135,957 research outputs found
Facilitating social constructivist learning environments for product design Students using social software (Web2) and wireless mobile device.
It is well understood and has been well documented that there is much to gain by using social software in creating
collaborative learning communities. However little is known about using a context independent interactive collaborative
environment with an emphasis upon sharing, ease of use, customization and personal publishing (MobileWeb2). This paper
describes an innovative and integrated MobileWeb2 technology in a product design live project setting, that assists product
designers to solve a real problem to serve a real client. Students and teaching staff use a smartphone to capture design decisions
and prototypes and collate and share these via an online eportfolio. From the data collected from staff/students
surveys it was found that this method provided a stimulating collaborative environment that develops personal skill to bring
out their latent creativity in such a way that these will become part of their project. Opportunities for mobile web2 product
design projects are outlined. The logistics of providing access to appropriate hardware and software for all students are
also discussed
Courseware in academic library user education: A literature review from the GAELS Joint Electronic Library Project
The use of courseware for information skills teaching in academic libraries has been growing for a number of years. In order to create effective courseware packages to support joint electronic library activity at Glasgow and Strathclyde Universities, the GAELS project conducted a literature review of the subject. This review discovered a range of factors common to successful library courseware implementations, such as the need for practitioners to feel a sense of ownership of the medium, a need for courseware customization to local information environments, and an emphasis on training packages for large bodies of undergraduates. However, we also noted underdeveloped aspects worthy of further attention, such as treatment of pedagogic issues in library computerâaided learning (CAL) implementations and use of hypertextual learning materials for more advanced information skills training. We describe how these findings shaped the packages produced by the project and suggest ways forward for similar types of implementation
Creating virtual communities of practice for learning technology in higher education: Issues, challenges and experiences
The need for a Web portal to support the rapidly growing field of learning technology has been well established through a number of national surveys and scoping studies over recent years. The overarching vision has been the provision of a virtual environment to assist in informing and developing professional practice in the use of learning technologies. This paper outlines the issues and challenges in creating such a portal through the experiences of developing the RESULTs Network. In the paper, design and participation issues are considered within the wider context of online and networked approaches to supporting practice and professional development. User participation methodologies and technical developments for RESULTs are described in relation to a review of existing representations of practice and a comprehensive survey amongst the learning technology usersâ community. An outline of key achievements and experiences is presented, followed by some conclusions regarding the cultural and political issues in creating a viable and sustainable facility and suggestions for possible future direction in national provision
Flexible learning in computer science
This paper outlines the concept of Flexible Pedagogy and how it can assist in addressing some of the issues facing STEM disciplines in general, and Computer Science in particular. The paper considers what flexible pedagogy is and how technologies developed by Computer Science can enable flexibility. It then describes some of the issues facing STEM education, with a particular focus on Computer Science education in Higher Education. Finally, it considers how flexible approaches to teaching and learning are particularly pertinent to the issues faced in Computer Science and future opportunities
Using Sociocultural Theory to Guide Teacher Use and Integration of Instructional Technology in Two Professional Development Schools
This article demonstrates how sociocultural theories can be used to support strategic structuring of professional development activities for preservice and practicing teachers on technology use and integration. Examples are drawn from the authors\u27 experiences with teachers in two professional development schools that participated in a four-year Preparing Tomorrow\u27s Teachers in Technology (PT3) project. After a review of sociocultural theory and their context, the authors describe three activity systems in these schools: one for practicing teachers, one for preservice teachers, and a joint preservice/practicing teacher system. Important supports for use and integration of technology built into each of these activity systems included varied activities aimed at both beginning and advanced technology users, multiple levels of assisted performance, and a collaborative culture that offered numerous opportunities for shared work. Lessons learned and implications for teacher educators involved in similar partnerships are outlined
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