9,987 research outputs found
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
E-learning: Designing new business education
Business Schools are under intense competitive pressure, and one way for them to differentiate themselves and compete distinctively is by adopting innovative uses of information technology. However, incorporating information technology in business education is no trivial undertaking. This research is intended to provide some guidance about the effect that new information technologies can have in the field of high-level executive education and provide a conceptual framework of the key factors that need to be taken into account for efficient and effective course design in executive education.e-learning; information & communication technology; execute education; learning; business schools; on-line teaching; residential learning; ethnography;
RevisiĂłn tecnolĂłgica del aprendizaje de idiomas asistido por ordenador: una perspectiva cronolĂłgica
El presente artĂculo aborda la evoluciĂłn y el
avance de las tecnologĂas del aprendizaje de
lenguas asistido por ordenador (CALL por sus
siglas en inglés, que corresponden a Computer-
Assisted Language Learning) desde una perspectiva
histĂłrica. Esta revisiĂłn de la literatura sobre
tecnologĂas del aprendizaje de lenguas asistido
por ordenador comienza con la definiciĂłn del
concepto de CALL y otros términos relacionados,
entre los que podemos destacar CAI, CAL,
CALI, CALICO, CALT, CAT, CBT, CMC o
CMI, para posteriormente analizar las primeras
iniciativas de implementaciĂłn del aprendizaje
de lenguas asistido por ordenador en las décadas
de 1950 y 1960, avanzando posteriormente a
las décadas de las computadoras centrales y las
microcomputadoras. En Ăşltima instancia, se
revisan las tecnologĂas emergentes en el siglo XXI,
especialmente tras la irrupciĂłn de Internet, donde
se presentan el impacto del e-learning, b-learning,
las tecnologĂas de la Web 2.0, las redes sociales
e incluso el aprendizaje de lenguas asistido por
robots.The main focus of this paper is on the advancement
of technologies in Computer-Assisted Language
Learning (CALL) from a historical perspective.
The review starts by defining CALL and its related
terminology, highlighting the first CALL attempts
in 1950s and 1960s, and then moving to other
decades of mainframes and microcomputers.
At the final step, emerging technologies in 21st
century will be reviewed
Developing e-learning environments that support knowledge construction in higher education
Much of the conventional development of Web-based learning environments the creation of electronic forms of existing print-based materials. In such instances the Web-based courses have tended to display limited evidence of an underpinning learning design and varying degrees of use of the opportunities and affordances of the new technologies. This paper provides an overview of instructional design principles that can guide the creation of Web-based learning materials that support learner engagement and knowledge construction. The paper describes the attributes of constructivist learning settings and provides some examples of explicit learning designs that can be applied in the design of Web-based learning environments. It describes strategies that are currently underway that are looking to provide ways to mainstream effective Web-based learning designs
Rich environments for active learning: a definition
Rich Environments for Active Learning, or REALs, are comprehensive instructional systems that evolve from and are consistent with constructivist philosophies and theories. To embody a constructivist view of learning, REALs: promote study and investigation within authentic contexts; encourage the growth of student responsibility, initiative, decision making, and intentional learning; cultivate collaboration among students and teachers; utilize dynamic, interdisciplinary, generative learning activities that promote higher-order thinking processes to help students develop rich and complex knowledge structures; and assess student progress in content and learning-to-learn within authentic contexts using realistic tasks and performances. REALs provide learning activities that engage students in a continuous collaborative process of building and reshaping understanding as a natural consequence of their experiences and interactions within learning environments that authentically reflect the world around them. In this way, REALs are a response to educational practices that promote the development of inert knowledge, such as conventional teacher-to-student knowledge-transfer activities. In this article, we describe and organize the shared elements of REALs, including the theoretical foundations and instructional strategies to provide a common ground for discussion. We compare existing assumptions underlying education with new assumptions that promote problem-solving and higher-level thinking. Next, we examine the theoretical foundation that supports these new assumptions. Finally, we describe how REALs promote these new assumptions within a constructivist framework, defining each REAL attribute and providing supporting examples of REAL strategies in action
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