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WebâTeaching â A Guide to Interactive Teaching for the WorldâWide Web by David W. Brooks, New York: Plenum, 1997. ISBN: 0â306â45552â8. Paperback, 214 pages. $30
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Immersive Authoring of 360 Degree Interactive Applications
Although there are proposals in the literature for authoring mulsemedia (mul tiple se nsorial media) applications with 2D content, there are no suitable solutions when it comes to 360° content. Moreover, little consensus on 360° mulsemedia authoring methodology exists. Aiming at filling this gap, we propose the concept of immersive authoring of 360° multisensory applications. Our proposal comprises an immersive 360° authoring environment to bring the author closer to the final user presentation environment. We implemented our proposal in AMUSEVR, a virtual-reality (VR) environment for authoring 360° mulsemedia applications. We see it as an alternative or a possible complement to available 2D mulsemedia authoring tools. AMUSEVR provides creation and editing of interactive multiple sensorial media scenes by directly arranging objects in a 3D space using VR technology. Also, the tool allows users to run their applications through AMUSEVR viewer mode. We used the Goal Question Metric (GQM) approach to plan our tests and a group of users evaluated the tool with the SUS and UEQ questionnaires, obtaining a SUS score of 82.25 and an excellent UEQ benchmark, which are very promising results.10.13039/501100002322-Brazilian National Council for Scientific and Technological Development (CNPq), Carlos Chagas Filho Foundation for Research Support in the State of Rio de Janeiro (FAPERJ), Coordination for the Improvement of Higher Education Personnel (CAPES), and Program for Institutional Internationalization (CAPES PrInt
A Systematic Review of the Impact on Students and Teachers of the Use of ICT for Assessment of Creative and Critical Thinking Skills
First paragraph: The review reported here was prompted by the rapid changes associated with the ‘information age’. New technologies have created both the need for education toprovide students with what are described as ‘higher level thinking skills’ and the opportunity to teach and assess these skills. There is also evidence from two previous reviews of assessment (Harlen and Deakin Crick, 2002; Black and Wiliam, 1998) that, on the one hand, what is assessed for summative purposes is what is valued in the curriculum, and, on the other hand, that formative assessment of what is taught leads to improved learning. It follows that, if valued goals of education are to be taught effectively, they need to be assessed effectively for both formative and summative purposes. The reported neglect of creative and critical thinking in assessment (Harlen and Deakin Crick, 2000) is therefore a cause for concern, given the prominence it is accorded in currentdiscussion of the education that students need in preparation for life in a rapidly changing society and for life long learning
'I liked it, but it made you think too much': A case study of computer game authoring in the Key Stage 3 ICT curriculum
The importance of giving pupils opportunities to become producers of digital media is well documented in the literature (see Harel, 1991; Papert, 1993; Kafai, 1995; Harel Caperton, 2010; Luckin et al., 2012; Nesta, 2012; Sefton-Green, 2013), however there has been little research in this area in the context of the UK Key Stage 3 ICT curriculum.
The purpose of this study is to achieve an understanding of how authoring computer games in a mainstream secondary setting can support the learning of basic game design and programming concepts. The research explores pupilsâ experiences of the process they followed and the areas of learning they encountered as they made their games, and considers what they valued and what they found difficult in the game authoring activity.
The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as âbuilding materialâ to create digital artefacts. In the process of creating these artefacts, over time, computers become âobjects to think withâ, enabling pupils to learn how to learn (Papert, 1980b; Harel and Papert, 1991a).
Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair and group interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the activity, demonstrated positive attitudes to learning and felt a sense of achievement in creating a complex artefact which had personal and cultural significance for them.
This research acknowledges the need to develop accessible units of work to implement aspects of the new Computing curriculum (DfE, 2013c), especially for teachers and pupils who have little prior knowledge of the field. It suggests that computer game authoring may offer a viable entry and considers the extent to which constructionist approaches are suitable for this kind of work
Supporting students' construction of hypermedia
This thesis considers the proposition that hypermedia may be employed effectively in
higher education. More specifically, the question of its use by undergraduate music
students to assist in writing essays and dissertations is investigated.
The work begins with a review of general issues relating to educational hypermedia, such
as its history, application, design and architecture. A user-centred approach to hypermedia
development is advocated, and after critique and analysis of the literature, a framework for
human-computer interaction for educational hypermedia is proposed.
A case study is reported which serves to facilitate the undertaking of original research, as
well as to evaluate the proposed framework. Other environments are also selected to carry
out more generic research. Both reading strategies and writing strategies are investigated,
and the results from these studies are used to conduct a repertory grid analysis of students'
approaches to and perceptions of essay and dissertation development. The outcome of this
experiment concludes with a proposal for a structural model of essay and dissertation
development. Analysis of the model suggests the need for further survey analysis of taskartefact
usage in specific educational domains, and experimental studies into electronic
document manipulation and the reading of music from computer screens are investigated
with respect to the case study environment.
The implications of the research carried out in this thesis have assisted in and helped to
justify the design of the prototype system HECTOR (Hypermedia, from Essay Conception
TO Realisation). It aims to support students in their research, planning and writing of
essays and dissertations. HECTOR has been evaluated in the field, and the results of this
go some way to supporting the hypothesis of the thesis - that hypermedia can be
employed effectively in higher education
A generic architecture for interactive intelligent tutoring systems
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 07/06/2001.This research is focused on developing a generic intelligent architecture for an interactive tutoring system. A review of the literature in the areas of instructional theories, cognitive and social views of learning, intelligent tutoring systems development methodologies, and knowledge representation methods was conducted. As a result, a generic ITS development architecture (GeNisa) has been proposed, which combines the features of knowledge base systems (KBS) with object-oriented methodology. The GeNisa architecture consists of the following components: a tutorial events communication module, which encapsulates the interactive processes and other independent computations between different components; a software design toolkit; and an autonomous knowledge acquisition from a probabilistic knowledge base. A graphical application development environment includes tools to support application development, and learning environments and which use a case scenario as a basis for instruction. The generic architecture is designed to support client-side execution in a Web browser environment, and further testing will show that it can disseminate applications over the World Wide Web. Such an architecture can be adapted to different teaching styles and domains, and reusing instructional materials automatically can reduce the effort of the courseware developer (hence cost and time) in authoring new materials. GeNisa was implemented using Java scripts, and subsequently evaluated at various commercial and academic organisations. Parameters chosen for the evaluation include quality of courseware, relevancy of case scenarios, portability to other platforms, ease of use, content, user-friendliness, screen display, clarity, topic interest, and overall satisfaction with GeNisa. In general, the evaluation focused on the novel characteristics and performances of the GeNisa architecture in comparison with other ITS and the results obtained are discussed and analysed.
On the basis of the experience gained during the literature research and GeNisa development and evaluation. a generic methodology for ITS development is proposed as well as the requirements for the further development of ITS tools. Finally, conclusions are drawn and areas for further research are identified
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