73,376 research outputs found
Influence of computer use on schools' curriculum: Limited integration
In the literature many claims are formulated about what might be accomplished in actual teaching practice when computers are used in a proper and intensive way. Therefore, in this study we analyse how three leading schools in the lower general secondary education sector in The Netherlands are using computers in their curriculum. The results show that these schools have hardly passed the stage of grassroot developments. To validate and possibly generalize these results we did, as a follow up study, a telephone survey with a larger group of leading schools. The survey confirmed the outcomes of the case studies
Business school techspectations Technology in the daily lives and educational experiences of business students
Business School Techspectations is the second in a series of reports based on research by the DCU Leadership, Innovation and Knowledge Research Centre (LInK) at DCU Business School. With its roots in an Irish business school, it is no surprise that LInKâs mission is to strengthen the competitiveness, productivity, innovation and entrepreneurial capacity of the Irish economy. Irelandâs next generation transformation will be enabled by information and communication technologies (ICT) and digital participation by members of Irish society. As a university research centre we have an important role to play in supporting education, industry and government to accelerate this transformation
The Impact of Flow in an EEG-based Brain Computer Interface
Major issues in Brain Computer Interfaces (BCIs) include low usability and
poor user performance. This paper tackles them by ensuring the users to be in a
state of immersion, control and motivation, called state of flow. Indeed, in
various disciplines, being in the state of flow was shown to improve
performances and learning. Hence, we intended to draw BCI users in a flow state
to improve both their subjective experience and their performances. In a Motor
Imagery BCI game, we manipulated flow in two ways: 1) by adapting the task
difficulty and 2) by using background music. Results showed that the difficulty
adaptation induced a higher flow state, however music had no effect. There was
a positive correlation between subjective flow scores and offline performance,
although the flow factors had no effect (adaptation) or negative effect (music)
on online performance. Overall, favouring the flow state seems a promising
approach for enhancing users' satisfaction, although its complexity requires
more thorough investigations
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