216,903 research outputs found
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AODM as a framework and model for characterising learner experiences with technology
The task of characterising learner experiences with technology is increasingly becoming complex due to continuous technological advancements that enable learners to connect, collaborate, generate educational resources and promptly share them in various settings. The challenge for the educator is to understand how to effectively capture and represent learners’ current and future experiences with technology. This paper presents ‘Activity-Oriented Design Method’ (AODM) as a framework and model for characterising personalised and contextualised learner experiences with technology. The objective is to show how AODM can be used to understand learner experiences by examining learner practices with technology and interactions with each other. The aim is to assess the significance and adequacy of AODM as a framework and model that contributes to future understanding of learner experiences with technology. In order to support our arguments, we draw practical insights from two studies that applied AODM to e-learning investigations. The outcome of this analysis is an assessment of the capacity of AODM as a model and framework for characterising both current and future learner experiences with technology. Furthermore, the analysis illuminates the processes of change that inform the design and use of future technologies for learning
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Using activity-oriented design methods (AODM) to investigatemobile learning
The past few years have witnessed significant interest and developments in researching mobile learning, with a lot of important contributions being made towards understanding and defining mobile learning. However, current research efforts are being redirected towards a new agenda to establish appropriate methods for investigating mobile learning, as this book testifies. This chapter contributes to this research effort by articulating how to adapt Activity-Oriented Design Methods (AODM – see Mwanza, 2002) for use in mobile learning research
Software development: A paradigm for the future
A new paradigm for software development that treats software development as an experimental activity is presented. It provides built-in mechanisms for learning how to develop software better and reusing previous experience in the forms of knowledge, processes, and products. It uses models and measures to aid in the tasks of characterization, evaluation and motivation. An organization scheme is proposed for separating the project-specific focus from the organization's learning and reuse focuses of software development. The implications of this approach for corporations, research and education are discussed and some research activities currently underway at the University of Maryland that support this approach are presented
Toward an epistemology of mysticism: Knowing God as mystery
While some philosophers suggest that mystical experience may provide evidence for belief in God, skeptics doubt that there is adequate warrant for even accepting the claim of a mystical experience as evidence for anything, except perhaps for some kind of mental instability. Drawing from the work of Gabriel Marcel, I argue that the pervasive philosophical skepticism about the evidential status of mystical experiences is misguided because it rests on too narrow a view about ways of knowing and about what can count as evidence for belief in the divine. I illustrate the advantages of Marcel\u27s approach by applying it to the respective spiritual journeys of Augustine of Hippo and Abu Hamid Muhammad al-Ghazali. I then argue that Marcel\u27s framework improves on contemporary analytic approaches because it captures more accurately the kind of knowledge that mystical experiences convey as reported by the subjects who claim to have them
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