1,018 research outputs found

    Tecnología en la Enseñanza del Inglés

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    Documento PDF, 25 påginasGuía de estudio para el curso Tecnología en la enseñanza del inglés, código 5180, del Programa Diplomado, Bachillerato y Licenciatura en Enseñanza del Inglés para I y II ciclos que imparte la UNED.Universidad Estatal a Distancia de Costa Ric

    Energy Power, Digital Infrastructure and Elearning Platforms: Afrrican Experience.

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    Information and communication technologies are one of the most pervasive technologies in the world, second only to 'human intelligence' or the human brain. Thus, understanding the factors that determine the diffusion of new technologies across african countries is important to understanding the process of economic development. And whereas, energy is linked with the capacity to perform, the rate at which energy is consumed for the acceleration of the pace of socio-economic activities is regarded as power. Consequently, it will be obvious that the magnitude of the standard of living in any society; the growth and development of such an economy; and its ability to affect the course of events(such as ICT revolution)will be a function of the extent to which its energy(power) resources are developed and utilised. This paper therefore argued for the need to provide assistance in reducing vulnerability and building the capacity of african countries to more widely reap the benefits of the clean development mechanism in areas such as the development of cleaner and renewable energies. Inevitably, this is the critical condition for the sustainability of the emergent e-learning platforms and digital networks in africa.ICT, learning, elearning, development, energy, power, information, communication, solar, electricity, wind, governance, africa, electronics, telecommunications, internet, digital, satellite, renewable energy, gas turbine, power plants, bandwidth, coal, hydro, biomass, steam, transmission, distribution, utilisation

    MEDIA TEACHING DEVELOPMENT THROUGH INTERACTIVE WHITEBOARD BASED ON VIRTUAL LABORATORY IN VOCATIONAL EDUCATION

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    Vocational School (SMK) is designed to prepare students or students who are ready to enter the world of work and be able to develop a professional attitude in the field of vocational, and must be able to provide the competencies or skills that can improve the quality of graduates to achieve success. In this study was developed through a practicum teaching media based interactive whiteboard with a virtual laboratory as a means of utilizing computer animation and 3-dimensional simulations along with the development of hardware -based touchscreen. This requires the development of a research model development Cennamo and Kalk. The design of the display design of Virtual Laboratory (LaVir) can be used to support activities in the laboratory practice. Activities that occur in the virtual lab consists of modifying the circuit, building a circuit, put the circuit, take measurements and subsequent component is an evaluation of a series that have been made. The next stage is how the virtual laboratory can be used by teachers and students of SMK through an interface that is touchscreen media. When teachers or students carry out practical activities on the interactive whiteboard cursor movement will be followed by a cursor that exist in the virtual laboratory. The results of the assessment of teaching practice through interactive media -based virtual lab whiteboard expert judgment obtained responses comprising the content aspect, practical design aspects, aspects of the display (Audio Visual), the virtual aspect, programming aspects, and aspects of electronics shows the overall mean score highly rated better. Keywords: Media Teaching, Interactive Whiteboard , Virtual Laborator

    Improving Scottish education : ICT in learning and teaching

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    Personalized Student Assessment based on Learning Analytics and Recommender Systems

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    This paper presents a process based on learning analytics and recommender systems with the objective of analyzing student assessment in order to provide clues that can help teachers in scaffolding the students’ performance. For this, a set of tests was used to evaluate students' competence in direct current circuits. The tests had multiple versions and to solve them each student had to use multiple approaches. The results indicate a better performance in calculus and simulations approaches when compared with hands-on and remote laboratories approaches. The analyses also provide support for the recommendation step allowing the configuration of a knowledge base. The process as a whole is consistent in what regards its ability to make suggestions to the students as they complete a given test and to provide teachers with information that can help them formulate strategies to positively impact students’ learning.info:eu-repo/semantics/publishedVersio

    Creating traces, sharing insight : explorations in embodied cognition design

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    This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes

    VR from a Learning Perspective

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    Det finns mĂ„nga exempel pĂ„ att anvĂ€nda teknologi i skolan för att förbĂ€ttra elevers lĂ€rande. En relativt oanvĂ€nd teknologi i utbildning Ă€r Virtual Reality. De flesta VR applikationer som anvĂ€nds i utbildning idag Ă€r passiva virtuella studiebesök, dĂ€r anvĂ€ndaren interagerar med applikationen genom att observera den virtuella vĂ€rlden. Detta examensarbete undersöker om interaktiva Virtual Reality applikationer kan ha en positiv effekt pĂ„ elevers lĂ€rande och engagemang, nĂ€r det kommer till att lĂ€ra sig grunderna i naturvetenskap. Detta utfördes genom att utveckla en applikation och testa den pĂ„ högstadieelever. Detta exjobb studerar ocksĂ„ hur en Virtual Reality applikation bör utvecklas för att fungera som ett lĂ€randeverktyg. Applikationen lĂ€r ut grunderna i elektriska kretsar och designades med en anvĂ€ndarcentrerad designprocess och baseras pĂ„ variationsteori. Ämnet elektriska kretsar valdes baserat pĂ„ enkĂ€ter och en intervju med lĂ€rare. En komparativ studie utfördes med tvĂ„ grupper av elever; en grupp som hade en traditionell lektion, och en grupp som anvĂ€nde Virtual Reality applikationen. BĂ„da grupperna testades pĂ„ vad de hade lĂ€rt sig och den andra gruppen svarade pĂ„ en enkĂ€t om deras upplevelse med applikationen. Resultatet frĂ„n testet visar att eleverna uppskattade anvĂ€ndandet av Virtual Reality som lĂ€randeverktyg och att de hade lĂ€rt sig av att anvĂ€nda applikationen. PĂ„ grund av det lĂ„ga antalet medverkande och att eleverna hade mycket kort tid med applikationen kunde inga konkreta svar ges pĂ„ huruvida elever lĂ€r sig bĂ€ttre med Virtual Reality. Dock visades det att Virtual Reality har god potential som ett lĂ€randeverktyg pĂ„ grund av Virtual Realitys uppslukande och interaktiva karaktĂ€r.There are many examples of using technology in schools for enhancing student’s learning experience. A relatively unexplored technology in education is Virtual Reality. Most of the existing VR applications aimed at learning are passive virtual field trips, where the user only interacts with the application by observing the virtual world. This thesis explores if interactive Virtual Reality applications can have a positive effect on high school students’ learning and engagement when it comes to learning the basics of natural science. This was done by developing a Virtual Reality application and testing it on high school students. The thesis also studies how a Virtual Reality application should be developed to function as a learning tool. The application teaches the basics of electric circuits and was designed using a user-centered design process and by utilizing variation theory. Electric circuits was chosen as a subject, based on questionnaires and an interview with teachers. A comparative study was performed with two groups of students; one group had a traditional lecture and the other used the Virtual Reality application. Both groups were then tested on what they had learned and the second group answered a questionnaire about their experience with the application. The results of the test show that the students enjoyed using Virtual Reality as a learning tool and that they were able to learn. Due to the small sample size and the short time each student had with the application, there was no conclusive answer to whether or not the students could learn better from a Virtual Reality application. However, it was concluded that Virtual Reality has great potential as a learning tool due to the immersive and interactive nature of Virtual Reality technology
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