35,220 research outputs found
Metadata for describing learning scenarios under European Higher Education Area paradigm
In this paper we identify the requirements for creating formal descriptions of learning scenarios designed under the European Higher
Education Area paradigm, using competences and learning activities as the basic pieces of the learning process, instead of contents and learning resources, pursuing personalization. Classical arrangements of content based courses are no longer enough to describe all the richness of this new learning process, where user profiles, competences and complex hierarchical itineraries need to be properly combined. We study the intersection with the current IMS Learning Design specification and the
additional metadata required for describing such learning scenarios. This new approach involves the use of case based learning and collaborative
learning in order to acquire and develop competences, following adaptive learning paths in two structured levels
A pedagogical framework for embedding C&IT into the curriculum
This paper proposes a methodology for effectively embedding communication and information technologies (C&IT) into the curriculum. This builds on existing frameworks for designing courses involving C&IT. A hypothetical illustration of this process is provided, and issues relating to the adoption and application of the methodology are identified
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ICOPER Project - Deliverable 4.3 ISURE: Recommendations for extending effective reuse, embodied in the ICOPER CD&R
The purpose of this document is to capture the ideas and recommendations, within and beyond the ICOPER community, concerning the reuse of learning content, including appropriate methodologies as well as established strategies for remixing and repurposing reusable resources. The overall remit of this work focuses on describing the key issues that are related to extending effective reuse embodied in such materials. The objective of this investigation, is to support the reuse of learning content whilst considering how it could be originally created and then adapted with that ‘reuse’ in mind. In these circumstances a survey on effective reuse best practices can often provide an insight into the main challenges and benefits involved in the process of creating, remixing and repurposing what we are now designating as Reusable Learning Content (RLC).
Several key issues are analysed in this report: Recommendations for extending effective reuse, building upon those described in the previous related deliverables 4.1 Content Development Methodologies and 4.2 Quality Control and Web 2.0 technologies. The findings of this current survey, however, provide further recommendations and strategies for using and developing this reusable learning content. In the spirit of ‘reuse’, this work also aims to serve as a foundation for the many different stakeholders and users within, and beyond, the ICOPER community who are interested in reusing learning resources.
This report analyses a variety of information. Evidence has been gathered from a qualitative survey that has focused on the technical and pedagogical recommendations suggested by a Special Interest Group (SIG) on the most innovative practices with respect to new media content authors (for content authoring or modification) and course designers (for unit creation). This extended community includes a wider collection of OER specialists. This collected evidence, in the form of video and audio interviews, has also been represented as multimedia assets potentially helpful for learning and useful as learning content in the New Media Space (See section 4 for further details).
Section 2 of this report introduces the concept of reusable learning content and reusability. Section 3 discusses an application created by the ICOPER community to enhance the opportunities for developing reusable content. Section 4 of this report provides an overview of the methodology used for the qualitative survey. Section 5 presents a summary of thematic findings. Section 6 highlights a list of recommendations for effective reuse of educational content, which were derived from thematic analysis described in Appendix A. Finally, section 7 summarises the key outcomes of this work
Designing learning object repositories : a thesis presented in partial fulfilment of the requirements for the degree of Master of Information Science in Information Sciences at Massey University
Learning object repositories are expanding rapidly into the role of independent educational systems that not only are a supplement to a traditional way of learning, but also allow users to search, exchange and re-use learning objects. The intention of this innovative technology is to have such repositories to collect a database of learning objects catalogued by the learning content management system. However, for users to perform an efficient search, these learning objects would need to use metadata standards or specifications to describe their properties. For learning objects stored within the repositories, metadata standards are often used to descibe them so users of the respositories are able to find the accurate resources they required, hence metadata standards are important elements of any learning object repository. In this paper, a courseware example is used to demonstrate how to define a set of characteristics that we want to describe for our courseware, and attempt to map the data schema in the database with the available metadata standards. The outcome is to identify a set of metadata elements that would fully describe our learning objects stored within the learning object repository, and these metadata elements will also assist instructors to create adaptable courseware that can be reused by different instructors. Metadata standard is known as a critical element for the management of learning objects, not only will it increase the accuracy of the search results, it will also provide more relevant and descriptive information about the learning objects to the searchers
Learning roadmap studio : new approaches and strategies for efficient learning and training processes
Learning systems have emerged in a set of different information systems, oriented for different kinds of organizations and institutions, such as learning management systems, knowledge management systems and learning content management systems, which can be integrated or merged with others. From past experience, it has been denoted that strategies and pedagogical processes are tasks that can be created, enriched and boosted by actors who participate in learning and training processes: course managers, teachers and students. The challenge posed to the different actors involved also accelerates the changes that have been happening in education and training, empowering a society based on knowledge. Initiatives such as eLearning (EU Comission 2000), eLearningEurope, eTwinning and Education Observatories are an evidence of this challenge. Platforms, applications, tools and systems must respond to challenges that those actors face nowadays: heterogeneous target audiences, in terms of student profiles, number of participants, differentiated contents and schedules to achieve knowledge, outcomes and competences. Thus, a prototype application, named Learning Roadmap Studio (LRMS), has been developed and deployed at Aveiro Norte Polytechnic School of the University of Aveiro, in order to suppress gaps in learning processes and to power better learning and training. It represents a new challenge for the University of Aveiro for higher education and is already being tested. At its core is the concept of “learning roadmaps” that act upon two fundamental axes: education and learning. For the teachers, it aims at becoming a self-supporting tool that stimulates the organization and management of the course materials (lectures, presentations, multimedia content, and evaluation materials, amongst others). For the students, the learning roadmap aims at promoting self-study and supervised study, endowing the pupil with the capabilities to find the relevant information and to capture the concepts in the study materials. The outcome will be a stimulating learning process together with an organized management of those materials. It is not intended to create new learning management systems. Instead, it is presented as an application that enables the edition and creation of learning processes and strategies, giving primary relevance to teachers, instead of focusing on tools, features and contents
The implementation and evaluation of an undergraduate virtual reality surveying application
Multi-media applications are increasingly being used to enhance the delivery of on-site and distance learning teaching material. However, production costs are often prohibitive, both in terms of capital investment and development time. Hence it is surprising that authors comment on the failure to adequately evaluate new educational software applications. This paper evaluates an interactive multi-media levelling resource, which comprises text-based guides, video instruction, photo-realistic panoramic scenes and multi-row object movies. Students explore 360 degree images of building sites, using traditional computer input devices, and click on hot spots to gather detailed information about the position of the optical level and staff. Readings are taken directly from the staff and students record backsights and foresights as various change points are introduced. On completion of the levelling exercise, 192 first year undergraduate students completed an evaluation based upon a series of statements drawn from technology-based training literature. The findings suggest that the exercise complements traditional learning approaches, maintains student interest, and reinforces understanding. However, significant differences in student ratings for part-time and full-time cohorts emphasise the importance of designing resources that accommodate the needs of varying student profiles. Suggestions for enhanced interactivity are offered and new areas for development allied to construction technology are identified
A learning design toolkit to create pedagogically effective learning activities
Despite the plethora of Information and Communication Technologies (ICT) tools and resources available, practitioners are still not making effective use of e-learning to enrich the student experience. This article describes a learning design toolkit which guides practitioners through the process of creating pedagogically informed learning activities which make effective use of appropriate tools and resources. This work is part of a digital libraries project in which teaching staff at two universities in the UK and two in the USA are collaborating to share e-learning resources in the subject domains of Physical, Environmental and Human Geography. Finding, or creating, suitable e-learning resources and embedding them in well designed learning activities can be both challenging and time consuming. Sharing and adapting effective designs and solutions is both a stimulant and a time saver. This article describes the background to the specification of a learning activities design toolkit to support teachers as they create or adapt e-learning activities. This uses a model of pedagogical approaches as a basis for developing effective learning design plans and illustrates its use. The authors share their definition of a learning activity and taxonomies for the constituent elements. Real examples are discussed to illustrate their approach
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Building capacity in climate change policy analysis and negotiation: methods and technologies
Capacity building is often cited as the reason “we cannot just pour money into developing countries” and why so many development projects fail because their design does not address local conditions. It is therefore a key technical and political concept in international development.
Some of the poorest countries in the world are also some of the most vulnerable to the impacts of climate change. Their vulnerability is in part due to a lack of capacity to plan and anticipate the effects of climate change on crops, water resources, urban electricity demand etc. What capacities do these countries lack to deal with climate change? How will they cope? What steps can they take to reduce their vulnerability?
This innovative and high-profile research project was part of a larger project (called C3D) and conducted with non-governmental organisations in Senegal, South Africa and Sri Lanka. The research involved several participatory workshops and a questionnaire to all three research centres
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