3,453 research outputs found
A Pedagogy for Original Synners
Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
Peripatetic electronic teachers in higher education
This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a âPeripatetic Electronic Teacherâ (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PETâworlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PETâworld paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed ShortâTerm British Telecom Research Fellowship, based at the BT Adastral Park
The object the metaphor the power and evergreen or the eighth way to make a hypermedia project fail
A patented software technique is described that is necessary and sufficient to keep hypermedia data bases current with the manufacturing technology. The technique proved its validity in four years of use in petrochemical plants. This technique is based on the following principles: (1) the data base must be object structured, i.e., all components must retain visible individuality; (2) the author must be seeing and experiencing the multimedia data objects as he creates; and (3) the hypermedia tools must possess power in the form of unlimited capacity
Learning morphological phenomena of Modern Greek an exploratory approach
This paper presents a computational model for the description of concatenative morphological phenomena of modern Greek (such as inflection, derivation and compounding) to allow learners, trainers and developers to explore linguistic processes through their own constructions in an interactive openâended multimedia environment. The proposed model introduces a new language metaphor, the âpuzzleâmetaphorâ (similar to the existing âturtleâmetaphorâ for concepts from mathematics and physics), based on a visualized unificationâlike mechanism for pattern matching. The computational implementation of the model can be used for creating environments for learning through design and learning by teaching
Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
With the appearance of innovative virtual reality (VR) technologies, the need to create
immersive content arose. Although there are already some non-immersive solutions to address
immersive audio-visual content, there are no solutions that allow the creation of immersive
multisensory content. This work proposes a novel architecture for a collaborative immersive
tool that allows the creation of multisensory VR experiences in real-time, thus promoting the
expeditious development, adoption, and use of immersive systems and enabling the building
of custom-solutions that can be used in an intuitive manner to support organizationsâ business
initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop
interface and Immersive interface) were subjected to a set of tests and evaluations consisting of
a usability study that demonstrated not only the participantsâ acceptance of the authoring tool
but also the importance of using immersive interfaces for the creation of such VR experiences.info:eu-repo/semantics/publishedVersio
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