22,154 research outputs found
Using an interactive whiteboard and a computer-programming tool to support the development of the key competencies in the New Zealand curriculum
Does children’s use of the software Scratch provide potential for the enhancement of key competencies as they work in pairs at the interactive whiteboard (IWB)? This article looks at how children using Scratch collaborated and managed their projects as they set about designing, constructing, testing and evaluating a game for others to play, a task that provided a sustained challenge over six weeks and beyond.
The findings showed that the key competencies of participating, contributing, and relating to others were enhanced by the collaborative use of Scratch at the IWB, and that creative and conceptual thinking processes were sustained. Children became increasingly adept at using Scratch, and some children, previously thought to have poor social skills, began to articulate their understandings to others. While a guiding and scaffolding role was evident in teachers’ actions, close monitoring of group progress and direct input from teachers is required to keep the challenge high but achievable, and to extend children’s knowledge and thinking as they use Scratch at the IWB
System upgrade: realising the vision for UK education
A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight.
The report – a major outcome of the programme – is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programme’s 12 recommendations for using technology-enhanced learning to upgrade UK education
Recommended from our members
Designing and implementing a staff development project for microcomputer utilization to enhance learning in three public elementary schools.
Engaging the 'Xbox generation of learners' in Higher Education
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
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
Recommended from our members
JuxtaLearn D3.2 Performance Framework
This deliverable, D3.2, for Work Package 3 incorporating the pedagogy from WP2 and orchestration factors mapped in D3.1 reviews aspects of performance in the context of participative video making. It reviews literature on curiosity and engagement characteristics of interaction mechanisms for public displays and anticipates requirements for social network analysis of relevant public videos from WP6 task 6.3. Thus, to support JuxtaLearn performance it proposes a reflective performance framework that encompasses the material environment and objects required, the participants, and the knowledge needed
Recommended from our members
Critical thinking, problem solving : a unified framework for teaching a process approach.
This dissertation presents a unified framework to teach critical thinking and problem solving in a sixth grade computer classroom. In the context of this framework, problem solving is viewed as a critical thinking skill that also incorporates application of other critical thinking skills. Through a review of literature of critical thinking, problem solving, writing, Logo, simulations, and other related areas of study, we derive instructional principles important to consider when formulating a pedagogy to teach critical thinking/problem solving in a 6th grade computer classroom. We then present a rationale for a unified framework to teach critical thinking/problem solving and describe the said framework, titled, TACTICS (Tools ((to)) Assimilate Critical Thinking in Classroom Subjects). A process approach is advocated that includes an emphasis on the development of metacognition and an inquisitive spirit, the application of a general problem solving approach, and the use of specific heuristics. Through conscious use of critical thinking skills when applying problem solving strategies, students can learn to strengthen critical thinking and problem solving skills and come to see how the same general skills are used in a variety of circumstances. Eight instructional principles are suggested to teach critical thinking skills and to promote their generalization to other subject areas. These are supported by four problem solving tools designed to aid students in connecting their problem solving experiences in one area to their work in other subject areas. These tools are: Polya Four-Step General Problem Solving Approach, The Heuristic Bank, Student and Teacher-Made Reference Manuals and Students\u27 Journals. A curriculum resource book is included that demonstrates how the use of the TACTICS model can build critical thinking and problem solving skills when studying Logo, when writing or when using a simulation. Included are examples of curriculum unit and instructions for teachers to design their own curriculum units in their subject areas
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
- …