124 research outputs found

    Coordinating Networked Learning Activities with a General-Purpose Interface

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    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

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    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

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    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

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    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

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    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

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    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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