124 research outputs found
Coordinating Networked Learning Activities with a General-Purpose Interface
Classrooms equipped with wirelessly networked tablets and handhelds can engage students in powerful collaborative learning activities that are otherwise impractical or impossible. However, the system must fulfill certain technological and pedagogical requirements such as tolerance for latecomers, supporting disconnected mode gracefully, robustness across dropped connections, promotion of both positive interdependence and individual accountability, and accommodation of differential rates of task completion. Two approaches to making a Tuple Space-based computer architecture for connectivity into an inviting environment for the generation and creation of novel coordinated activities were attempted. One approach made the technological “bones” of the system very clear but assumed user vision of the complex goals and settings of real education. The more satisfactory approach made clear how Tuple Spaces matches the complex goals and settings of real education, but backgrounded technical complexity. This approach provides users with a system, Group Scribbles, which may inspire a wide range of uses.SRI International
Virginia Tech
Newport Universit
Emerging digital media, games and simulations: a challenge for open and distance learning
In this article we examine the state-of-the-art research related to digital media in education and evaluate the information concerning a new generation of students that are communityminded and technologically savvy, highlighting the innovative technology behind the new interaction and communication processes, and assessing the challenges for Open and Distance Learning (ODL). Where traditional distance education is based on the completion of carefully graded assignments and tests, today games, simulations and virtual environments may become safe platforms for trial and error experimentation. With games the chance of failure is high, but the cost is low and the lessons are learned immediately and with greater emotional impact. However, these conditions may become more difficult to address when the volume of users increases from small to medium, large or extra-large. Dealing effectively with tens or even hundreds of thousands of students in absentia requires following very sound organizational principles and good technical implementation, systematic monitoring of deviations from established norms, regular audition of users' comments and criticisms, careful analysis of final results. In this emerging scenario, involving digital media, games and simulations, ODL systems must have means of establishing rich connections with each member of the universe of users. In this sense we propose using a virtual space with multiple places, in ways that use the Internet, social applications, games and mobile devices to involve students in pedagogical activities
Technology-Enhanced Formative Assessment: An Innovative Approach to Student-Centered Science Teaching
Technology-Enhanced Formative Assessment (TEFA) is an innovative pedagogical approach to
secondary and post-secondary science instruction that uses classroom response system
technology to teach in accord with educational research findings about effective learning
environments. TEFA is built upon four core principles, which we label question-driven
instruction, dialogical discourse, formative assessment, and meta-level communication. These
are implemented in the classroom with an iterative question cycle. Mastering TEFA requires
developing skill in five different areas: operating the technology, designing effective questions to
pose to students, orchestrating whole-class discussion, modeling students and adapting to their
needs, and integrating the TEFA approach with curricula and constraints. The details of how
teachers learn, assimilate, and adapt TEFA are the object of a current research 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
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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
Game Changer: Investing in Digital Play to Advance Children's Learning and Health
Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media
Educating the Net Generation
Edited by Diana G. Oblinger and James L. Oblinger.
Includes a chapter by former College at Brockport faculty member Joan K. Lippincott: Net generation students and libraries.
The Net Generation has grown up with information technology. The aptitudes, attitudes, expectations, and learning styles of Net Gen students reflect the environment in which they were raised—one that is decidedly different from that which existed when faculty and administrators were growing up. This collection explores the Net Gen and the implications for institutions in areas such as teaching, service, learning space design, faculty development, and curriculum. Contributions by educators and students are included.https://digitalcommons.brockport.edu/bookshelf/1278/thumbnail.jp
Spaces for knowledge generation. Final report
The Spaces for knowledge generation: a framework for designing student learning environments for the future project has been funded via an Australian Learning and Teaching Council Priority Projects Grant and aims to address the need to create learning spaces that are based on strong design principles, informed by student needs, with the aim of producing forward-looking, flexible and sustainable Learning Spaces.
Integral to the process is fostering the adoption of teaching practices to support student-directed learning and knowledge production. Longer-term outcomes include strategic cultural change to university practices and physical changes to campuses to advance learning and teaching
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