3,262 research outputs found

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    Hybrid learning environments in universities : how to manage the co-creation process from design to use

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    An identified need to promote hybrid practices in education puts pressure on transforming university learning environments. Current teaching and learning models and approaches include e.g. hybrid and blended learning, flexible scheduling, and attendance, and the learning environments are changing accordingly. To manage these requirements and processes, siloed practices must be overcome, and this requires the engagement of stakeholders such as faculty and facilities management as well as end-users. The goal of this paper is to understand the transformation processes of hybrid learning environments in universities. The method is crosscase analysis. 6 learning environment transformation-to-hybrid cases are analysed. The case studies are conducted in three Finnish universities in 2018-2020. The results indicate that there are three critical factors in the successful transformations towards technology enriched learning environments: 1. The participatory design process which is integrating the digital and physical architecture to serve user needs 2. The training of users to new learning environments 3. Management of support in the use phase. The research provides practical examples and process descriptions of transformation towards hybrid learning environments for the user-centric design experts, facilities managers, and education designers. The research contributes to user-centric design theories as well as learning environment research. Future studies can be conducted by gathering user experiences of hybrid learning processes in new hybrid learning environments and the challenges residing in them.Peer reviewe

    Virtuālās Realitātes mācīšanās taksonomija

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    Promocijas darbs tika izstrādāts izglītības zinātņu nozarē, vispārīgās pedagoģijas apakšnozarē Latvijas Universitātes Pedagoģijas, psiholoģijas un mākslas fakultātē, profesores, Dr. paed. Lindas Danielas vadībā. Darba apjoms ir 147 lpp., ieskaitot 30 attēlus un 16 tabulas, kā arī literatūras un avotu sarakstu ar 114 nosaukumiem. Darbam papildus pievienoti arī 2 pielikumi uz 21 lpp. Pētījuma mērķis ir informēt pedagogus un mācīšanas dizaina izstrādātājus, kā arī VR tehnoloģiju izstrādātājus, un potenciālos izglītojamos par VR mācīšanās principiem, tostarp, to sinerģijām un mijsakarībām, piedāvājot pamatotu teoriju virtuālās realitātes mācīšanās taksonomijai. Šī pētījuma nozīmīgākais devums ietver esošo, bet sadrumstaloto zināšanu apkopošanu un sistematizēšanu, pierādījumos balstītas teorētiskās bāzes izstrādi virtuālās realitātes mācīšanās taksonomijai, kā arī praktisku VR mācīšanas pieredžu dizaina un izvērtēšanas rīku izstrādiThe doctoral thesis by Lana Frančeska Dreimane titled “Taxonomy of Learning in Virtual Reality” was developed in the field of Education at the Faculty of Education, Psychology and Arts of the University of Latvia, under supervision of Dr. paed., professor Linda Daniela. The volume of the thesis is 147 pages, 30 figures and 16 tables in the main text, as well as list of bibliographic sources with 114 titles and 2 appendices. This research aims to inform educators and instructors, as well as VR technology developers and potential learners, about the alignment synergies and interconnections of VR learning principles by generating a substantive theory for the taxonomy of learning in Virtual Reality. The most important contribution of this inquiry is in systemising already existing but fragmented knowledge, and presenting evidence for theoretical basis for the taxonomy, as well as developing VR learning experience design and evaluation tools for practical applications

    Centres of vocational excellence in practice: a survey report on 40 CoVEs in five skills sectors

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    A MOOC on universal design for learning designed based on the UDL paradigm

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    This article presents the design and pilot of an open online course, based on the principle of universal design for learning (Center for Applied Special Technology, 2011), to promote inclusive virtual education as an improvement transferable to other contexts. The course constitutes the first massive open online course (MOOC) training proposal of the University of Atlántico in Colombia. In this case study, we employed the instructional design methodology of analysis, design, development, implementation, and evaluation (Branch, 2009) and the universal design for learning guidelines. The design of this online training activity enhances the quality of inclusive virtual education, improves accessibility with no need for platform adjustments, and involves participants in their learning. This educational initiative complements the academic offer for students, graduates, administrators, teachers, and external guests, and contributes to the democratisation of education. The result is the creation of a MOOC, “Inclusive Educational Contexts: Design for all”, which is accessible to a diverse range of learners.This work was supported by the Spanish Ministry of Economy and Competitiveness under project TIN2017-89517-P

    A New Clinical Model for Primary Care: A Critical Component of Healthcare Innovation Zones

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    The overall aim of this research and design project is to develop a primary care setting that responds to the current changes in the healthcare system and accommodates predicted developments in the future. It takes advantage of opportunities created by the Affordable Care Act and initiatives started under the new Center for Medicare and Medicaid Innovation. One of these includes the creation of Healthcare Innovation Zones as a way to bring integrative, comprehensive health services to a wider population through the network of a teaching hospital, physicians, and other clinical entities. The proposed ambulatory care setting is a model for this clinical entity conceived to reconsider critical components of a Healthcare Innovation Zone. Through the process of literature review and case study analysis, existing problems and evolving trends in both the healthcare and architectural contexts were identified. Following this process, guidelines were developed that outline architectural design criteria fundamental to this proposed type of primary care clinical entity; these include gradient zones, transparency, simplified circulation, modular planning, pod groupings, open team hubs, standardized care rooms, and transformable space. A model program and site selection criteria are also developed that incorporate elements critical to defining a Healthcare Innovation Zone and completing one within the specific context of downtown Winston-Salem, North Carolina. The new model will represent an innovative but attainable design that places the patient at the center of a collaborative network of care providers affiliated with Wake Forest Baptist Medical Center. The spirit of collaboration is intended to bring together the public, patients, providers, and medical students as all users of the space take part in educational experiences. Unlike traditional outpatient clinics, this new setting is conceived as a highly accessible, integrated part of people\u27s overall lifestyle, merging public, educational, and medical spheres. The facility will function as a support center to informed, active patients and caring, proactive providers who are concerned with preventive measures and comprehensive management, rather than merely reactive treatment. It will be engaged and complimented by forward-thinking individuals who stand at the forefront of developing new practices and technologies to improve the individual\u27s lifestyle. The center has the potential to become a replicable model that other communities could adopt to further a primary care revolution and ensure higher-quality healthcare to the greater society

    Evaluation of sUAS Education and Training Tools

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    The wide distribution and demographic composition of students seeking small unmanned aircraft system (sUAS) education presents a need to fully understand the capabilities, limitations, and dependencies of effective training tools. Concepts, practices, and technologies associated with modeling and simulation, immersive gaming, augmented and mixed-reality, and remote operation have demonstrated efficacy to support engaged student learning and objective satisfaction. Identification and comparison of key attributes critical to an aviation educational framework, such as competency-based training, enables educational designers to identify those tools with the highest potential to support successful learning. A series of factors, such as system performance, regulatory compliance, environmental conditions, technological familiarity, and personal experience, require consideration in the selection, optimization, and application of such tools. Embry-Riddle and the Sinclair College National UAS Training and Certification Center have overseen the development, launch, and sustainment of respective sUAS education programs. Effectiveness of these programs is dependent on continuous evaluation of tools, specific to educational settings. A relevant example was the assessment of popular multirotor sUAS conducted by ERAU-W, which led to publication of the “Small Unmanned Aircraft System Consumer Guide” and selection of the Parrot BeBop 2 platform to support sUAS operations curricula. The intent of this work is to present critical considerations, including influencing factors and dependencies, associated with the selection and adoption of technological tools best supporting sUAS education. Background details; emerging approaches, models, and technologies; and examples of past tool evaluation, inclusive of assessment criteria and observations, are discussed. Finally, a series of reflective remarks, including recommendations, relating to evaluation, adaptation, and incorporation of future tools supporting sUAS education are presented

    Learning Effectiveness and Student Satisfication in Mobile Classrooms

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    As a rapidly growing social-networking generation enters colleges and global workforces, college instructors and IT managers worldwide inevitably face a critical issue of how to better educate this emerging population who could be rarely separated, even in classroom settings, from wireless networks and mobile technology. Drawing from the notion of tasktechnology fit and various e-learning literatures, we thus develop a research model that seeks to shed light on how mobile technology might shape this social-networking generation’s learning experiences. We propose that courses designed with mobile technology embedded contribute to greater learning effectiveness and satisfaction for students compared to course designs where mobile technology is not embedded. We also posit that these positive outcomes may be moderated by the nature of course with higher learning effectiveness and satisfaction in non-technical courses than in technical courses. Proposed research design, measurement issues, and potential contributions are discussed
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