59 research outputs found

    Educating the Internet-of-Things generation

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    As highlighted by the articles in this special issue, the concept of the Internet of Things is becoming increasingly important and understanding both the technical underpinning and wider societal impacts of the Internet of Things (IoT) will be crucial for digital citizens of the future. Building on extensive experience in delivering large-scale distance learning, The Open University has redesigned its introductory computer science curriculum to place the Internet of Things at the centre of students’ experience, in a course called My Digital Life. In this article we present the design of this module, including a learning infrastructure that allows complete novices to experiment with, and learn about, Internet of Things technologies. We also share our experience of having almost 2000 students participate in the first presentation of the course, engaging in a range of activities that include collaborative and collective programming of real-world sensing applications

    Ethics Education in the First Year: An Experiment

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    Bundy presents an account of the University of California at Berkeley\u27s School of Law\u27s experiment with teaching the required professional responsibility course in the first year. During this experiment, the faculty members involved in the course developed a strong set of teaching materials and a strong commitment to teaching from those materials

    How to capitalise on mobility, proximity and motion analytics to support formal and informal education?

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    © 2017, CEUR-WS. All rights reserved. Learning Analytics and similar data-intensive approaches aimed at understanding and/or supporting learning have mostly focused on the analysis of students' data automatically captured by personal computers or, more recently, mobile devices. Thus, most student behavioural data are limited to the interactions between students and particular learning applications. However, learning can also occur beyond these interface interactions, for instance while students interact face-to-face with other students or their teachers. Alternatively, some learning tasks may require students to interact with non-digital physical tools, to use the physical space, or to learn in different ways that cannot be mediated by traditional user interfaces (e.g. motor and/or audio learning). The key questions here are: why are we neglecting these kinds of learning activities? How can we provide automated support or feedback to students during these activities? Can we find useful patterns of activity in these physical settings as we have been doing with computer-mediated settings? This position paper is aimed at motivating discussion through a series of questions that can justify the importance of designing technological innovations for physical learning settings where mobility, proximity and motion are tracked, just as digital interactions have been so far

    Moodle como um ambiente de aprendizagem amplo e Ăştil

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    This study provides updated data on the evolution of Moodle, which was initially seen as an e-learning platform intended to become a pervasive learning environment (PLE) with its multiple possibilities for higher education students and teachers. An online anonymous survey has been administered to a sample of 100 students of different degrees, and 32 teachers of different subject areas to find out their perceptions on the usefulness and improvement of our virtual learning platform at the Universidad de Las Palmas de Gran Canaria (ULPGC), Spain. Results show that this Learning Management System (LMS) is still regarded as a motivating space to support face-to-face instruction, but it has also been pointed out that it encourages knowledge building, pervasive learning and constructive interaction among its participants.Keywords: Moodle, e-learning, ICT, pervasive learning environment, higher education.Este estudo apresenta dados atualizados sobre a evolução do Moodle, que foi inicialmente visto como uma plataforma de e-learning a tornar-se um ambiente de aprendizagem amplo (Pervasive Learning Environment), com suas múltiplas possibilidades para os estudantes do ensino superior e para os professores. Uma pesquisa anônima on-line foi realizada com 100 estudantes de diferentes graus e 32 professores de diferentes áreas, a fim de conhecer as suas opiniões sobre a utilidade e a melhoria da plataforma de aprendizagem virtual da Universidade de Las Palmas de Gran Canaria (ULPGC), Espanha. Os resultados mostram que esse Sistema de Gestão de Aprendizagem (SGA) ainda está sendo considerado como um recurso motivador para apoiar a instrução face a face. Contudo, também foi apontado que, atualmente, esse sistema incentiva a construção do conhecimento, a aprendizagem estendida e a interação construtiva entre os seus participantes.Palavras-chave: Moodle, ICT, ambiente de aprendizagem estendida, educação superior

    Evaluations in Mexico: Institutionalizing the Silence of Indigenous Populations

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    This paper frames the role of national assessments in Mexico from the sociology of absences perspective, where the marginalized are actively produced as non-existent. The ENLACE (now PLANEA), as the most publicized Mexican assessment, is analyzed in order to understand how education mechanisms systematically omit the voices and languages of minoritized populations. Using governmental policies and documents, this paper argues that Indigenous children in basic education are intentionally caught in a cycle of assessment inequalities by the institutionalization of one-language, one-culture assessment tools. Overall, the paper advocates for the design of just assessment tools that have clear pedagogical intentions and that can allow the voices of Indigenous children to be heard. A deeper understanding of how the ENLACE is one small yet important fragment of the unequal education system in Mexico could help other institutions in Latin America to revise and revisit their own national assessment tools and consider innovative ways to help Indigenous populations’ voices to be heard

    Engaging educators in the ideation of scenarios for cross-reality game-based learning experiences

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    Cross-reality media technology creates alternate reality experiences in which the physical and the virtual world are interconnected and influence each other through a network of sensors and actuators. Despite technological advances, the landscape of cross-reality technology as an enabler of alternate reality educational experiences has not been explored yet. The technical expertise required to set up and program such mixed environments is too high to engage the problem owners (i.e. educational experts) in the design process and, hence, user-driven innovation remains challenging. In this paper we explore the co-creation of cross-reality experiences for educational games. We created a no-programming toolkit that provides a visual language and interface abstractions to quickly build prototypes of cross-reality interactions. The toolkit supports experience prototyping and allows designers to coproduce, with educational experts, meaningful scenarios while they create, try out and reconfigure their prototypes. We report on a workshop with 36 educators where the toolkit was used to ideate cross-reality games for education. We discuss use cases of game-based learning applications developed by the participants that follow different pedagogical strategies and combine different physical and virtual spaces and times. We outline implications for the design of cross-reality interactions in educational settings that trigger further research and technological developments.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature (Funding for APC: Universidad Carlos III de Madrid - Read & Publish Agreement CRUE-CSIC 2022). This work is supported by the projects CROSS-COLAB (PGC2018–101884-B-I00) and Sense2makeSense (PID2019-109388GB-I00) funded by the Spanish State Research Agency

    Global Sustainable Development priorities 500 y after Luther: Sola schola et sanitate

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    Martin Luther succinctly summarized his theology in sola statements, such as sola scriptura, viewing the Bible (scriptura) as the only valid source of information about God rather than what he viewed as the extraneous, corrupting church doctrine of the time. As a secular side effect of this focus on individual reading skills, the Protestant territories were the first to acquire high literacy rates, which subsequently fostered health, economic growth, and good governance. Here I argue that a similar priority focus on empowerment of all segments of all populations through education and health (sola schola et sanitate) is needed today for sustainable development. According to decades of research, education and health are essential prerequisites for ending poverty and hunger, for improving institutions and participation in society, for voluntary fertility declines and ending world population growth, for changing behavior and adoption of new and clean technologies, and for enhancing adaptive capacity to already unavoidable climate change. This approach avoids paternalistic imposition of development policies by focusing external aid on enabling people to help themselves, their families, and communities. Prioritizing education and health also helps move more industrialized, aging societies from a focus on material consumption to one on quality of life. Sola schola et sanitate suggests that well-being will increasingly be based on health, continued mental stimulation, and consumption of cultural products, rather than fossil fuels and materials. Thus, cognition—or brain power—can be viewed as the zero-emissions energy for sustainable development
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