21,657 research outputs found

    UCL (University College London) Libraries Masterplan: Masterplanning Report

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    BDP were appointed to undertake a Masterplan for the UCL Main Library and the UCL Science Library and to identify how these buildings could be re-ordered to significantly improve the quality of the library environment and to facilitate the delivery of library services. An initial brief was agreed with UCLā€™s Estates Management Committee and a Masterplan Steering Group established including academic representatives, library staff and design consultants. To inform the development of this brief, UCL Library Services undertook a number of consultation exercises with users of the Library; students, academic staff and external users, together with Library staff. A number of visits to exemplar library buildings in the UK and continental Europe were also undertaken to inform the development of options for the buildings. Following the development and review of initial options for both the Main Library and Science Library, it was agreed a further, hypothetical New Build Central Library Option should be reviewed, to accommodate a relocated and consolidated library service encompassing 7 of the 16 existing libraries currently distributed across the UCL Estate

    Networking lifelong learning : an ILT development strategy for FE : a consultation document

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    Maximising the potential of ICT to provide authentic summative assessment opportunities

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    This paper reports on elements of a study that was conducted in Western Australia to explore the potential of various forms of digitally based external assessments for senior secondary school courses. One problem that needed addressing was how to provide students with authentic assessment opportunities, particularly in subjects in which performance is an integral component. Traditionally, assessment in many of these subjects was by way of a three-hour paper examination. This established a dichotomy for teachers in which the pedagogy of the subject was very different from the method of assessment. In wanting to maximise their studentā€™s potential for success, many teachers taught to the examination, consequently sacrificing a practical performance approach to the subject for a more theoretical form of delivery

    Bournemouth University : Institutional Review by the Quality Assurance Agency for Higher Education, June 2013

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    Accessing and engaging with video streams for educational purposes: experiences, issues and concerns

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    Video streaming has the potential to offer tutors a more flexible and accessible means of incorporating moving images into learning resources for their students than conventional video. Consideration is given to this assertion by drawing upon the experiences of staff and evidence from students at the University of Southampton in the use of a video, Back Care for Health Professionals, before and after it was streamed. The resulting case study highlights various issues and concerns, both logistical and pedagogic. These include ease of access, the form and frequency of guidance with respect to technical matters, the use of multiple channels of communication to convey key messages about the availability and value of the video, and the provision of demonstrations or 'tasters'. In other words, what some might regard as the 'softer' aspects of technological developments should receive at least as much attention as the 'harder'

    Grouping practices in the primary school: what influences change?

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    During the 1990s, there was considerable emphasis on promoting particular kinds of pupil grouping as a means of raising educational standards. This survey of 2000 primary schools explored the extent to which schools had changed their grouping practices in responses to this, the nature of the changes made and the reasons for those changes. Forty eight percent of responding schools reported that they had made no change. Twenty two percent reported changes because of the literacy hour, 2% because of the numeracy hour, 7% because of a combination of these and 21% for other reasons. Important influences on decisions about the types of grouping adopted were related to pupil learning and differentiation, teaching, the implementation of the national literacy strategy, practical issues and school self-evaluation

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    Ā© Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    The role and effectiveness of e-learning: key issues in an industrial context

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    This paper identifies the current role and effectiveness of e-learning and its key issues in an industrial context. The first objective is to identify the role of e-learning, particularly in staff training and executive education, where e-learning (online, computer-based or videoconferencing learning) has made significant impacts and contributions to several organisations such as the Royal Bank of Scotland, Cisco and Cap Gemini Earnst Young. With e-learning, staff training and executive education provides more benefits and better efficiency than traditional means. The second objective of this research is to understand the effectiveness of e-learning. This can be classified into two key issues: (1) methods of e-learning implementations; and (2) factors influencing effective and ineffective e-learning implementations. One learning point from (1) is that centralized e-learning implementations may prevail for big organizations. How-ever, more organizations adopt decentralized e-learning implementations due to various reasons, which will be discussed in this paper. From the research results, a proposed way is to retain the decentralized way. The second learning point is about interactive learning (IL), the combination of both e-learning and face-to-face learning. IL has been making contributions to several organizations, including the increase in motivation, learning interests and also efficiency. The popular issues about IL are (a) how to minimize the disadvantages of IL and (b) the degree of interactivity for maximizing learning efficiency. One learning point from (2) is to analyze the factors influencing effective and ineffective implementations, which reflect the different focuses between industrialists and academics. In terms of effective e-learning implementations, factors identified by both groups can map to particular cases in industry. In contrast, factors causing ineffective implementations rely more on primary source data. In order to find out these factors and analyze the rationale behind, case studies and interviews were used as research methodology that matched the objective of the research
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