4,039 research outputs found

    noteEd - A web-based lecture capture system

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    Electronic capture and playback of lectures has long been the aim of many academic projects. Synote is an application developed under MACFoB (Multimedia Annotation and Community Folksonomy Building) project to synchronise the playback of lecture materials. However, Synote provides no functionality to capture such multimedia. This project involves the creation of a system called noteEd, which will capture a range of multimedia from lectures and make them available to Synote. This report describes the evolution of the noteEd project throughout the design and implementation of the proposed system. The performance of the system was checked in a user acceptance test with the customer, which is discussed after screenshots of our solution. Finally, the project management is presented containing a final project evaluation

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

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    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund

    First Steps Towards Blended Learning @ Bond

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    Emerging technologies for learning report (volume 3)

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    Designing a Web Application for Simple and Collaborative Video Annotation That Meets Teaching Routines and Educational Requirements

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    Video annotation and analysis is an important activity for teaching with and about audiovisual media artifacts because it helps students to learn how to identify textual and formal connections in media products. But school teachers lack adequate tools for video annotation and analysis in media education that are easy-to-use, integrate into established teaching organization, and support quick collaborative work. To address these challenges, we followed a design-based research approach and conducted qualitative interviews with teachers to develop TRAVIS GO, a web application for simple and collaborative video annotation. TRAVIS GO allows for quick and easy use within established teaching settings. The web application provides basic analytical features in an adaptable work space. Key didactic features include tagging and commenting on posts, sharing and exporting projects, and working in live collaboration. Teachers can create assignments according to grade level, learning subject, and class size. Our work contributes further insights for the CSCW community about how to implement user demands into developing educational tools

    Computer-Aided Storytelling in the EFL Classroom

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    People use stories to construct meaning and to communicate The skills of storytelling are crucial for engaging in casual conversation and successful communication in general In the 21st century children are faced with various modalities of representation which require new ways of reading listening interpreting and thinking Children are engaged in those different modes of interaction and the nonlinear and multimedia world Along with the advance of technology the classic storytelling has also seen some developments in EFL classrooms around the world In a modern classroom it is necessary to address multiple literacies and digital storytelling combines the ancient art of telling stories with a variety of digital tools and multimedia Computer-aided storytelling has become an important tool of instruction for students of English as a foreign language as well as their educators This article aims to present an overview of the practical uses of computer-aided storytelling in English language classrooms Nevertheless the implementation of the aforementioned instructional tools in EFL classrooms entails different challenges for both students and educators The paper includes the discussion of the most important benefits and challenges of computer-aided storytellin

    Pick the Right Tactics When Online Sales Go Live: An Empirical Analysis of Livestreaming for Amazon Sellers

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    Using livestreaming to boost sales has become an essential strategy to achieve deeper interactions with customers for many large e-commerce platforms worldwide. Existing livestreaming literature has looked at multiple Chinese e-commerce platforms but not enough attention has been paid to the U.S. market. This study investigates consumer behaviors and the promotion efficacy in the Livestream setting on Amazon Live. We analyze the time patterns of customer engagement and explain why sellers should use different promotion strategies for weekdays and for weekend streamers. Besides, we present evidence that the average video display time per product is crucial for the livestream promotion efficacy and suggest optimal time-exposure intervals as a benchmark for sellers to align with

    Alternative Computer Assisted Communicative Task-based Language Testing: New Communicational and Interactive Online Skills

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    [EN] Computer-assisted language learning knowledge tests should no longer be designed on traditional skills to measure individual competence through traditional skills such as reading, comprehension and writing, but instead, it should diagnose interactive and communication skills in foreign languages. In recent years in online education, it has been necessary to review the concept of interactive competence in digital environments in a complementary way to its traditional use. It is important to promote a new typology of alternative tasks and items in tests where examinees can prove a real interactive performance in communication and interaction through the digital scenario. This should be done through tools that facilitate oral negotiation, the management and understanding of the information extracted from online repositories, the search for suitable online digital material, and the use of new modes of audio-visual communication. Although some of these tasks have been used in a complementary way in the design of language tests previously: it is true that they have not been applied in a coherent way to be used as an assessment tool. A first approach was made by Miguel Alvarez, Garcia Laborda & Magal-Royo (2021) in the development of oral negotiation skills through the use of interactive tools. The current online assessment models analyzed by Garcia Laborda & Alvarez Fernandez (2021) indicate the need to seek new ways of assessing foreign languages through the design of tests that fit in the current digital and interactive world.Magal-Royo, T.; García Laborda, J.; Mora Cantallops, M.; Sánchez Alonso, S. (2021). Alternative Computer Assisted Communicative Task-based Language Testing: New Communicational and Interactive Online Skills. International Journal of Emerging Technologies in Learning (Online). 16(19):251-259. https://doi.org/10.3991/ijet.v16i19.26035S251259161
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