2,921 research outputs found

    Code Shrew: Software platform for teaching programming through drawings and animations

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    In this paper, we present Code Shrew, a new software platform accompanied by an interactive programming course. Its aim is to teach the fundamentals of computer programming by enabling users to create their own drawings and animations. The programming language has a straightforward syntax based on Python, with additions that enable easy drawing and animating using object-oriented code. The editor reacts seamlessly and instantly, providing an engaging and interactive environment for experimenting and testing ideas. The programming course consists of lessons that cover essential programming principles, as well as challenges to test users' skills as they progress through the course. Both the lessons and challenges take advantage of the editor's instant feedback, allowing for a focus on learning-by-doing. We describe the software and the content, the motivation behind them, and their connection to constructionism.Comment: 7 page

    Knowledge Cartography for Open Sensemaking Communities

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    Knowledge Cartography is the discipline of visually mapping the conceptual structure of ideas, such as the connections between issues, concepts, answers, arguments and evidence. The cognitive process of externalising one's understanding clarifies one's own grasp of the situation, as well as communicating it to others as a network that invites their contributions. This sensemaking activity lies at the heart of the Open Educational Resources movement's objectives. The aim of this paper is to describe the usage patterns of Compendium, a knowledge mapping tool from the OpenLearn OER project, using quantitative data from interaction logs and qualitative data from knowledge maps, forums and blog postings. This work explains nine roles played by maps in OpenLearn, and discusses some of the benefits and adoption obstacles, which motivate our ongoing work

    Teen Content Creators and Consumers

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    American teenagers today are utilizing the interactive capabilities of the internet as they create and share their own media creations. Fully half of all teens and 57-percent of teens who use the internet could be considered Content Creators. They have created a blog or webpage, posted original artwork, photography, stories or videos online or remixed online content into their own new creations.Teens are often much more enthusiastic authors and readers of blogs than their adult counterparts. Teen bloggers, led by older girls, are a major part of this tech-savvy cohort. Teen bloggers are more fervent internet users than non-bloggers and have more experience with almost every online activity in the survey.Teens continue to actively download music and video from the internet and have used multiple sources to get their files. Those who get music files online believe it is unrealistic to expect people to self-regulate and avoid free downloading and file-sharing altogether

    Remixing Rural Texas: Local Texts, Global Context

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    Remixing Rural Texas (RRT) prototype frames critical race narratives in rural, northeast Texas by bringing together archival research methods with three traditions increasingly common in the Digital Humanities: aggregation, remixing, and geomapping tools. RRT is both expository and participatory in nature. Expository aspects feature video documentaries remixed almost entirely from existing local history collections illustrating the convergence of geographical, temporal, political, and economic factors in shifting critical race narratives across local landscapes by foregrounding tensions surrounding local texts and contexts with global implications. The participatory role invites and guides research, community and student participants in collecting, remixing, and likewise framing additional critical race narratives of their own. Level I grant will fund the expository portion of RRT leading to a Level II grant application to support the participatory role to build from prototype

    A Case Study of Crowdsourcing Imagery Coding in Natural Disasters

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    Crowdsourcing and open licensing allow more people to participate in research and humanitarian activities. Open data, such as geographic information shared through OpenStreetMap and image datasets from disasters, can be useful for disaster response and recovery work. This chapter shares a real-world case study of humanitarian-driven imagery analysis, using open-source crowdsourcing technology. Shared philosophies in open technologies and digital humanities, including remixing and the wisdom of the crowd, are reflected in this case study.This research was funded through the European Commission FP7-ICT project: Citizen Cyberlab: Technology Enhanced Creative Learning in the field of Citizen Cyberscience
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