34,831 research outputs found

    Smartphones

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    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones

    Context at the Crossroads of Language Learning and Mobile Learning

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    Contextual learning is the next step in the development of pedagogy in relation to mobile and ubiquitous technologies. The question addressed in this paper is whether research on 'context' within second language learning, and in the language sciences more broadly, can inform the development of the notion of context in research on technology-enhanced learning and mobile learning. As researchers in mobile assisted language learning, we stand at the crossroads of these disciplines. In this paper, we indicate the main sources and research directions that inform our work; we share our observations and propose some tentative conclusions

    ImpaCT2: pupils' and teachers' perceptions of ICT in the home, school and community

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    The Strand 2 report of the ImpaCT 2 research describes the results of applying a range of research methods to explore, how pupils use ICT, in particular out of school and what had been gained from this use. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 8 - 16 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of ICT

    SciTech News Volume 71, No. 2 (2017)

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    Columns and Reports From the Editor 3 Division News Science-Technology Division 5 Chemistry Division 8 Engineering Division 9 Aerospace Section of the Engineering Division 12 Architecture, Building Engineering, Construction and Design Section of the Engineering Division 14 Reviews Sci-Tech Book News Reviews 16 Advertisements IEEE

    App creation in schools for different curricula subjects - lesson learned

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    The next generation of jobs will be characterized by an increased demand for people with computational and problem solving skills. In Austria, computer science topics are underrepresented in school curricula hence teaching time for these topics is limited. From primary through secondary school, only a few opportunities exist for young students to explore programming. Furthermore, today's teachers are rarely trained in computer science, which impairs their potential to motivate students in these courses. Within the "No One Left Behind" (NOLB) project, teachers were supported to guide and assist their students in their learning processes by constructing ideas through game making. Thus, students created games that referred to different subject areas by using the programming tool Pocket Code, an app developed at Graz University of Technology (TU-Graz). This tool helps students to take control of their own education, becoming more engaged, interested, and empowered as a result. To ensure an optimal integration of the app in diverse subjects the different backgrounds (technical and non-technical) of teachers must be considered as well. First, teachers were supported to use Pocket Code in the different subjects in school within the feasibility study of the project. Observed challenges and difficulties using the app have been gathered. Second, we conducted interviews with teachers and students to underpin our onsite observations. As a result, it was possible to validate Pocket Codes' potential to be used in a diverse range of subjects. Third, we focused especially on those teachers who were not technically trained to provide them with a framework for Pocket Code units, e.g., with the help of structured lesson plans and predefined templates.Comment: 10 pages, 5 tables EduLearn 201

    Integrating Technology With Student-Centered Learning

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    Reviews research on technology's role in personalizing learning, its integration into curriculum-based and school- or district-wide initiatives, and the potential of emerging digital technologies to expand student-centered learning. Outlines implications

    Emerging technologies for learning (volume 2)

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