challenge is to find a way of improving programming education to address these problems. This paper considers the use of innovative pedagogy approaches to do this due to their ability to enhance learning experiences. An innovative pedagogy case study is presented that was designed to test whether interactive web-based lecture slides can enhance programming lectures to make them more engaging and enjoyable and make programming easier to understand. The lecture was an introduction to the jQuery JavaScript library/framework for first year undergraduates. Results were overall positive and show value for approaches like this and that they can enhance lectures to make them more engaging and enjoyable and can be used to make programming easier to understand
From the classroom to the computer screen: delivering a traditional University course in a non-traditional way
The present Technical Reports contains two complementary papers describing our experience with a system for delivering traditional lectures through computers and computer networks
Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses
Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises
A gentle transition from Java programming to Web Services using XML-RPC
Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In
addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)
Interactive Lecturing by Integrating Mobile Devices and Micro-blogging in Higher Education
Following the recent advances in both technology and social interaction, implementation of interactivity to large lecture rooms presents itself as a promising new methodology to improve the learning and teaching process in academia. Namely, based on the underlying ideas of Web 2.0, learners should be able to collect and share online resources during a lecture, additional communication channels such as discussion forums, chat and micro-blogging helping to achieve interactivity on traditional face-to-face teaching. Building on such premises, first experiences have been acquired by the use of mobile devices and instant messaging in enhancing the learning and teaching behavior, with the help of a university wide available Learning Management System (LMS), which has accordingly been adapted and extended to the specific needs of supporting interactivity through mobile devices. The LMS is intended to use common and existing software and hardware (devices of the learners). The goal of the above research is to find out the potentials of interactivity in order to enhance students\u27 engagement in traditional face-to-face teaching in Higher Education.
The paper describes the outcomes of the first experiments in implementing interactivity in Higher Education in such a framework within the Graz University of Technology (TU Graz) and comments on the methodology applied. The experiments, which have been performed during lecturing within the course "Social Aspects of Information Technology" at the BSc level, attended by about 200 students, have shown that such kind of interactivity has a positive effect on the learners\u27 engagement
Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement
Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
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Rapid Development of Multimedia Instructional Modules for Information Technology Education
A multifaceted learning model was developed for implementing e-learning in a largely commuter campus. The primary objective of the model was to build a flexible learning environment that combined the learning effectiveness of in-class learning with the flexibility and accessibility of online learning. One of the components of the model was the multimedia instructional modules produced to teach various Information Technology courses. Several different types of modules were produced representing chalk-and-talk type of lectures, PowerPoint presentations and software tutorials. The chalk-and-talk type of lecture modules and the software tutorials that emulated the in-class learning experience contributed positively towards enhancing the learning experience of the students. In producing the modules, emphasis was placed on the rapid development of the modules. An approach that sought to achieve a balance between rapid application development and learning effectiveness was found to be necessary to facilitate the adoptability and usability of the modules by the instructors. In this paper, the design, development and usage of the modules are discussed with an emphasis placed on the rapid development of appropriate modules for different learning scenarios
Advances in Teaching & Learning Day Abstracts 2005
Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2005
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