11,294 research outputs found

    Emerging technologies for learning report (volume 3)

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    Emerging technologies for learning (volume 2)

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    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds

    3D virtual worlds as environments for literacy learning

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    Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems - or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context. Purpose: This paper identifies some of the key issues that emerged in designing and implementing virtual world work in a small number of primary schools in the UK. It examines the tensions between different discourses about literacy and literacy learning and shows how these were played out by teachers and pupils in classroom settings.Sources of evidence: Case study data are used as a basis for exploring and illustrating key aspects of design and implementation. The case study material includes views from a number of perspectives including classroom observations, chatlogs, in-world avatar interviews with teachers and also pupils, as well as the author’s field notes of the planning process with accompanying minutes and meeting documents.Main argument: From a Foucauldian perspective, the article suggests that social control of pedagogical practice through the regulation of curriculum time, the normalisation of teaching routines and the regimes of individual assessment restricts teachers’ and pupils’ conceptions of what constitutes literacy. The counternarrative, found in recent work in new litearcies (Lankshear & Knobel, 2006) provides an attractive alternative, but a movement in this direction requires a fundamental shift of emphasis and a re-conceptualisation of what counts as learning.Conclusions: This work on 3D virtual worlds questions the notion of how transformative practice can be achieved with the use of new technologies. It suggests that changes in teacher preparation, continuing professional development as well as wider educational reform may be needed

    The Road Ahead for State Assessments

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    The adoption of the Common Core State Standards offers an opportunity to make significant improvements to the large-scale statewide student assessments that exist today, and the two US DOE-funded assessment consortia -- the Partnership for the Assessment of Readiness for College and Careers (PARCC) and the SMARTER Balanced Assessment Consortium (SBAC) -- are making big strides forward. But to take full advantage of this opportunity the states must focus squarely on making assessments both fair and accurate.A new report commissioned by the Rennie Center for Education Research & Policy and Policy Analysis for California Education (PACE), The Road Ahead for State Assessments, offers a blueprint for strengthening assessment policy, pointing out how new technologies are opening up new possibilities for fairer, more accurate evaluations of what students know and are able to do. Not all of the promises can yet be delivered, but the report provides a clear set of assessment-policy recommendations. The Road Ahead for State Assessments includes three papers on assessment policy.The first, by Mark Reckase of Michigan State University, provides an overview of computer adaptive assessment. Computer adaptive assessment is an established technology that offers detailed information on where students are on a learning continuum rather than a summary judgment about whether or not they have reached an arbitrary standard of "proficiency" or "readiness." Computer adaptivity will support the fair and accurate assessment of English learners (ELs) and lead to a serious engagement with the multiple dimensions of "readiness" for college and careers.The second and third papers give specific attention to two areas in which we know that current assessments are inadequate: assessments in science and assessments for English learners.In science, paper-and-pencil, multiple choice tests provide only weak and superficial information about students' knowledge and skills -- most specifically about their abilities to think scientifically and actually do science. In their paper, Chris Dede and Jody Clarke-Midura of Harvard University illustrate the potential for richer, more authentic assessments of students' scientific understanding with a case study of a virtual performance assessment now under development at Harvard. With regard to English learners, administering tests in English to students who are learning the language, or to speakers of non-standard dialects, inevitably confounds students' content knowledge with their fluency in Standard English, to the detriment of many students. In his paper, Robert Linquanti of WestEd reviews key problems in the assessment of ELs, and identifies the essential features of an assessment system equipped to provide fair and accurate measures of their academic performance.The report's contributors offer deeply informed recommendations for assessment policy, but three are especially urgent.Build a system that ensures continued development and increased reliance on computer adaptive testing. Computer adaptive assessment provides the essential foundation for a system that can produce fair and accurate measurement of English learners' knowledge and of all students' knowledge and skills in science and other subjects. Developing computer adaptive assessments is a necessary intermediate step toward a system that makes assessment more authentic by tightly linking its tasks and instructional activities and ultimately embedding assessment in instruction. It is vital for both consortia to keep these goals in mind, even in light of current technological and resource constraints.Integrate the development of new assessments with assessments of English language proficiency (ELP). The next generation of ELP assessments should take into consideration an English learners' specific level of proficiency in English. They will need to be based on ELP standards that sufficiently specify the target academic language competencies that English learners need to progress in and gain mastery of the Common Core Standards. One of the report's authors, Robert Linquanti, states: "Acknowledging and overcoming the challenges involved in fairly and accurately assessing ELs is integral and not peripheral to the task of developing an assessment system that serves all students well. Treating the assessment of ELs as a separate problem -- or, worse yet, as one that can be left for later -- calls into question the basic legitimacy of assessment systems that drive high-stakes decisions about students, teachers, and schools." Include virtual performance assessments as part of comprehensive state assessment systems. Virtual performance assessments have considerable promise for measuring students' inquiry and problem-solving skills in science and in other subject areas, because authentic assessment can be closely tied to or even embedded in instruction. The simulation of authentic practices in settings similar to the real world opens the way to assessment of students' deeper learning and their mastery of 21st century skills across the curriculum. We are just setting out on the road toward assessments that ensure fair and accurate measurement of performance for all students, and support for sustained improvements in teaching and learning. Developing assessments that realize these goals will take time, resources and long-term policy commitment. PARCC and SBAC are taking the essential first steps down a long road, and new technologies have begun to illuminate what's possible. This report seeks to keep policymakers' attention focused on the road ahead, to ensure that the choices they make now move us further toward the goal of college and career success for all students. This publication was released at an event on May 16, 2011

    Business Case and Technology Analysis for 5G Low Latency Applications

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    A large number of new consumer and industrial applications are likely to change the classic operator's business models and provide a wide range of new markets to enter. This article analyses the most relevant 5G use cases that require ultra-low latency, from both technical and business perspectives. Low latency services pose challenging requirements to the network, and to fulfill them operators need to invest in costly changes in their network. In this sense, it is not clear whether such investments are going to be amortized with these new business models. In light of this, specific applications and requirements are described and the potential market benefits for operators are analysed. Conclusions show that operators have clear opportunities to add value and position themselves strongly with the increasing number of services to be provided by 5G.Comment: 18 pages, 5 figure

    Developing a Second Life virtual field trip for university students: an action research approach

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    Background: Integrating 3D virtual world technologies into educational subjects continues to draw the attention of educators and researchers alike. The focus of this study is the use of a virtual world, Second Life, in higher education teaching. In particular, it explores the potential of using a virtual world experience as a learning component situated within a curriculum delivered predominantly through face-to-face teaching methods. Purpose: This paper reports on a research study into the development of a virtual world learning experience designed for marketing students taking a Digital Promotions course. The experience was a field trip into Second Life to allow students to investigate how business branding practices were used for product promotion in this virtual world environment. The paper discusses the issues involved in developing and refining the virtual course component over four semesters. Methods: The study used a pedagogical action research approach, with iterative cycles of development, intervention and evaluation over four semesters. The data analysed were quantitative and qualitative student feedback collected after each field trip as well as lecturer reflections on each cycle. Sample: Small-scale convenience samples of second- and third-year students studying in a Bachelor of Business degree, majoring in marketing, taking the Digital Promotions subject at a metropolitan university in Queensland, Australia participated in the study. The samples included students who had and had not experienced the field trip. The numbers of students taking part in the field trip ranged from 22 to 48 across the four semesters. Findings and Implications: The findings from the four iterations of the action research plan helped identify key considerations for incorporating technologies into learning environments. Feedback and reflections from the students and lecturer suggested that an innovative learning opportunity had been developed. However, pedagogical potential was limited, in part, by technological difficulties and by student perceptions of relevance

    Engaging the Virtual Landscape: Toward an Experiential Approach to Exploring Place Through a Spatial Experience Engine

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    The utilization of Geographic Information Systems (GIS) and other geospatial technologies in historical inquiry and the humanities has led to a number of projects that are exploring digital representations of past landscapes and places as platforms for synthesizing and representing historical and geographic information. Recent advancements in geovisualization, immersive environments, and virtual reality offer the opportunity to generate digital representations of cultural and physical landscapes, and embed those virtual landscapes with information and knowledge from multiple GIS sources. The development of these technologies and their application to historical research has opened up new opportunities to synthesize historical records from disparate sources, represent these sources spatially in digital form, and to embed the qualitative data into those spatial representations that is often crucial to historical interpretation.;This dissertation explores the design and development of a serious game-based virtual engine, the Spatial Experience Engine (SEE), that provides an immersive and interactive platform for an experiential approach to exploring and understanding place. Through a case study focused on the late nineteenth-century urban landscape of Morgantown, West Virginia, the implementation of the SEE discussed in this dissertation demonstrates a compelling platform for building and exploring complex, virtual landscapes, enhanced with spatialized information and multimedia. The SEE not only provides an alternative approach for scholars exploring the spatial turn in history and a humanistic, experiential analysis of historical places, but its flexibility and extensibility also offer the potential for future implementations to explore a wide range of research questions related to the representation of geographic information within an immersive and interactive virtual landscape
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