341 research outputs found

    Web-based Hypermedia Courseware in Higher Education: A Proposed Framework

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    This thesis is concerned with hypermedia and learning, and in particular with the design and development factors that need to be considered for the creation of hypermediabased courseware in higher education that uses the Web as a delivery platform. One of the most commonly cited problems with educational hypermedia is related to the design and structure of the educational material. It appears that Web-based instructional authors have not had access to an instructional model, which has been empirically tested. However, there is a large body of knowledge in the field of instructional design from which one can draw suitable conclusions for the design process of Web-based educational hypermedia. The current research recommends that a precondition for effective Web-based courseware design in higher education is careful consideration of the traditional body of knowledge in the field of instructional design which should act as a foundation for future developments in the design process. In addition, the end-users' input should be sought as it can confirm the above and enhance further our understanding toward the implementation of this new medium in higher education. Based on this recommendation, a framework is proposed in terms of its design, user input and evaluation for the development of Web-based courseware in higher education aimed at supporting the delivery of physical modules. The thesis describes how the different stages of the proposed framework were implemented through the develop moot of two Web-based courseware applications aimed at supporting the delivery of two higher education modules taught in De Montfort University, U.K. In order to test the validity of the proposed approach, that a Web-based courseware developed according to the experimental framework could effectively support the delivery of physical modules compared with conventional teaching methods, two empirical studies have been conducted. They were concerned with the summative evaluation of the two Web-based courseware applications, which were developed according to the proposed framework. The results from the evaluation of the two empirical studies indicated significant improvements in users' performance and satisfaction compared with conventional teaching methods. Thus, the proposed framework can indeed offer a solution for the development of Web-based courseware that aims to support the delivery of physical modules in higher education. Moreover, the experimental framework can also provide a detailed starting point and can be adapted for the design and development of Web-based courseware aimed at addressing distance learning or other forms of Web instruction.Greek State Scholarship Foundation (IKY

    Simplifying Authoring of Adaptive Hypermedia Structures in an eLearning Context

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    Full version unavailable due to 3rd party copyright restrictions.In an eLearning context, Adaptive Hypermedia Systems have been developed to improve learning success by increasing learner satisfaction, learning speed, and educational effectiveness. However, creating adaptive eLearning content and structures is still a time consuming and complicated task, in particular if individual lecturers are the intended authors. The way of thinking that is needed to create adaptive structures as well as the workflows is one that lecturers are unaccustomed to. The aim of this research project is to develop a concept that helps authors create adaptive eLearning content and structures, which focuses on its applicability for lecturers as intended authors. The research is targeted at the sequencing of content, which is one of the main aspects of adaptive eLearning. To achieve this aim the problem has been viewed from the author’s side. First, in terms of complexity of thoughts and threads, explanations about content structures have been found in storytelling theory. It also provides insights into how authors work, how story worlds are created, story lines intertwined, and how they are all merged together into one content. This helps us understand how non technical authors create content that is understandable and interesting for recipients. Second, the linear structure of learning content has been investigated to extract all the information that can be used for sequencing purposes. This investigation led to an approach that combines existing models to ease the authoring process for adaptive learning content by relating linear content from different authors and therefore defining interdependencies that delinearise the content structure. The technical feasibility of the authoring methods for adaptive learning content has been proven by the implementation of the essential parts in a research prototype and by authoring content from real life lectures with the prototype’s editor. The content and its adaptive structure obtained by using the concept of this research have been tested with the prototype’s player and monitor. Additionally, authoring aspects of the concept have been shown along with practical examples and workflows. Lastly, the interviewees who took part in expert interviews have agreed that the concept significantly reduces authoring complexity and potentially increases the amount of lecturers that are able to create adaptive content. The concept represents the common and traditional authoring process for linear content to a large extent. Compared to existing approaches the additional work needed is limited, and authors do not need to delve into adaptive structures or other authors’ content structures and didactic approaches

    Separation of educational and technical content in educational hypermedia

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    The creation and development of educational hypermedia by teachers and educational staff is often limited by their lack of computing skills, time and support from the educational institutions. Especially the lack of computing skills is a hinderance to most of today’s educational experts. The problem is to find out how those educational experts could be supported by computer based tools which are tailored especially to their needs without having any technical limitations. In this study the separation of technical and educational content in educational hypermedia is examined as a solution to this problem. The main hypothesis of this study is that the separation of technical and educational content is possible if it is based on a fine-grained structure of different teaching and learning strategies and their conversion into an authoring tool. Such an authoring tool would make the creation of educational hypermedia very easy for teachers and therefore enable them to overcome the existing obstacles. The development of a new model, the creation of a new XML language and the implementation of a new authoring tool form the basis for a detailed investigation. The investigation was done by undertaking several research tasks like the evaluation of the XML language and the authoring tool by a group of educational experts of different knowledge domains, the practical usage of the authoring tool for the creation of real-life based educational material and the analysis of the gained research results. The analysis of the qualitative data showed that the separation of educational and technical content in educational hypermedia is possible and that it can be applied by educational experts with low computing skills as well as by technical experts with no educational background. Furthermore, the analysis allowed some additional insights into the creation of educational material by teachers and how it can be improved. The main conclusion of this study is that authoring tools in educational hypermedia should use the separation of educational and technical content based on different teaching and learning strategies which allows educational experts with low computing skills to create educational content for delivery via the World Wide Web

    Technological innovation and change in the university

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    It is by now common knowledge that one of the aspects upon which the survival of the University depends is how it will make the best possible use of the new technologies (e-learning). Despite the acceptance of this principle, difficulties arise when one attempts to proceed from the mere declaration to actually planning activities and putting them into effect. This research, the result of collaboration between teachers and researchers of the Educational Science and Engineering Faculties of the University of Florence, focuses on certain theoretical concepts and reference apparatus, bringing international literature to bear on the specific case of Italy. [english version]It is by now common knowledge that one of the aspects upon which the survival of the University depends is how it will make the best possible use of the new technologies (e-learning). Despite the acceptance of this principle, difficulties arise when one attempts to proceed from the mere declaration to actually planning activities and putting them into effect. This research, the result of collaboration between teachers and researchers of the Educational Science and Engineering Faculties of the University of Florence, focuses on certain theoretical concepts and reference apparatus, bringing international literature to bear on the specific case of Italy. [english version

    Montage As A Participatory System: Interactions with the Moving Image

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    Full version unavailable due to 3rd party copyright restrictionsRecent developments in network culture suggest a weakening of hierarchical narratives of power and representation. Online technologies of distributed authorship appear to nurture a complex, speculative, contradictory and contingent realism. Yet there is a continuing deficit where the moving image is concerned, its very form appearing resistant to the dynamic throughputs and change models of real-time interaction. If the task is not to suspend but encourage disbelief as a condition in the user, how can this be approached as a design problem? In the attempt to build a series of design projects suggesting open architectures for the moving image, might a variety of (pre-digital) precursors from the worlds of art, architecture and film offer the designer models for inspiration or adaptation? A series of projects have been undertaken. Each investigates the composite moving image, specifically in the context of real-time computation and interaction. This arose from a desire to interrogate the qualia of the moving image within interactive systems, relative to a range of behaviours and/or observer positions, which attempt to situate users as conscious compositors. This is explored in the thesis through reflecting on a series of experimental interfaces designed for real time composition in performance, exhibition and online contexts

    A basic web-based distance education model

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    Thesis (Master)--Izmir Institute of Technology, Computer Engineering, Izmir, 2005Includes bibliographical references (leaves: 147)Text in English; Abstract: Turkish and Englishxv, 201 leavesDuring the recent years, the rapid growth of the Web and multimedia technologies urged a shift of Computer-Based Educational Technology towards the Web. In the leading universities of the developed countries, studies on Web-Based Education have started and in an increasing manner are going strong. In the last few years, the leading universities of Turkey are also greatly interested in Web-Based Education and have started their re-structuring accordingly.The goal of this study is to design a basic model to be utilized by a university aiming to offer web-based distance education. In achieving this; by the use of system approach, a model comprising of three subsystems, namely system analysis, system design and evaluation&control, working in coordination with each other, has been tried to be proposed. There may be only one missing point of this study, that is; since preparing a lesson or program according to this model was not foreseen in this thesis, the effectiveness evaluations suggested in the evaluation&control subsystem could not be realized. It is recommended to realize such an evaluation in a further study to make it possible to reveal the effectiveness of web-based education by preparing a lesson or program according to this model.On the other hand, a survey has been conducted in Turkey in some of the universities either offering web-based education or are interested in studies in this field.The aim of this survey is to analyze from system design point of view the studies carried out in our universities on this matter and to get a picture of the existing situation.The directed questions aiming this were prepared by taking into consideration of the three stages of system design subsystem, i.e. administrative design, educational design, and technological design. It is intended for the result of this survey to shed light to the new-coming institutions in this field. As a matter of fact, each stage of this subsystem is a survey item itself and should be researched one by one in other studies.Furthermore, for individuals interested in distance education and web-based distance education and for people newly involved in this matter, this thesis is intended to be a reference material and to serve this purpose the sections are prepared containing the basic information accordingly. Nevertheless, since most of the information regarding system design are prepared without taking into consideration the disabled people, the relevant information are not complete. In another study, the offering of the web-based education to the disabled people, especially for deaf, hard of hearing or speech impaired, and blind students, has to be investigated.Finally, in this thesis the proposed model for the Web-Based Distance Education, as being a basic and conceptual model, has a flexible structure; i.e., suitable for all the institutions and establishments intending to offer the web-based education.What is important here, is to exploit the potential sources within the institution that will display the required systematic approach

    Online Specificity: Live Event Artworks and the Inner Continuity of the Network.

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    This practice-based research analyses the encounter of Net/Web artworks, their materiality and their space-time condition. I analyse a selection of online-specific artworks to examine their materiality and experiential features in an investigation into how they can offer a varied encounter atypical to offline artworks. The research suggests that these encounters have the potential to disturb a familiar linear or chronological sense of space-time. In line with this enquiry, the research explores qualities found in online-specific artworks that are analogous with the encounter of durée (i.e. duration). This concept was first theorised by Henri Bergson in 1886 as an experience of time with a heterogeneous nature that takes place in the inner self of human experience. I examine this theory to consider whether online-specific artworks are more capable of precipitating experiences associated with durée and its understanding of memory. In order to do so, I examine the materiality of these artworks (e.g. HTML/CSS) and their temporal existence in the network duration when online users establish a net connection to retrieve them (e.g. URL, HTTP). This research analyses the state of the network as a heterogeneous reality, as described by network theorist Tiziana Terranova (2004), in order to explore how such qualities impact the encounter of online-specific artworks as inherent assets of the network duration. The thesis proposes that the transitory reality of these time-based artworks are only operative in the live stream of the information flux that resides in the virtual state of the network. As a result, such encounters are analysed through a new notion of event described in the research as live events. From this perspective, the research explores similar experiential aspects that are shared between online-specific artworks and offline time-based artworks (e.g. Standing Wave (1920) by Naum Gabo) due to a live encounter during their temporal activation. Subsequently, this research analyses the materiality of telecommunication technology, especially within the protocol system (e.g. TCP/IP) operative in the architecture of the Net/Web to illustrate the transitory reality of online-specific artworks. Furthermore, through a genealogy of historical references the research selects a number of offline and online artworks to analyse their experiential aspect in relation to their time experience, materiality and method of realisation. The nature of web-based artworks and their encounter is recognised in the research through the iterative possibility of their ‘assets’ in the network and their potential capability to introduce new memory experiences specific to an online encounter

    Keepers of the Port: Visualising Place and Identity in a Dublin Dock Community

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    This practice-based thesis responds to the absence of documentary film or photographic studies and scholarship that embrace the contrasting experiences of different dock working constituencies in the transforming early twenty-first century space of Dublin Port. It is a filmic investigation into how the experiences and memories of this community of workers in Dublin’s surviving port space shape their urban identity and sense of place, undertaken with regard to the sensuous, haptic qualities of documentary and ethnographic filmmaking. In the ever-shifting world of neoliberalism, its narratives – in relation to labour practices – prioritise faceless markets over the humanity of working life. Therefore, in an attempt to interrogate the lived experiences and memories of working life and how these are central to the shaping of identity, the research is framed within the context of contrasting constituencies within the port community – dockers, crane drivers, stevedores, marine operatives and port managers

    Reconfiguring the reader : convergence and participation in modern young adult fantasy fiction

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    PhD ThesisThis thesis explores digital-age literary and reading practices as they were influenced by participatory culture at the turn of the century. Participatory culture is analysed here through the work of Henry Jenkins, Hans Heino Ewers, Margaret Mackey and Katy Varnelis and is recognised as one in which individuals are socially connected to each other in an environment that offers support for creating and sharing interpretations and original works. It has relatively low barriers to artistic expression and civic participation, and fosters the sense of community growing around people’s common interests and ideologies, as expressed through performative manifestations such as gaming and fandom. Because juvenile fantasy fiction generally, and J. K. Rowling’s Harry Potter series (1997-2007) specifically, were at the centre of significant developments in response to participatory culture, Rowling’s books are used as a case study on the basis of which changing practices of reading, writing and interpretation of story, principally by children and young people, are mapped and appraised. One aim of this thesis is to evaluate how far participatory culture has affected what it means to be a reader of a text that exists in multiple formats: how each version of the text constructs and addresses its readers/viewers/players/co-creators, and the dynamics and interdependence between the different versions. A second but related aim is to test the claims of new media theorists, including Janet Murray, Pierre Lévy and Marie-Laure Ryan, among others, to establish how far texts, readers and the processes of reading have in fact changed. Specifically, it looks at how far the promises of reader participation and co-creation have been fulfilled, especially within the genre of children’s literature
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