18,997 research outputs found
Mobile App Prototype for Course Management in Secondary Education
In the last decade, mobile applications have shown an expansion to a great diversity of uses that can be made, which has influenced at different levels (economic, cultural, political), as in the area of learning where it has played a very important role in learning, since now with the development of technologies, children and adolescents are very interested in these new technologies and it is easier for them to use them, which also supports them in learning a great diversity of subjects of their own interest. That is why in this work a prototype of a mobile application for the management of mobile education using the Scrum methodology at the Norbert Wiener University of Lima-Peru, knowing that there are learning problems in students in the classroom, for this, want to provide a mobile application that supports the student to improve their learning. As a result, obtained from the study, was a prototype of a mobile application to improve learning in the Monte Carmelo private school in Lima-Peru, where a virtual model of the mobile application is shown, register the user, login where you can view their classes and share their class assignments, facilitating the user to enter their class and study material, this was achieved using balsamiq, the Scrum methodology with its four phases. The results of the survey conducted to the experts show that in most of the questions they gave a high scale, with the highest average of 4.91 with a standard deviation of 0.302 and only one low scale obtained of 1.45 on average with a standard deviation of 0.52
A participatory approach for digital documentation of Egyptian Bedouins intangible cultural heritage
The Bedouins of Egypt hold a unique intangible cultural heritage (ICH),
with distinct cultural values and social practices that are rapidly changing as a consequence of having settled after having been nomadic for centuries. We present our attempt to develop a bottom-up approach to document Bedouin ICH. Grounded in participatory design practices, the project purpose was two-fold: engaging Egyptian Engineering undergraduates with culturally-distant technology users and introducing digital self-documentation of ICH to the Bedouin community. We report the design of a didactic model that deployed the students as research partners to co-design four prototypes of ICH documentation mobile applications with the community. The prototypes reflected an advanced understanding for the values to the Bedouins brought by
digital documentation practices. Drawing from our experience,
three recommendations were elicited for similar ICH projects. Namely,
focusing on the community benefits; promoting motivation ownership, and authenticity; and pursuing a shared identity between designers and community members. These guidelines hold a strong value as they have been tested against local challenges that could have been detrimental to the project
Towards an institutional PLE
PLEs in their broader sense (the ad-hoc, serendipitous and potentially chaotic set of tools that learners bring to their learning) are increasingly important for learners in the context of formal study. In this paper we outline the approach that we are taking at the University of Southampton in redesigning our teaching and learning infrastructure into an Institutional PLE. We do not see this term as an oxymoron. We define an Institutional PLE as an environment that provides a personalised interface to University data and services and at the same time exposes that data and services to a student’s personal tools. Our goal is to provide a digital platform that can cope with an evolving learning and teaching environment, as well as support the social and community aspects of the institution
Prepare for Citizen Science Challenges at CERN
Abstract:
To inspire more people to contribute to science, and educate the public about science, two Citizen Science "challenges" were prepared during summer 2013: the CERN Summer Webfest 2013 and the Virtual LHC Challenge. The first part of this report summarizes how to organize a Webfest at CERN and the outcome of the CERN Summer Webfest 2013.The second part gives an introduction to the current state of the Virtual LHC Challenge: a development of the LHC@Home Test4Theory project planned to attract many unskilled volunteers. This work was supported by a grant from the EU Citizen Cyberlab project, with assistance from the Citizen Cyberscience Centre (CCC)
Ten Quick Tips for Using a Raspberry Pi
Much of biology (and, indeed, all of science) is becoming increasingly
computational. We tend to think of this in regards to algorithmic approaches
and software tools, as well as increased computing power. There has also been a
shift towards slicker, packaged solutions--which mirrors everyday life, from
smart phones to smart homes. As a result, it's all too easy to be detached from
the fundamental elements that power these changes, and to see solutions as
"black boxes". The major goal of this piece is to use the example of the
Raspberry Pi--a small, general-purpose computer--as the central component in a
highly developed ecosystem that brings together elements like external
hardware, sensors and controllers, state-of-the-art programming practices, and
basic electronics and physics, all in an approachable and useful way. External
devices and inputs are easily connected to the Pi, and it can, in turn, control
attached devices very simply. So whether you want to use it to manage
laboratory equipment, sample the environment, teach bioinformatics, control
your home security or make a model lunar lander, it's all built from the same
basic principles. To quote Richard Feynman, "What I cannot create, I do not
understand".Comment: 12 pages, 2 figure
Co-creation of smart technology with (and for) people with special needs
We report on the lessons learnt during the application of a methodology to develop Intelligent Environments. This methodology was applied to a project which aimed at helping people with Down’s Syndrome and those with similar conditions and needs, to be more included in society. The project is developed by a consortium of commercial, academic, and enduser supporting organizations. One important feature of the methodology is that of being strongly user-centred and we report on how that interaction with users took place and how it continuously shaped the projec
Horizon Report 2009
El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)
The Art of Learning Community: Technology and Gamification As A Recipe For Learning Umami
How can arts, technology, mobile apps, and a learning community be used as flavors to create an engaging learning platform to motivate students?School reform efforts purport to create engaged learners that can think creatively beyond the standards, however, teachers struggle with how to reconcile the culture of standardized testing with the learner engagement and motivation that is key to student success. When designing learning experiences that promote creativity, via information and computer technology, teachers need to adopt an ecological approach that encompasses people, practices, values, and technology interacting- with the spotlight being on human activities. The Japanese word umami describes how humans engage all senses to form judgments about their food. This provides an apt metaphor for instructional design. Food should be nourishing, presentable, and delicious- a feast for the senses. This is a worthy standard for any lesson- the goal of “learning umami.” The author proposed to create an analogous process in crafting an online learning community (http://edvislee.wix.com/rehearse-for-life), which consists of a mash-up of tools, apps, content, gamification, and collaboration with artists as “flavors” for engagement. This paper will review the community’s features before and after modifications, discuss design implications and rationale for changes, and make recommendations for additional improvements. The results demonstrate how pedagogy, design, and evaluation can be used to tailor existing apps, tools, services, and content to create a compelling learning community to meet any instructional design challenge
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