43,420 research outputs found
Science Teacher Learning of MBL-Supported Student-Centered Science Education in the Context of Secondary Education in Tanzania
Science teachers from secondary schools in Tanzania were offered an in-service arrangement to prepare them for the integration of technology in a student-centered approach to science teaching. The in-service arrangement consisted of workshops in which educative curriculum materials were used to prepare teachers for student-centered education and for the use and application of Microcomputer Based Laboratories (MBL)âa specific technology application for facilitating experiments in science education. Quantitative and qualitative data were collected to study whether the in-service arrangement impacted teacher learning. Teacher learning was determined by three indicators: (1) the ability to conduct MBL-supported student centered science lessons, (2) teachersâ reflection on those lessons and (3) studentsâ perceptions of the classroom environment. The results of the research indicate that the teachersâ were able to integrate MBL in their science lessons at an acceptable level and that they were able to create a classroom environment which was appreciated by their students as more investigative and open-ended
Bringing troubled water: quality of experience in a mobile media context
The ICT environment went through notable changes, which have had an irreversible and strong influence on both ICT innovation processes and the role of end-users. In this context, technology developers are increasingly expected to take usersâ experiences with technology into account during the process of developing applications or frameworks. As technology is more and more embedded in usersâ daily lives, they seek out those personalized values to satisfy their own, situational needs. As a result, a thorough insight in usersâ expectations and experiences at various levels (both explicit and more latent) and in different contexts (eg. mobile) has become a crucial determinant for the successful development, introduction and adoption of new ICTs. To this end, our paper focuses on the increased importance of Quality of Experience (QoE). It provides a conceptual model for QoE and furthermore discusses the prevalent gap that still exists between QoE and Quality of Service (QoS). Our main objective is to present a new methodology for correlating user experience to QoS parameters. This methodology was tested in the context of an exploratory interdisciplinary study on QoE-measurement. This new approach goes beyond QoS-parameters and aims to also grasp the social and contextual dimensions of usersâ experiences
Research on ICT in K-12 schools e A review of experimental and survey-based studies in computers & education 2011 to 2015
International audienceWhat is the role of a journal? Is it to follow the research or lead it? For the former, it is to serve as an archival record of the scholarship in a field. It can serve to permit the research community to engage with each other via the written record. But, for the latter, it can serve the research community by pointing out gaps in the research based on the archival record. This review is intended to do just that
Drivers for end-users' collaboration in participatory innovation development and living lab processes
Design for users often uses user-centered methods and methodologies. However, this requires an active participation of these users. In this article we explore the motivation and drivers for users to collaborate in innovation processes within a Living Lab environment and approach. We do this by means of data gathered during the course of four years of Living Lab-activity by iMinds-iLab.o on three levels: macro-level (general panel activity), meso-level (activity and motivation within a Living Lab), and micro-level (activity and motivation in a Living Lab-project)
Designing a gamified social platform for people living with dementia and their live-in family caregivers
In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft
A case study of the integration of ICT in teaching and learning in a smart school in Sabah
This research investigates teachersâ views of their use of ICT in teaching and learning (T&LICT). The objective of this research was to study in depth the thoughts, beliefs and opinions of the teachersâ attempt towards pedagogical
improvement as part of the Smart School Project. Specifically this research examines and describes the teachersâ implementation of T&LICT in the classroom in terms of the instructional practice, the instructional roles and the instructional environment. A case study research methodology is employed. The case is Sekolah Menengah Bestari (a psuedonym), which is a Smart School in Sabah. Analysis of data from 52 survey questionnaires
complemented the qualitative data from the 13 interviews and 3 observations, as well as document analysis. Findings indicated that hardware and software technology infrastructure were available to support the T&LICT
implementation. Nevertheless, the teachers felt it was not enough to implement T&LICT effectively. It was estimated that about half of Sekolah Menengah Bestari staff, mainly Bestari and ETeMS teachers, implemented T&LICT. Findings indicated that teacher practices were little changed. IT was used mainly to support the existing teacher-directed and teacher-centered approach. The role of the teacher extended to that of facilitating without releasing control of lesson to the students
Linking an integrated framework with appropriate methods for measuring QoE
Quality of Experience (QoE) has recently gained recognition for being an important determinant of the success of new technologies. Despite the growing interest in QoE, research into this area is still fragmented. Similar - but separate - efforts are being carried out in technical as well as user oriented research domains, which are rarely communicating with each other. In this paper, we take a multidisciplinary approach and review both user oriented and technical definitions on Quality of Experience (including the related concept of User Experience). We propose a detailed and comprehensive framework that integrates both perspectives. Finally, we take a first step at linking methods for measuring QoE with this framework
A Review into eHealth Services and Therapies: Potential for Virtual Therapeutic Communities - Supporting People with Severe Personality Disorder
eHealth has expanded hugely over the last fifteen years and continues to
evolve, providing greater benefits for patients, health care professionals and
providers alike. The technologies that support these systems have become
increasingly more sophisticated and have progressed significantly from standard
databases, used for patient records, to highly advanced Virtual Reality (VR)
systems for the treatment of complex mental health illnesses. The scope of this
paper is to initially explore e-Health, particularly in relation to
technologies supporting the treatment and management of wellbeing in mental
health. It then provides a case study of how technology in e-Health can lend
itself to an application that could support and maintain the wellbeing of
people with a severe mental illness. The case study uses Borderline Personality
Disorder as an example, but could be applicable in many other areas, including
depression, anxiety, addiction and PTSD. This type of application demonstrates
how e-Health can empower the individuals using it but also potentially reducing
the impact upon health care providers and services.Comment: Book chapte
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