21,873 research outputs found
Exploring Faculty Perceptions of a Case Library as an Online Teaching Resource
Professors need alternative programs to support their online teaching. This dissertation reports an initial study in a long-term research agenda for developing a faculty online teaching solution.
The primary purpose of the study is to explore faculty perceptions of a case library to help decision makers and researchers determine whether they would pursue the use of such a tool to support faculty online teaching. The secondary purpose of the study is to generate design knowledge to inform future development of and research on this or similar case libraries.
The methodology of this study includes three components: development research, rapid prototyping, and qualitative methods. Development research and rapid prototyping provided a three-stage framework for this study: conceptualization, development, and research. I synthesized the literature to create conceptual models of an Online Teaching Case Library (OTCL) at the conceptualization stage, built a prototype to implement the models at the development stage, and conducted research to evaluate the prototype at the research stage. Qualitative methods guided data gathering and analysis. I recruited seven faculty participants based on a purposeful sampling technique. To gather the data, I followed a three-step data collection process: initial interviews, contextual interviews, and final interviews. This process allowed me to observe and interview faculty participants while they were exploring the prototype. I analyzed the data by following an 11-step procedure synthesized from the works of Miles and Huberman (1994) as well as LeCompte and Schensul (1999a).
This study found that on one hand, faculty members might use an OTCL, because they perceived that this tool could support their apprenticeship approach to learning to teach. On the other hand, however, their perceived decision to use an OTCL would also be influenced by the perceptions of the usefulness and usability of the tool.
The study identified the initial evidence supporting an OTCL as an online teaching resource and the challenges involved in developing and implementing such a solution. It provides a base for decision makers to determine whether they would adopt this tool. It also offers some design guidance for those who do want to pursue this solution to faculty development
A Pedagogy for Original Synners
Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
Multimedia Tool For Children Learning: Web Based Pop Up Book
Web-based multimedia pop-up book for children learning is intend to convert
traditional learning process into a web using multimedia formatwhich are integrate with
multiple media elements such as audio, video, graphics, text and animations. Currently
the children have to pull tabs and open pages for the book to 'come to life'. So the
purpose of this project is to produce web-based multimedia pop-up book for children
learning. The objectives of this project are to create and design interactive multimedia
learning book, to come out with user-friendly interface and interactive application and
to develop multimedia book that be able to view, use and interact with the online
application that providing true multimedia application. The scope of this project is to
create and design multimedia web-based education book for children between 5 to 6
years old in order to help children in learning activities, reading skills and improves
children computer literacy. The project will adopt methodology of 'code-and-fix'
methodology. Three essential stages of development have been performed, which
involved Design stage (design the page layout and design the action and animation),
Implementation stage (implement by insert and modify required images and implement
actions and animations), and finally Test stage (run the actions and compare with
intended design). The result in designing successful multimedia web-based for children
learning the relevant area are focused on content presentation and user-friendly interface
design. In order to achieve the objective of this web-based multimedia tool for children
learning, this project should be able facilitate the process of integrating activity into
education through online application
Multimedia Presentation Tool Using SMIL
In this project, the author has to develop a tool for multimedia presentation using
Synchronized Multimedia Integration Language, which is XML-based declarative
language. It can synchronize all the multimedia elements in the presentation as the
synchronization is one of the main issues in delivery of multimedia presentation.
Recently, the content of lecture materials does not integrate all the multimedia elements
(such as video, audio, text and images) in it. Hence, the integration of various multimedia
elements will be accomplished in this project to make the content of lecture materials
more interesting and understandable. The tool requires multimedia elements from the
user before it can synchronize all those elements. In this project, the author practice
several modules to develop the application such as selection module, recording module,
and integration module. In this paper, the instructional design is discussed as a
framework to build the application to be more effective. The author believes that with the
adoption of instructional design in students' learning can boost their understanding of
their course content. The tool for multimedia presentation can automatically synchronize
the video of a lecture with the corresponding PowerPoint slides to generate easy to use
and effective presentation
Information Outlook, April 2007
Volume 11, Issue 4https://scholarworks.sjsu.edu/sla_io_2007/1003/thumbnail.jp
Software development processes for games: a systematic literature review
This paper describes the methodology and results from a Systematic Literature Review (SLR) of the software processes used in game development. A total of 404 papers were analyzed as part of the review and the various process models that are used in industry and academia/research are presented. Software Process Improvement (SPI) initiatives for game development are dis-cussed. The factors that promote or deter the adoption of process models, and implementing SPI in practice are highlighted. Our findings indicate that there is no single model that serves as a best practice process model for game development and it is a matter of deciding which model is best suited for a particular game. Agile models such as Scrum and XP are suited to the knowledge intensive domain of game development where innovation and speed to market are vital. Hybrid approaches such as reuse can also be suitable for game development where the risk of the upfront investment in terms of time and cost is mitigated with a game that has stable requirements and a longer lifespan
The Check-Up, April-June 2013
An update on issues and ideas related to health reform in Iowa Second Story Headline
The Check-Up is a monthly health care reform newsletter designed to keep interested Iowans up to date on the progress of health reform initiatives assigned to IDPH
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