13,224 research outputs found

    Chapter 3: Building an Online Learning Community

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    The OTiS (Online Teaching in Scotland) programme, run by the now defunct Scotcit programme, ran an International e-Workshop on Developing Online Tutoring Skills which was held between 8–12 May 2000. It was organised by Heriot–Watt University, Edinburgh and The Robert Gordon University, Aberdeen, UK. Out of this workshop came the seminal Online Tutoring E-Book, a generic primer on e-learning pedagogy and methodology, full of practical implementation guidelines. Although the Scotcit programme ended some years ago, the E-Book has been copied to the SONET site as a series of PDF files, which are now available via the ALT Open Access Repository. The editor, Carol Higgison, is currently working in e-learning at the University of Bradford (see her staff profile) and is the Chair of the Association for Learning Technology (ALT)

    All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

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    As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics

    Learning to chat: developing a pedagogical framework for facilitating online synchronous tutorial discussion

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    The adoption of blended learning in higher education has precipitated the use of technology to conduct tutorials through online synchronous discussion (OSD). The review of literature on OSD identifies a lack of pedagogical guidance for facilitating effective tutorials by this means. The research on computer mediated communication (CMC) is critically discussed alongside established literature on socio-constructivist theory and approaches to teaching and learning with technology. The literature identifies several key responsibilities that should be considered when facilitating an online tutorial. These were embedded in the delivery of an online tutorial with first year undergraduate students. The tutorial was critically evaluated through questionnaire and focus group and a transcript of the discussion was subject to content analysis. The study argues that both tutor and student have roles within a tutorial. Furthermore, isolating the pedagogical role from managerial, intellectual and social roles, as argued in existing models, is ineffective. An alternative framework and considerations for facilitating online synchronous tutorial discussion are presented. Tutors should consider the size of the group, the nature of the tutorial and the characteristics of the application

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Spaces of Joint Inquiry Through Visual Facilitation and Representations in Higher Education:An Exploratory case study

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    The Art of collaborative storytelling: arts-based representations of narrative contexts”

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    Draft for: ISA Research Committee on Biography and Society. The author analyses several theories about science and arts converging in a new point of view. Also talks about the functions of storytelling. He starts his work with these phrases: 'Art and science have a common thread - both are fuelled by creativity. Whether writing a paper based on my data or filling a canvas with paint, both processes tell a story' (Taylor 2001) 'Science and art are complementary expressions of the same collective subconscious of society' (Morton 1997:1
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