2,921 research outputs found
Code Shrew: Software platform for teaching programming through drawings and animations
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
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
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
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
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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Using Cloudworks to Support OER Activities
This report forms the third and final output of the Pearls in the Clouds project, funded by the Higher Education Academy. It focuses on evaluation of the use of a social networking site, Cloudworks, to support evidence-based practice.
The aim of this project (Pearls in the Clouds) has been to evaluate the ways in which web 2.0 tools like Cloudworks can support evidence-informed practices in relation to learning and teaching. We have reviewed evidence from empirically grounded studies surrounding the uses of web2.0 in higher education and highlighted the gap between using web2.0 to support learning and teaching, and using it to support learning about learning and teaching (in an evidence-informed way) (Conole and Alevizou, 2010). We have reported on findings from a case study focusing on the use of Cloudworks by a community of practice - educational technologists - reflecting upon, and, negotiating their role in enhancing teaching and learning in higher education (Galley et al., 2010). The object of this study is to explore and evaluate the use of the site by individuals and communities involved in the production of, and research on, the development, delivery and use of Open Educational Resources (OER)
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