424,376 research outputs found

    Training Future ICT Engineers in the Field of Accessibility and Usability: A Methodological Experience

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    Nowadays, digital culture affects all levels of society. However, differences exist between individuals, commonly named as the “digital divide,” which impedes the equal access to the benefits of new technologies. The Usability and Accessibility (UA) module is a core, first-semester module during the first year of the Multimedia Engineering degree at the University of Alicante. The UA module’s main objective is to provide students with the necessary concepts and tools to design and develop products with usability and accessibility features, thus achieving end products that are more usable and accessible, regardless of the end users’ status, ability or situation. This paper presents a new learning methodology aimed at making students become everyday users of their own digital products. Daily use of these products improves the UA learning process, since students can appreciate their accessibility and usability in everyday life conditions for a better understanding of how their own design decisions affect potential users. A non-equivalent control group design with pre- and post-test control groups was used to test the research hypothesis. The results of this study showed a significant improvement in their academic performance compared to the control group.This work was supported in part by the I3CE Network Program of research in university teaching at the Institute of Educational Sciences of the University of Alicante (ICE call 2018-19)., Ref. 4331

    A Prisoners\u27 Island: Teaching Australian Incarcerated Students in the Digital Age

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    While incarcerated students have always faced many obstacles to full and effective participation in university study, the global shift toward paperless e-learning environments has created new challenges for prisoners without direct internet access. Based on prison focus groups with Australian incarcerated students and direct participant observation while tutoring tertiary students within four Queensland correctional centres, this paper explores the obstacles and constraints faced by incarcerated students in light of the increasing digitisation of materials and methods in higher education. This paper also reviews the outcomes, limitations and challenges of recent Australian projects trialling new internet-independent technologies developed to improve access for incarcerated tertiary students. This paper argues that technology-centred approaches alone will not adequately address the challenges of access for incarcerated students unless such interventions are also informed by an understanding of the sociocultural nature of learning and teaching within correctional centres

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    Teaching UbiComp with Sense

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    Modern computer science education has to take account of the recent changes towards smart ubiquitous computing devices. In addition, existing programming languages are needlessly difficult for novice programmers to learn concepts. We have developed Sense, an extension to the graphical programming language Scratch, and an associated sensor/actuator board. Together, these will allow novice undergraduate students to quickly develop their own smart devices while learning the fundamentals of programming. Students will first study with Sense in 2011 but developmental feedback has been positive

    Learning For Life: The Opportunity For Technology To Transform Adult Education - Part II: The Supplier Ecosystem

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    In fall 2014, Tyton Partners (formerly Education Growth Advisors), with support from the Joyce Foundation, conducted national research on the role and potential of instructional technology in the US adult education field. The objective was to understand the current state of the field with respect to technology readiness and the opportunities and challenges for increasing the use of technology-based instructional models within adult education. The initial publication in the series, "Part I: Interest in and Aptitude for Technology," focused on demand-side dynamics and addressed adult education administrators' and practitioners' perspectives on the role and potential of technology to support their students' needs and objectives. This second publication, "Part 2: The Supplier Ecosystem," highlights market composition and supply-side dynamics, instructional resource use, and opportunities for innovation

    Teaching UbiComp with Sense

    No full text
    Modern computer science education has to take account of the recent changes towards smart ubiquitous computing devices. In addition, existing programming languages are needlessly difficult for novice programmers to learn concepts. We have developed Sense, an extension to the graphical programming language Scratch, and an associated sensor/actuator board. Together, these will allow novice undergraduate students to quickly develop their own smart devices while learning the fundamentals of programming. Students will first study with Sense in 2011 but developmental feedback has been positive

    Learning For Life: The Opportunity for Technology to Transform Adult Education - Part l: Interest In and Aptitude for Technology

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    In fall 2014, Tyton Partners (formerly Education Growth Advisors), with support from the Joyce Foundation, conducted national research on the role and potential of instructional technology in the US adult education field. The objective was to understand the current state of the field with respect to technology readiness and the opportunities and challenges for increasing the use of technology-based instructional models within adult education. Through two publications, we will present the findings from our research and propose key questions and ideas to catalyze conversations among adult education leaders and practitioners, policy makers, education suppliers and entrepreneurs, and foundations and funders regarding the gaps in the adult education system and opportunities for leveraging technology to better meet the needs of underprepared adult learners. The briefs will address both demandside and supply-side dynamics.This initial publication focuses on the demand side and addresses adult education administrators' and practitioners' perspectives on the role and potential of technology to support their students' needs and objectives

    A Racial Impact Analysis of HB 936: Accessibility of Electronic Textbooks

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    The economic and social consequences of the lack of access to technology for students in the Commonwealth of Virginia are real and significant. This report provides a legislative racial impact analysis of House Bill (HB) 936, a proposed bill in the Virginia General Assembly, prohibiting school boards from making electronic textbooks available for students, unless the school board adopts a plan to ensure that e-textbooks are available on or before July 1, 2017. The bill focuses solely on developing a plan for installing prior to implementing electronic textbooks in K-12 classrooms. Electronic textbooks are important as they offer updated content, ease of accessibility, multimedia features to enhance the learning experience, and the ability for educators to customize learning. Delegating this decision to each local school board in Virginia raises important potential racial implications, including the digital divide. Previous research suggests a correlation between the number of students receiving free and reduced lunch and the lack of availability of electronic textbooks. Districts with high rates of students on free and reduced lunch have a high population of minority students. This analysis provides maps that capture the trends on the probability of providing electronic textbooks for high minority areas across the state. The primary recommendation is to advance policy approaches that make electronic textbooks available to all K‐12 students in the Commonwealth of Virginia

    Awarding Innovation: An Assessment of the Digital Media and Learning Competition

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    Increasing availability and accessibility of digital media have changed the ways in which young people learn, socialize, play, and engage in civic life. Seeking to understand how learning environments and institutions should transform to respond to these changes, the John D. and Catherine T. MacArthur Foundation (the Foundation) launched the Digital Media and Learning (DML) Initiative in 2005. This report highlights the successes and challenges of one component of the DML Initiative: the DML Competition (the Competition)

    All Together Now: Collaboration and Innovation for Youth Engagement

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    Each new generation must become active, informed, responsible, and effective citizens. As a teacher we surveyed for this report said, civic education "is essential if we are to continue as a free democratic society. Not to educate the next generation will ensure the destruction of our American way of life as we know it."Data show that many young Americans are reasonably well informed and active. For instance, 45% of citizens between the ages of 18 and 29 voted in the 2012 election. In a national survey conducted for this Commission, 76% of people under the age of 25 who voted could correctly answer at least one (out of two) factual questions about where the presidential candidates stood on a campaign issue and state their own opinion on that issue.On the other hand, more than half of young people did not vote. And on some topics, most young people were misinformed. A majority (51.2%) of under 25-year olds believed that the federal government spends more on foreign aid than on Social Security, when in fact Social Security costs about 20 times more. (Older adults have also been found to be misinformed on similar topics.) Our research, like many other studies, finds that young people from disadvantaged backgrounds are far less likely to be informed and to vote.These shortcomings cannot be attributed to the schools alone, since families, friends, political campaigns, election officials, the mass media, social media, and community-based organizations are among the other important influences on young people. In fact, our research shows that while schools matter, civic education must be a shared responsibility.The outcomes are acceptable only when all the relevant institutions invite, support, and educate young people to engage in politics and civic life. Improving the quality and quantity of youth participation will require new collaborations; for example, state election officials and schools should work together to make voting procedures understandable and to educate students about voting rules
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