827 research outputs found

    Teaching and Learning of Technical Subjects in an ODL Environment

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    This paper discusses the research focus of teaching and learning of science and technical courses, namely the pedagogical approach which is much centred around the constructivism theory; the mode of teaching which in recent years is centred around visualisation; and finally the role of ICT, mainly related to multimedia learning. Discussion is mainly geared towards highlighting key ideas that has been in studied throughout the years with the aim to improve the interest and performance of students in science and technical courses which seem to have declined in recent years. A list of research questions grouped under three different aspects involving students, content, and delivery of content is presented to map future research and development in science and technical education. (Authors' abstract

    A global, collaborative, E-learning ecosystem: An academic/industry partnership in action

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    A number of apparent failures in the use of education technology should provide a warning as universities and training institutes progress their strategy and management plans for elearning. Fundamental problems in the academic environment relate to the lack of training in new technologies available to academics responsible for elearning. No less importantly the synergies among commercial providers of Asynchronous Learning Network (ALN) software, pedagogical knowledge and experiential learning requirements have not been addressed in the vision and strategy statements provided by senior management. The requisite solution is seen to be a framework for all stakeholders to evaluate e-learning proposals to ensure the effectiveness and value propositions are based in reality. What can we learn from the e-business environment and, in particular, the Cisco Network Academy Program (Academy Connection) that would inform the structure and deliverables required to support the proposed framework? This proposed framework also needs to accommodate value propositions for the diverse student cohorts involved in e-learning, having particular regard to professional practical requirements

    Factors shaping the evolution of electronic documentation systems

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    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments

    Engineering Multi-Agent Systems: State of Affairs and the Road Ahead

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    The continuous integration of software-intensive systems together with the ever-increasing computing power offer a breeding ground for intelligent agents and multi-agent systems (MAS) more than ever before. Over the past two decades, a wide variety of languages, models, techniques and methodologies have been proposed to engineer agents and MAS. Despite this substantial body of knowledge and expertise, the systematic engineering of large-scale and open MAS still poses many challenges. Researchers and engineers still face fundamental questions regarding theories, architectures, languages, processes, and platforms for designing, implementing, running, maintaining, and evolving MAS. This paper reports on the results of the 6th International Workshop on Engineering Multi-Agent Systems (EMAS 2018, 14th-15th of July, 2018, Stockholm, Sweden), where participants discussed the issues above focusing on the state of affairs and the road ahead for researchers and engineers in this area

    Developing Character Based Interactive Learning Media to Facilitate Students' Self-Learning of Mathematics Capita Selecta (A research on mathematical critical and creative thinking skills of Mathematics department students of teachers training and educa

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    This research aims to design and develop a character based learning Interactive Media to Facilitate Students'    self-learning of Mathematics Lecture Capita Selecta in developing Mathematical Critical and CreativeThinking skills of students. This research employs developmental research for one year from two years asplanned. Research methods and its study in the first year is started by theoretical studies conducted mainlyin literature and rational considerations, and empirical studies when the trials of character-based interactivemedia is designed to explore critical and creative thinking skills of students. Result of this study can bedrawn that the designed teaching materials are already able to direct students to discover concepts relatedto materials of Algebra, Quadratic Equations and Functions, and Systems of Linear Equations, and thegiven problems can explore critical and creative thinking skills of students. Teaching materials designed tobe interactive media is ready to use to facilitate self-learning of the students. The further research isimplementing capita selecta Mathematics as lecture using character-based interactive learning media tostudents who attend the lecture in order to determine the influence of media in developing interactivelearning critical and creative thinking skills of the students

    A Web Design Curriculum for At-Risk Students

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    Students today deal emotionally, physically and socially with many negative influences in their lives. Too frequently they are besieged by violent images, the propagation of illegal drug usage among friends and family as well as other negative environmental influences. These influences create barriers that inhibit student learning and cause students to pull away from friends, teachers and school. The implementation of a web design curriculum will help provide struggling students an opportunity to reconnect with school through the use of technology. The web design curriculum lessons also provide activities that address bullying, harassment, drug and alcohol abuse, tobacco usage, suicide and sexual harassment. These thought provoking activities can assist students make good life decisions

    Investigating Prospective Teachers as Learning Design Authors

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    This chapter reports on findings from a recent project situated in the area of preservice teacher education. The project investigated prospective teachers authoring and using their own contextualised learning designs. The chapter describes how 17 secondary and primary preservice teachers adapted existing, well-researched learning strategies to inform the design of their own specific online learning tasks and how they implemented these tasks in the context of their teaching practicum. The prospective teachers used an online learning design authoring system as a tool and flexible `test-bed for their learning designs and implementation. An account of the ways in which the prospective teachers developed sophisticated understandings of their chosen learning strategy and developed fresh insights into online and face-toface teaching issues is present

    Mediating skills on risk management for improving the resilience of Supply Networks by developing and using a serious game

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    Given their importance, the need for resilience and the management of risk within Supply Networks, means that engineering students need a solid under-standing of these issues. An innovative way of meeting this need is through the use of serious games. Serious games allow an active experience on how differ-ent factors influencethe flexibility, vulnerability and capabilities in Supply Networks and allow the students to apply knowledge and methods acquired from theory. This supports their ability to understand, analyse and evaluate how different factors contribute to the resilience. The experience gained within the game will contribute to the studentsâ abilities to construct new knowledge based on their active observation and reflection of the environment when they later work in a dynamic environment in industry. This game, Beware, was developed for use in a blended learning environment. It is a part of a course for engineering master students at the University of Bremen. It was found that the game was effective in mediating the topic of risk management to the students espscially in supporting their ability of applying methods, analyse the different interactions and the game play as well as to support the assessment of how their decision-making affected the simulated network
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