1,853 research outputs found

    Habitable 3D Learning Environments for Situated Learning

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    Pengembangan Model Situation-Based Learning pada Materi Sains di Sekolah Dasar

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    Situation-Based Learning (SBL) adalah pembelajaran yang terdiri dari 4 tahapan proses pembelajaran, yaitu creating mathematical situations; posing mathematical problem; solving mathematical problem; dan applying mathematics. Model pembelajaran SBL pada mulanya dikembangkan pada materi matematika. Tetapi ada kecenderungan, model pembelajaran SBL juga dapat diterapkan pada materi yang lain, misalnya materi sains di SD. Perubahan penerapan model pembelajaran ini, akan berdampak pada berubahnya desain model pembelajaran tersebut. Secara proses pembelajaran cenderung masih sama, hanya saja perlu penyesuaian di beberapa aspek terkait sifat dasar materi sains yang memang berbeda dengan sifat dasar materi matematika di SD

    VIRTUAL TEACHING CASES?AN EXPLORATORY STUDY

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    This research, when complete, will represent a prototype of the development of a virtual teaching case and the use and assessment of the initial versions of research instruments whose aim is the assessment of this new form of teaching case, or any type of teaching case, with regards to learning efficacy, gains, satisfaction, and environment. The purpose of this virtual teaching case (that is, a teaching case, embedded within a virtual world) is to leverage the rich heritage of casebased teaching while helping today’s students to learn by providing a more engaging environment where these students (experienced with multiplayer computer games and the Internet) can collaboratively practice project management skills such as planning scopes of work, schedules, and budgets—skills they have already learnt in class. In a virtual teaching case, students can experience the challenges of discovering problems; collaboratively creating, judging, and transforming resolutions; and reacting to changing circumstances

    HIVE-MIND SPACE: A META-DESIGN APPROACH FOR CULTIVATING AND SUPPORTING COLLABORATIVE DESIGN.

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    The ever-growing complexity of design projects requires more knowledge than any individual can have and, therefore, needs the active engagement of all stakeholders in the design process. Collaborative design exploits synergies from multidisciplinary communities, encourages divergent thinking, and enhances social creativity. The research documented in this thesis supports and deepens the understanding of collaborative design in two dimensions: (1) It developed and evaluated socio-technical systems to support collaborative design projects; and (2) It defined and explored a meta- design framework focused on how these systems enable users, as active contributors, to modify and further develop them. The research is grounded in and simultaneously extends the following major dimensions of meta-design: (1) It exploits the contributions of social media and web 2.0 as innovative information technologies; (2) It facilitates the shift from consumer cultures to cultures of participation; (3) It fosters social creativity by harnessing contributions that occur in cultures of participation; (4) It empowers end-users to be active designers involved in creating situated solutions. In a world where change is the norm, meta-design is a necessity rather than a luxury because it is impossible to design software systems at design time for problems that occur only at use time. The co-evolution of systems and users\u2bc social practices pursued in this thesis requires a software environment that can evolve and be tailored continuously. End-user development explores tools and methods to support end users who tailor software artifacts. However, it addresses this objective primarily from a technical perspective and focuses mainly on tailorability. This thesis, centered on meta-design, extends end-user development by creating social conditions and design processes for broad participation in design activities both at design time and at use time. It builds on previous research into meta- design that has provided a strategic overview of design opportunities and principles. And it addresses some shortcomings of meta-design, such as the lack of guidelines for building concrete meta-design environments that can be assessed by empirical evaluation. Given the goal of this research, to explore meta-design approaches for cultivating and supporting collaborative design, the overarching research question guiding this work is: How do we provide a socio-technical environment to bring multidisciplinary design communities together to foster creativity, collaboration, and design evolution? 8 To answer this question, my research was carried out through four different phases: (1) synthesizing concepts, models, and theories; (2) framing conceptual models; (3) developing several systems in specific application areas; and (4) conducting empirical evaluation studies. The main contributions of this research are: \uf0a7 The Hive-Mind Space model, a meta-design framework derived from the \u201csoftware shaping workshop\u201d methodology and that integrates the \u201cseeding, evolutionary growth, reseeding\u201d model. The bottom-up approach inherent in this framework breaks down static social structures so as to support richer ecologies of participation. It provides the means for structuring communication and appropriation. The model\u2bcs open mediation mechanism tackles unanticipated communication gaps among different design communities. \uf0a7 MikiWiki, a structured programmable wiki I developed to demonstrate how the hive-mind space model can be implemented as a practical platform that benefits users and how its features and values can be specified so as to be empirically observable and assessable; \uf0a7 Empirical insights, such as those based on applying MikiWiki to different collaborative design studies, provide evidence that different phases of meta-design represent different modes rather than discrete levels

    Subsurface scientific exploration of extraterrestrial environments (MINAR 5): analogue science, technology and education in the Boulby Mine, UK

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    The deep subsurface of other planetary bodies is of special interest for robotic and human exploration. The subsurface provides access to planetary interior processes, thus yielding insights into planetary formation and evolution. On Mars, the subsurface might harbour the most habitable conditions. In the context of human exploration, the subsurface can provide refugia for habitation from extreme surface conditions. We describe the fifth Mine Analogue Research (MINAR 5) programme at 1 km depth in the Boulby Mine, UK in collaboration with Spaceward Bound NASA and the Kalam Centre, India, to test instruments and methods for the robotic and human exploration of deep environments on the Moon and Mars. The geological context in Permian evaporites provides an analogue to evaporitic materials on other planetary bodies such as Mars. A wide range of sample acquisition instruments (NASA drills, Small Planetary Impulse Tool (SPLIT) robotic hammer, universal sampling bags), analytical instruments (Raman spectroscopy, Close-Up Imager, Minion DNA sequencing technology, methane stable isotope analysis, biomolecule and metabolic life detection instruments) and environmental monitoring equipment (passive air particle sampler, particle detectors and environmental monitoring equipment) was deployed in an integrated campaign. Investigations included studying the geochemical signatures of chloride and sulphate evaporitic minerals, testing methods for life detection and planetary protection around human-tended operations, and investigations on the radiation environment of the deep subsurface. The MINAR analogue activity occurs in an active mine, showing how the development of space exploration technology can be used to contribute to addressing immediate Earth-based challenges. During the campaign, in collaboration with European Space Agency (ESA), MINAR was used for astronaut familiarization with future exploration tools and techniques. The campaign was used to develop primary and secondary school and primary to secondary transition curriculum materials on-site during the campaign which was focused on a classroom extra vehicular activity simulation

    Digital game involvement : a conceptual model

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    This article proposes a conceptual model for understanding game involvement and immersion on a variety of experiential dimensions corresponding to six broad categories of game features. The article ends with a proposal to replace the metaphor of immersion with one of incorporation. This reconceptualization seeks to replace the unidirectional plunge of player into game space implied by the term immersion with one of simultaneous assimilation of the digital environment and presence to others within it.peer-reviewe

    Selecting a Virtual World Platform for Learning

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    Like any infrastructure technology, Virtual World (VW) platforms provide affordances that facilitate some activities and hinder others. Although it is theoretically possible for a VW platform to support all types of activities, designers make choices that lead technologies to be more or less suited for different learning objectives. Virtual World platforms’ capabilities can be characterized in terms of the extent to which they are multiple or special purpose and the degree to which they support incorporation of few or many knowledge resources. Matching these capabilities with a framework for characterizing instructional approach and learning objectives provides a basis for selecting, piloting, and advocating use of particular VW platforms in specific educational contexts

    The study of sensory stimulation as an architectural design tool : a proposed children's centre and community facility in Umlazi.

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    Thesis (M.Arch.)-University of KwaZulu-Natal, Durban, 2011.Architecture is intended to house, shelter and define the framework within which human activity occurs. It is far more than purely functional and its vast impact on the physical, emotional and psychological aspects of its users should not be ignored. Unfortunately, much contemporary architecture has become driven by external appearances, pushing the boundaries of technology and engaging with the eyes. The sensory aspects of architecture that enhance the body's experience, have largely been neglected, much to the detriment of the human experience, as it is through the body that one perceives, engages and enjoys architectural spaces. This dissertation looks into a more appropriate response to architectural design that understands the significance of the sensory experience of the human body. Benefits of such an architectural theory are considered and the practical application of this approach to architectural design is discussed. Furthermore, this exploration is used to analyse children's experience of the built environment. Basic research recognises the importance of the environment on children's development; however, this knowledge is seldom applied to the design of children's spaces. The research undertakes to more fully examine children's development and the physical, sensory and psychological manner in which children engage with the built environment. The findings include proposed design approaches that suitably respond to this. The research culminates in an analysis of the sensory approach to architecture in the local context of KwaZulu-Natal. Conclusions are drawn from the research carried out through interviews, a review of literature, and analysis of case studies and precedents studies. The outcome of this dissertation is a set of recommendations, principles and an understanding of the criteria necessary to inform the design of a Children's Centre and Community Facility in Umlazi

    Beyond the Electronic Connection: The Technologically Manufactured Cyber-Human and Its Physical Human Counterpart in Performance: A Theory Related to Convergence Identities

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    This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.College of Fine Arts at the University of Texas at Austin, Department of Theatre & Dance at the University of Texas at Austi
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