36,485 research outputs found

    Engaging the 'Xbox generation of learners' in Higher Education

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    The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform students’ engagement in learning with technology in the Higher Education sector. Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schools’ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event. In addition, data was collected on students’ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments. University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning

    Negotiating Reality

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    Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit. Keywords: augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</p

    From Method Fragments to Method Services

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    In Method Engineering (ME) science, the key issue is the consideration of information system development methods as fragments. Numerous ME approaches have produced several definitions of method parts. Different in nature, these fragments have nevertheless some common disadvantages: lack of implementation tools, insufficient standardization effort, and so on. On the whole, the observed drawbacks are related to the shortage of usage orientation. We have proceeded to an in-depth analysis of existing method fragments within a comparison framework in order to identify their drawbacks. We suggest overcoming them by an improvement of the ?method service? concept. In this paper, the method service is defined through the service paradigm applied to a specific method fragment ? chunk. A discussion on the possibility to develop a unique representation of method fragment completes our contribution

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    Delivering building simulation information via new communication media

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    Often, the goal of understanding how the building works and the impact of design decisions is hampered by limitations in the presentation of performance data. Contemporary results display is often constrained to what was considered good practice some decades ago rather than in ways that preserve the richness of the underlying data. This paper reviews a framework for building simulation support that addresses these presentation limitations as well as making a start on issues related to distributed team working. The framework uses tools and communication protocols that enable concurrent information sharing and provide a richer set of options for understanding complex performance relationships

    Mental tactility: the ascendance of writing in online management education

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    A qualitative study of online management education and the role of writing as an indicative measure of thinking and learning. Established educational models, such as Dale\u27s Cone of Experience, are expanded and redeveloped to illustrate the central role of writing as a critical thinking process which appears to be increasing, rather than decreasing, with the advent of online multimedia technology. In an environment of increasing reliance on audiovisual stimulus in online education, the authors contend that tertiary educators may witness an ascendance or re-emergence of writing as central to the academic experience. This may be both supply and demand driven. Drawing on a study of two undergraduate units in the Bachelor of Commerce and applying hermeneutics to develop challenging insights, the authors present a case for educators to remain conversant with the art of teaching writing, and to promote writing to improve educational outcomes. <br /

    Delivering building simulation information via new communication media

    Get PDF
    Often, the goal of understanding how the building works and the impact of design decisions is hampered by limitations in the presentation of performance data. Contemporary results display is often constrained to what was considered good practice some decades ago rather than in ways that preserve the richness of the underlying data. This paper reviews a framework for building simulation support that addresses these presentation limitations as well as making a start on issues related to distributed team working. The framework uses tools and communication protocols that enable concurrent information sharing and provide a richer set of options for understanding complex performance relationships

    Pragmatic meta analytic studies: learning the lessons from naturalistic evaluations of multiple cases

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    This paper explores the concept of pragmatic meta‐analytic studies in eLearning. Much educational technology literature focuses on developers and teachers describing and reflecting on their experiences. Few connections are made between these experiential ‘stories’. The data set is fragmented and offers few generalisable lessons. The field needs guidelines about what can be learnt from such single‐case reports. The pragmatic meta‐analytic studies described in this paper have two common aspects: (1) the cases are related in some way, and (2) the data are authentic, that is, the evaluations have followed a naturalistic approach. We suggest that examining a number of such cases is best done by a mixed‐methods approach with an emphasis on qualitative strategies. In the paper, we overview 63 eLearning cases. Three main meta‐analytic strategies were used: (1) meta‐analysis of the perception of usefulness across all cases, (2) meta‐analysis of recorded benefits and challenges across all cases, and (3) meta‐analysis of smaller groups of cases where the learning design and/or use of technology are similar. This study indicated that in Hong Kong the basic and non‐interactive eLearning strategies are often valued by students, while their perceptions of interactive strategies that are potentially more beneficial fluctuate. One possible explanation relates to the level of risk that teachers and students are willing to take in venturing into more innovative teaching and learning strategies

    Contemporary Innovation Policy and Instruments: Challenges and Implications

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    In this paper we review major theoretical (neoclassical economics, evolutionary, systemic and knowledge-based) insights about innovation and we analyse their implications for the characteristics of contemporary innovation policy and instruments. We show that the perspectives complement each other but altogether reveal the need to redefine the current general philosophy as well as the modes of operationalisation of contemporary innovation policy. We argue that systemic instruments ensuring proper organisation of innovation systems give a promise of increased rates and desired (more sustainable) direction of innovation.systemic instruments, innovation policy, innovation theory, policy mix, innovation system, sustainability
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