124,799 research outputs found
The seamless integration of Web3D technologies with university curricula to engage the changing student cohort
The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs.
This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education.
During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence.
In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser.
Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks.
The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds
Online cooperation learning environment : a thesis presented in partial fulfillment of the requirements for the degree of Master of Science in Computer Science at Massey University, Albany, New Zealand
This project aims to create an online cooperation learning environment for students who study the same paper. Firstly, the whole class will be divided into several tutorial peer groups. One tutorial group includes five to seven students. The students can discuss with each other in the same study group, which is assigned by the lecturer. This is achieved via an online cooperation learning environment application (OCLE), which consists of a web based J2EE application and a peer to peer (P2P) java application, cooperative learning tool (CLT). It can reduce web server traffic significantly during online tutorial discussion time
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Quality Assessment for E-learning: a Benchmarking Approach (Third edition)
The primary purpose of this manual is to provide a set of benchmarks, quality criteria and notes for guidance against which e-learning programmes and their support systems may be judged. The manual should therefore be seen primarily as a reference tool for the assessment or review of e-learning programmes and the systems which support them.
However, the manual should also prove to be useful to staff in institutions concerned with the design, development, teaching, assessment and support of e-learning programmes. It is hoped that course developers, teachers and other stakeholders will see the manual as a useful development and/or improvement tool for incorporation in their own institutional systems of monitoring, evaluation and enhancement
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Participatory online environmental education at the Open University UK
The role of education in helping our societies put sustainability into practice is crucial. The motivation, awareness and empowerment, necessary for citizens to understand the concept and take part in its operationalisation, ought to emerge from environmental education, since we might encounter some difficulty when trying to teach, or impose these notions in a theoretical way. In developing environmental courses, we therefore ought to progressively replace pedagogical approaches based on (relatively 'authoritarian') transfers of information with more interactive and collaborative learning processes: citizens' participation can start with the creation of communities of learners. This paper describes the construction of two web courses: a first level teaching module on environmental systems and a third level interdisciplinary environmental course, both developed at the Open University, specialised in distance and open learning. The themes of the course include participatory processes in decision-making, the perception and representation of environmental systems, alternative leadership, biodiversity, climate change and integrated water management, environmental action and governance. The concepts focused on include sustainability, complexity, uncertainty, globalisation and 'systemic problem solving'. In both courses, the overall pedagogical process is based on the notion of environmental governance. This means that the web has been chosen as a learning platform, because
- it provides various types of up to date information as well as archives,
- it allows various types of users to communicate between different countries, and also
- it encourages collaborative and interactive learning.
This paper describes the experience of the author in creating web environmental courses at the Open University. Components of the courses such as interactive activities are discussed, as well as the pedagogical focus progressively shifted towards more participatory processes of learning
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The use of virtual reality technology in teaching environmental engineering
The Open University (OU) provides a Diploma in Pollution control as part of its undergraduate degree programme. The courses that make up the Diploma are presented in distance learning format using the OU's supported open learning system that has been developed over several decades. Teaching environmental engineering by distance learning presents several challenges in terms of ensuring that students gain an appreciation of the technology in action and receive the motivation and support more-readily available to students taught in a campus setting. The OU has developed a multi-media resources DVD to help meet these challenges for students undertaking an environmental impact assessment project. The DVD contains virtual reality views of the proposed site, maps of the region, supporting technical data, interviews with experts and advice from a virtual tutor. A survey of students using the DVD found that the overwhelming majority found the DVD to be 'very useful' or 'useful'. Understandably, the material that is essential for completing the project received the highest rating, but the background material was still considered to be useful by most students. Similar resources could benefit all students in many areas of engineering and technology
Get yourself connected: conceptualising the role of digital technologies in Norwegian career guidance
This report outlines the role of digital technologies in the provision of career guidance. It was commissioned by the c ommittee on career guidance which is advising the Norwegian Government following a review of the countries skills system by the OECD. In this report we argue that career guidance and online career guidance in particular can support the development of Norwa yâs skills system to help meet the economic challenges that it faces.The expert committee advising Norwayâs Career Guidance Initiativ
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Integrating Smart Ceiling Fans and Communicating Thermostats to Provide Energy-Efficient Comfort
The project goal was to identify and test the integration of smart ceiling fans and communicating thermostats. These highly efficient ceiling fans use as much power as an LED light bulb and have onboard temperature and occupancy sensors for automatic operationbased on space conditions. The Center for the Environment (CBE) at UC Berkeley led the research team including TRC, Association for Energy Affordability (AEA), and Big Ass Fans (BAF). The research team conducted laboratory tests, installed99 ceiling fans and 12 thermostats in four affordable multifamily housing sites in Californiaâs Central Valley, interviewed stakeholders to develop a case study, developed an online design tool and design guide, outlined codes and standards outreach, and published several papers.The project team raised indoor cooling temperature setpoints and used ceiling fans as the first stage of cooling; this sequencing of ceiling fans and air conditioningreducesenergy consumption, especially during peak periods, while providing thermal comfort.The field demonstration resulted in 39% measured compressor energy savings during the AprilâOctober cooling seasoncompared to baseline conditions, normalized for floor area. Weather-normalized energy use varied from a 36% increase to 71% savings, withmedian savings of 15%.This variability reflects the diversity in buildings, mechanical systems, prior operation settings, space types, andoccupantsâ schedules,preferences, and motivations. All commercial spaces with regular occupancy schedules (and twoof the irregularly-occupied commercial spaces and one of the homes) showed energy savings on an absolute basis before normalizing for warmer intervention temperatures,and 10 of 13 sites showed energy savings on a weather-normalized basis. The ceiling fans provided cooling for one site for months during hot weather when the coolingequipment failed.Occupants reported high satisfaction with the ceiling fans and improved thermal comfort. This technology can apply to new and retrofit residential and commercial buildings
Careering through the Web: the potential of Web 2.0 and 3.0 technologies for career development and career support services
This paper examines the environment that the web provides for career exploration. Career practitioners have long seen value in engaging in technology and the opportunities offered by the internet, and this interest continues. However, this paper suggests that the online environment for career exploration is far broader than that provided by public-sector careers services. In addition to these services, there is a wide range of other players including private-sector career consultants, employers, recruitment companies and learning providers who are all contributing to a potentially rich career exploration environment.UKCE
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Social networking and open educational resources: updating quality assurance for e-learning excellence
Quality assurance approaches in higher education are well-established, but it is important to develop methods which are applicable to the domain of e-learning. The E-xcellence methodology (EADTU, 2009a) was therefore designed to assess the quality of e-learning in distance learning and blended learning contexts. The methodology is based around a set of benchmarks, supported by a practitioner handbook and a web-based âQuickScanâ self-evaluation tool. Experience shows that the E-xcellence methodology is particularly valuable for the process of improvement through collaborative internal review.
E-learning has evolved since the E-xcellence methodology was first developed. In particular, there is increasing awareness and use of open education resources (OERs) and social networking. However, these aspects were not explicit in the original E-xcellence resources. The E-xcellence Next project was therefore established to update the resources, incorporating these developments. To begin this process, a consultation was carried out among E-xcellence Next project members, followed by a participatory workshop on the themes of social networking and OERs. The E-xcellence resources were also used in a series of self-evaluation seminars held at European higher education institutions. Experience and feedback from these activities has been used to update the manual, the benchmarks and the QuickScan tool. The result is a set of quality assurance resources which encompass social networking, OERs and other recent developments in e-learning
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