11,468 research outputs found

    Creating Reusable Educational Components: Lessons from DLESE

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    Reuse of educational materials is integral to many educator tasks, from designing a course to preparing for a lab or class. This article describes a study on the reuse of educational materials in the context of the Digital Library for Earth System Education (DLESE), a community-owned and governed facility offering high-quality teaching and learning resources for Earth system education. The study noted that educational resource designers often do not develop components with reuse in mind, making it more difficult or impossible for other educators to find and use their material, and that the 'findability' and reusability of community-created digital educational resources is highly dependent on the presentational and structural design of the resources themselves. The authors recommend that all resources clearly state the creator's name and contact information, relevant copyright restrictions, the most significant date for the resource (specifying creation or revision), and the intended grade level. Educational levels: Graduate or professional, Graduate or professional, Graduate or professional

    Reuse through rapid development

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    The general issue of reuse of digital resources, called Learning Objects (LOs), in education is discussed here. Ideas are drawn from software engineering which has long grappled with the reuse problem. Arguments are presented for rapid development methodologies and a corresponding method for generation of online mathematics question banks is described

    Designing and Delivering a Curriculum for Data Science Education across Europe

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    Data is currently being produced at an incredible rate globally, fuelled by the increasing ubiquity of the Web, and stoked by social media, sensors, and mobile devices. However, as the amount of available data continues to increase, so does the demand for professionals who have the necessary skills to manage and manipulate this data. This paper presents the European Data Science Academy (EDSA), an initiative for bridging the data science skills gap across Europe and training a new generation of world-leading data scientists. The EDSA project has established a rigorous process and a set of best practices for the production and delivery of curricula for data science. Additionally, the project’s efforts are dedicated to linking the demand for data science skills with the supply of learning resources that offer these skills

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Open educational practices for curriculum enhancement

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    Open educational resources (OER) and open educational practices (OEP) are relatively new areas in educational research. How OER and OEP can help practitioners enhance curricula is one of a number of under-researched topics. This article aims to enable practitioners to identify and implement appropriate open practices to enhance higher education curricula. To that aim, we put forward a framework of four open educational practices based on patterns of OER reuse (‘as is’ or adapted), mapped against the processes of curriculum design and delivery. The framework was developed from the in-depth analysis of 20 cases of higher education practitioners, which revealed patterns of OER reuse across disciplines, institutions and needs. For each open practice we offer evidence, examples and ideas for application by practitioners. We also put forward recommendations for institutional policies on OER and OE
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