133,688 research outputs found

    AM-OER: An Agile Method for the Development of Open Educational Resources

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    Open Educational Resources have emerged as important elements of education in the contemporary society, promoting life-long and personalized learning that transcends social, eco- nomic and geographical barriers. To achieve the potential of OERs and bring impact on education, it is necessary to increase their development and supply. However, one of the current challenges is how to produce quality and relevant OERs to be reused and adapted to different contexts and learning situations. In this paper we proposed an agile method for the development of OERs – AM-OER, grounded on agile practices from Software Engineering. Learning Design practices from the OULDI project (UK Open University) are also embedded into the AM-OER aiming at improving quality and facilitating reuse and adaptation of OERs. In order to validate AM-OER, an experiment was conducted by applying it in the development of an OER on software testing. The results showed preliminary evidences on the applicability, effectiveness and ef ciency of the method in the development of OERs

    Dynamic Learning Media to Improve the Pedagogic Experience in Conveying of SCM Course

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    Abstract This paper presents the application of free/open source software (FOSS) for developing educational in Supply Chain Management (SCM) course. There were abundant educational tools based F applications. However, lecturer still faces problems to implement such an learning media for impro the pedagogic experience i.e. customizing of software function, developing of a specific educat media, and illustrating of a SCM course content. The purpose of this research is to design dyn learning media for increasing efficiency in conveying subject matter of SCM course. We combin mobile and/or web devices with FOSS of web service to design dynamic learning media. It has a mo of real distribution problem in commodity paddy was captured. We design an interactive Web-based Mobile-based application by using WSDL, PHP and My SQL, and SOAP. The result of the resea Mobile & Web SCM application as dynamic learning media- will be able to improve the pedag experience to students. Keywords: Educational tool, FOSS, dynamic learning media, SCM course, the pedagogic approach

    Developing Open Educational Resources through Learning Design and Agile Practices

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    One of the current challenges related to Open Educational Resources (OERs) is how to produce quality and relevant materials to be reused and adapted to different contexts and learning situations. In this paper we present a flexible and systematic method for OERs, called AM-OER, that allows the development of OERs to evolve incrementally, and be modified and improved as needed. Practices of Learning Design are incorporated into the OERs development, making the design more understandable and shareable, and facilitating the reuse and adaptation. We applied AM-OER through a case study involving the development of a course in the software engineering domain. The results obtained suggest the applicability and usefulness of the AM-OER in the development of OERs

    Energy performance analysis in interdisciplinary education – Lessons learned from a simulation-based teaching approach

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    The education of building practitioners is challenged by the increasing need for interdisciplinary profiles in the professional practice. To progress toward the goal of a sustainable built environment, a common language must be shared among fields such as architecture and engineering, between which persisting barriers remain. This paper presents an interdisciplinary teaching approach that aimed at getting architecture and engineering students to develop – around a unique case study evolving in parallel to the course – an understanding of the relationships between architectural and constructive aspects, simulation parameters, and energy and thermal comfort performance. Lessons learned from this experience include: the (in)adequacy of using an advanced software (EnergyPlus) imposing a steep initial learning curve, the limitations of working on a case study whose scope extends beyond the context of the class, and the conflict between achieving pedagogical objectives and valuing ‘real-time consultancy’ work in an evolving project. These challenges however seem to have been key to enable students to develop a solid knowledge of the concepts and technical language, as well as strong simulation competences, pushing them to embrace the added value of interdisciplinarity possibly more effectively than if a theoretical exercise had been used.Postprint (author's final draft

    Teaching telecommunication standards: bridging the gap between theory and practice

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    ©2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Telecommunication standards have become a reliable mechanism to strengthen collaboration between industry and research institutions to accelerate the evolution of communications systems. Standards are needed to enable cooperation while promoting competition. Within the framework of a standard, the companies involved in the standardization process contribute and agree on appropriate technical specifications to ensure diversity and compatibility, and facilitate worldwide commercial deployment and evolution. Those parts of the system that can create competitive advantages are intentionally left open in the specifications. Such specifications are extensive, complex, and minimalistic. This makes telecommunication standards education a difficult endeavor, but it is much demanded by industry and governments to spur economic growth. This article describes a methodology for teaching wireless communications standards. We define our methodology around six learning stages that assimilate the standardization process and identify key learning objectives for each. Enabled by software-defined radio technology, we describe a practical learning environment that facilitates developing many of the needed technical and soft skills without the inherent difficulty and cost associated with radio frequency components and regulation. Using only open source software and commercial of-the-shelf computers, this environment is portable and can easily be recreated at other educational institutions and adapted to their educational needs and constraints. We discuss our and our students' experiences when employing the proposed methodology to 4G LTE standard education at Barcelona Tech.Peer ReviewedPostprint (author's final draft

    Art in the Age of Networks - Networks as a Way of Thinking

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    The theme-based and material-based units (with lessons and lesson sequences) propose a curriculum for one academic semester in an undergraduate visual arts school (for sophomore, 2nd year, or junior, 3rd year students). However the lessons could be modified and tailored to any age group developmentally. This curricular framework aims to foster collaboration (within individuals, materials and disciplines), explore networked pedagogy and networks in pedagogy as a collaborating force through and with the visual arts and explore the materiality of the code and the digital media. The course also engages with new media theory and literature, investigates the materiality of the digital media as collaborators, mediators and metaphors and reflects on how technology affects pedagogy and allows students to tailor projects according to their own interests. The course content is flexible in its approach with plenty of elbowroom. The 3rd Unit of the suggested curriculum also seeks to advocate for social justice; students cultivate perspectives about the power of digital media to address social issues, they probe into matters of social justice or injustice with the featured artists and make connections with the artistic processes and goals of the artists (listed in the lessons) to reflect on the sociopolitical context of their own art making. The students also think about networks as an abstract or tangible concept (digital, social, physical, and biological networks) and create works in an open-ended, student-centric environment that encourages critical thinking, independent decision-making and enables them to chose their own nature/ track of projects.https://scholarscompass.vcu.edu/cstae_resource_higher_education/1002/thumbnail.jp

    Lirolem: A virtual studio/Institutional Repository for the University of Lincoln

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    Gives an account of the Lirolem project at the University of Lincoln which was to build a repository capable of handling multimedia material as well as providing a repository for the University's research output

    The future of technology enhanced active learning – a roadmap

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    The notion of active learning refers to the active involvement of learner in the learning process, capturing ideas of learning-by-doing and the fact that active participation and knowledge construction leads to deeper and more sustained learning. Interactivity, in particular learnercontent interaction, is a central aspect of technology-enhanced active learning. In this roadmap, the pedagogical background is discussed, the essential dimensions of technology-enhanced active learning systems are outlined and the factors that are expected to influence these systems currently and in the future are identified. A central aim is to address this promising field from a best practices perspective, clarifying central issues and formulating an agenda for future developments in the form of a roadmap

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    Post-Westgate SWAT : C4ISTAR Architectural Framework for Autonomous Network Integrated Multifaceted Warfighting Solutions Version 1.0 : A Peer-Reviewed Monograph

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    Police SWAT teams and Military Special Forces face mounting pressure and challenges from adversaries that can only be resolved by way of ever more sophisticated inputs into tactical operations. Lethal Autonomy provides constrained military/security forces with a viable option, but only if implementation has got proper empirically supported foundations. Autonomous weapon systems can be designed and developed to conduct ground, air and naval operations. This monograph offers some insights into the challenges of developing legal, reliable and ethical forms of autonomous weapons, that address the gap between Police or Law Enforcement and Military operations that is growing exponentially small. National adversaries are today in many instances hybrid threats, that manifest criminal and military traits, these often require deployment of hybrid-capability autonomous weapons imbued with the capability to taken on both Military and/or Security objectives. The Westgate Terrorist Attack of 21st September 2013 in the Westlands suburb of Nairobi, Kenya is a very clear manifestation of the hybrid combat scenario that required military response and police investigations against a fighting cell of the Somalia based globally networked Al Shabaab terrorist group.Comment: 52 pages, 6 Figures, over 40 references, reviewed by a reade
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