19,496 research outputs found

    Blended learning for project management

    Get PDF
    Students studying at postgraduate level should engage in learning on higher cognitive levels such as evaluation and creation. The notion of effective learning at this level is characterised by the student’s ability to use acquired knowledge and principles to solve complex problems. Learning theories advocate maximising student engagement with the learning resources in order to facilitate such effective learning. This can be achieved by addressing the following factors in curriculum design: accessibility, variety, formative assessment and the development of learning communities. This paper presents work done on a postgraduate level Project Management course to maximise the factors mentioned above, for example, with the introduction of automatically marked quizzes and the re-structuring of the course content. The content and delivery of the course was changed from weekly lectures and tutorial sessions (old system) to a web-based blended learning system (new system). Evaluation of the old and new systems was undertaken using questionnaires. The student evaluation suggests that the new system led to more effective learning. It is suggested that effective learning can be facilitated by a blended learning system

    Disciplining the body? Reflections on the cross disciplinary import of ‘embodied meaning’ into interaction design

    Get PDF
    The aim of this paper is above all critically to examine and clarify some of the negative implications that the idea of ‘embodied meaning’ has for the emergent field of interaction design research. Originally, the term ‘embodied meaning’ has been brought into HCI research from phenomenology and cognitive semantics in order to better understand how user’s experience of new technological systems relies to an increasing extent on full-body interaction. Embodied approaches to technology design could thus be found in Winograd & Flores (1986), Dourish (2001), Lund (2003), Klemmer, Hartman & Takayama (2006), Hornecker & Buur (2006), Hurtienne & Israel (2007) among others. However, fertile as this cross-disciplinary import may be, design research can generally be criticised for being ‘undisciplined’, because of its tendency merely to take over reductionist ideas of embodied meaning from those neighbouring disciplines without questioning the inherent limitations it thereby subscribe to. In this paper I focus on this reductionism and what it means for interaction design research. I start out by introducing the field of interaction design and two central research questions that it raises. This will serve as a prerequisite for understanding the overall intention of bringing the notion of ‘embodied meaning’ from cognitive semantics into design research. Narrowing my account down to the concepts of ‘image schemas’ and their ‘metaphorical extension’, I then explain in more detail what is reductionistic about the notion of embodied meaning. Having done so, I shed light on the consequences this reductionism might have for design research by examining a recently developed framework for intuitive user interaction along with two case examples. In so doing I sketch an alternative view of embodied meaning for interaction design research. Keywords: Interaction Design, Embodied Meaning, Tangible User Interaction, Design Theory, Cognitive Semiotics</p

    Bletchley Park text: using mobile and semantic web technologies to support the post-visit use of online museum resources

    Get PDF
    A number of technologies have been developed to support the museum visitor, with the aim of making their visit more educationally rewarding and/or entertaining. Examples include PDA-based personalized tour guides and virtual reality representations of cultural objects or scenes. Rather than supporting the actual visit, we decided to employ technology to support the post-visitor, that is, encourage follow-up activities among recent visitors to a museum. This allowed us to use the technology in a way that would not detract from the existing curated experience and allow the museum to provide access to additional heritage resources that cannot be presented during the physical visit. Within our application, called Bletchley Park Text, visitors express their interests by sending text (SMS) messages containing suggested keywords using their own mobile phone. The semantic description of the archive of resources is then used to retrieve and organize a collection of content into a personalized web site for use when they get home. Organization of the collection occurs both bottom-up from the semantic description of each item in the collection, and also top-down according to a formal representation of the overall museum story. In designing the interface we aimed to support exploration across the content archive rather than just the search and retrieval of specific resources. The service was developed for the Bletchley Park museum and has since been launched for use by all visitors

    Quantum Ontologies and Mind-Matter Synthesis

    Full text link
    Aspects of a quantum mechanical theory of a world containing efficacious mental aspects that are closely tied to brains, but that are not identical to brains.Comment: 69 pages. Invited contribution to Xth Max Born Symposium: "Quantum Future". Published in "Quantum Future", eds. P. Blanchard and A. Jadczyk, Springer-Verlag, 1999, ISBN 3-540-65218-3. LBNL 4072

    Scientific requirements for an engineered model of consciousness

    Get PDF
    The building of a non-natural conscious system requires more than the design of physical or virtual machines with intuitively conceived abilities, philosophically elucidated architecture or hardware homologous to an animal’s brain. Human society might one day treat a type of robot or computing system as an artificial person. Yet that would not answer scientific questions about the machine’s consciousness or otherwise. Indeed, empirical tests for consciousness are impossible because no such entity is denoted within the theoretical structure of the science of mind, i.e. psychology. However, contemporary experimental psychology can identify if a specific mental process is conscious in particular circumstances, by theory-based interpretation of the overt performance of human beings. Thus, if we are to build a conscious machine, the artificial systems must be used as a test-bed for theory developed from the existing science that distinguishes conscious from non-conscious causation in natural systems. Only such a rich and realistic account of hypothetical processes accounting for observed input/output relationships can establish whether or not an engineered system is a model of consciousness. It follows that any research project on machine consciousness needs a programme of psychological experiments on the demonstration systems and that the programme should be designed to deliver a fully detailed scientific theory of the type of artificial mind being developed – a Psychology of that Machine

    Understanding the calculus

    Get PDF
    A number of significant changes have have occurred recently that give us a golden opportunity to review the teaching of calculus. The most obvious is the arrival of the microcomputer in the mathematics classroom, allowing graphic demonstrations and individual investigations into the mathematical ideas. But equally potent are new insights into mathematics and mathematics education that suggest new ways of approaching the subject. In this article I shall consider some of the difficulties encountered studying the calculus and outline a viable alternative approach suitable for specialist and non-specialist mathematics students alike
    • …
    corecore