2,187 research outputs found

    Leveraging video annotations in video-based e-learning

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    The e-learning community has been producing and using video content for a long time, and in the last years, the advent of MOOCs greatly relied on video recordings of teacher courses. Video annotations are information pieces that can be anchored in the temporality of the video so as to sustain various processes ranging from active reading to rich media editing. In this position paper we study how video annotations can be used in an e-learning context - especially MOOCs - from the triple point of view of pedagogical processes, current technical platforms functionalities, and current challenges. Our analysis is that there is still plenty of room for leveraging video annotations in MOOCs beyond simple active reading, namely live annotation, performance annotation and annotation for assignment; and that new developments are needed to accompany this evolution.Comment: 7th International Conference on Computer Supported Education (CSEDU), Barcelone : Spain (2014

    Integrating serious games in adaptive hypermedia applications for personalised learning experiences

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    Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators

    Panel: The Architectural Touch: Gestural Approaches to Library Search

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    This panel centers on the LibViz project—a touch and gesture-based interface that allows users to navigate through library collections using visual queries—and the issues surrounding such efforts. The LibViz project, for which we have done initial research and constructed a prototype, aims to increase the discoverability of library materials, particularly those of non-textual objects, which are difficult to access via traditional search and which do not circulate. Many collections are currently preparing large scale digitizing of threedimensional objects and it is imperative to develop appropriate methods to work with this new kind of data. The established methods only do a poor job at providing access to 3D-object data. Based in theories of “grounded cognition,” the LibViz interface will be optimized for use on personal mobile devices, but it can also be used on large format touch screens equipped with depth cameras that track user gestures. In other words, the interactive flow of LibViz allows both gestural interaction and touch commands, effectively extending the sensory modalities involved in the cognitive processing of the search results. By engaging a fuller range of human cognitive capabilities, the LibViz interface also hopes to help transform search. The amount of data generated in the digital era is growing exponentially, and so we must find novel ways of analyzing and interpreting these vast data archives. Moreover, the ways in which information is categorized and databases are created are value laden. As such, the processes by which these structures are established should be more transparent than conventional systems currently allow. The project turns library search into a powerful and pleasurable experience, stimulating engagement with the collections and the library itself

    Exploring Repurposing Across Contexts: How Adolescents\u27 New Literacies Practices Can Inform Understandings about Writing-Related Transfer

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    This project examines how middle school students engage in new literacies practices and how they repurpose across contexts. With the use of screencast software and interviews, this project analyzes six case study participants\u27 new literacies practices and the way they use and change ideas and strategies across physical and digital contexts. Drawing from transfer methodology, this project looks at how broadening conceptions of transfer and contexts to include repurposing increases the possibilities for finding transfer in literacies practices. Applying new literacies theory, this project explores how literacies practices that are chronologically and ontologically new (Lankshear & Knobel, 2006) are often repurposed across contexts. In addition, employing rhetorical invention and arrangement theories, this project examines how contemporary invention is repurposing and how arrangement aids in meaning making in new literacies practices. It also explores concerns over increased repurposing across collapsed contexts for literacies

    Exploring Repurposing Across Contexts: How Adolescents\u27 New Literacies Practices Can Inform Understandings about Writing-Related Transfer

    Get PDF
    This project examines how middle school students engage in new literacies practices and how they repurpose across contexts. With the use of screencast software and interviews, this project analyzes six case study participants\u27 new literacies practices and the way they use and change ideas and strategies across physical and digital contexts. Drawing from transfer methodology, this project looks at how broadening conceptions of transfer and contexts to include repurposing increases the possibilities for finding transfer in literacies practices. Applying new literacies theory, this project explores how literacies practices that are chronologically and ontologically new (Lankshear & Knobel, 2006) are often repurposed across contexts. In addition, employing rhetorical invention and arrangement theories, this project examines how contemporary invention is repurposing and how arrangement aids in meaning making in new literacies practices. It also explores concerns over increased repurposing across collapsed contexts for literacies

    Open Educational Content for Digital Public Libraries

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    If the production of digital content for teaching -- particularly free content -- is to expand substantially, there must be mechanisms to establish a link to fame and fortune that was not perceived in a pre-digital world. How that might be done is the central question this report addresses, in the context of examining the movement for open educational content. Understanding that movement requires delving into the history of what may seem, on first pass, a totally unrelated field of endeavor. The reader's patience is requested....

    Invest to Save: Report and Recommendations of the NSF-DELOS Working Group on Digital Archiving and Preservation

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    Digital archiving and preservation are important areas for research and development, but there is no agreed upon set of priorities or coherent plan for research in this area. Research projects in this area tend to be small and driven by particular institutional problems or concerns. As a consequence, proposed solutions from experimental projects and prototypes tend not to scale to millions of digital objects, nor do the results from disparate projects readily build on each other. It is also unclear whether it is worthwhile to seek general solutions or whether different strategies are needed for different types of digital objects and collections. The lack of coordination in both research and development means that there are some areas where researchers are reinventing the wheel while other areas are neglected. Digital archiving and preservation is an area that will benefit from an exercise in analysis, priority setting, and planning for future research. The WG aims to survey current research activities, identify gaps, and develop a white paper proposing future research directions in the area of digital preservation. Some of the potential areas for research include repository architectures and inter-operability among digital archives; automated tools for capture, ingest, and normalization of digital objects; and harmonization of preservation formats and metadata. There can also be opportunities for development of commercial products in the areas of mass storage systems, repositories and repository management systems, and data management software and tools.
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