6,497 research outputs found

    RFCs, MOOs, LMSs: Assorted Educational Devices\ud

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    This paper discusses implicit social consequences of four basic internet protocols. The results are then related to the field of computer-assisted teaching. An educational on-line community is described and compared to the emerging standard of web-based learning management.\u

    Effective Virtual Teams through Communities of Practice

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    This paper examines the nature of virtual teams and their place in the networked economy. It presents a framework for categorising virtual teams and argues that fundamental changes have taken place in the business environment which force people and organisations to operate in 'two spaces' simultaneously: the physical space and the electronic space. It highlights some of the issues of trust and identity that exist in virtual teams and argues that, due to certain barriers, only a small proportion of these teams reach a satisfactory level of performance. Using the evidence from two recent sets of studies, it highlights some of the barriers to effective virtual team working and demonstrates the critical importance of trust and social bonding to the functioning of such teams. It reports on the use of a 'Community of Practice' in a virtual team and argues that this may provide one mechanism for overcoming some of the barriers. Finally, it argues that many of the problems stem from a lack of understanding of the new geography of the information economy and that, rather than accepting the notion that 'geography no longer matters', continued efforts must be made to understand the relationship between the physical world in which we live and the electronic world of virtual team working.Virtual Teams, Communities of Practice, Globalisation, Teleworking, Electronic Space, Physical Space

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    Smartening the Environment using Wireless Sensor Networks in a Developing Country

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    The miniaturization process of various sensing devices has become a reality by enormous research and advancements accomplished in Micro Electro-Mechanical Systems (MEMS) and Very Large Scale Integration (VLSI) lithography. Regardless of such extensive efforts in optimizing the hardware, algorithm, and protocols for networking, there still remains a lot of scope to explore how these innovations can all be tied together to design Wireless Sensor Networks (WSN) for smartening the surrounding environment for some practical purposes. In this paper we explore the prospects of wireless sensor networks and propose a design level framework for developing a smart environment using WSNs, which could be beneficial for a developing country like Bangladesh. In connection to this, we also discuss the major aspects of wireless sensor networks.Comment: 5 page

    3D assistive technologies and advantageous themes for collaboration and blended learning of users with disabilities

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    The significance of newly emergent 3D virtual worlds to different genres of users is currently a controversial subject in deliberation. Users range from education pursuers, business contenders, and social seekers to technology enhancers and many more who comprise both users with normal abilities in physical life and those with different disabilities. This study aims to derive and critically analyze, using grounded theory, advantageous and disadvantageous themes and their sub concepts of providing elearning through 3D Virtual Learning Environments (VLEs), like Second Life, to disabled users; hence providing evidence that 3DVLEs not only support traditional physical learning, but also offer e-learning opportunities unavailable through 2D VLEs (like moodle, blackboard), and offer learning opportunities unavailable through traditional physical education. Furthermore, to achieve full potential from the above mentioned derived concepts, architectural and accessibility design requirements of 3D educational facilities proposed by different categories of disabled students to accommodate for their needs, are demonstrated

    Reviews

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    500 Computing Tips for Teachers and Lecturers by Phil Race and Steve McDowell, London: Kogan Page, 1996. ISBN: 0–7494–1931–8. 135 pages, paperback. £15.99

    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development
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