14,450 research outputs found
The technological mediation of mathematics and its learning
This paper examines the extent to which mathematical knowledge, and its related pedagogy, is inextricably linked to the tools – physical, virtual, cultural – in which it is expressed. Our goal is to focus on a few exemplars of computational tools, and to describe with some illustrative examples, how mathematical meanings are shaped by their use. We begin with an appraisal of the role of digital technologies, and our rationale for focusing on them. We present four categories of digital tool-use that distinguish their differing potential to shape mathematical cognition. The four categories are: i. dynamic and graphical tools, ii. tools that outsource processing power, iii. new representational infrastructures, and iv. the implications of highbandwidth connectivity on the nature of mathematics activity. In conclusion, we draw out the implications of this analysis for mathematical epistemology and the mathematical meanings students develop. We also underline the central importance of design, both of the tools themselves and the activities in which they are embedded
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
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Changing the way we learn: towards agile learning and co-operation
This paper addresses the need for learning and competence development in industrial organizations. The people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. Therefore they are more open to e-learning and in general more open to access anything on-line. At the same time industrial organizations experience a pressure on their ability to train employees faster due to the increase in complexity. We argue that games are not yet mature enough to support this training challenge as stand alone efforts. But games can support the training and competence development in a synchronized setup with other means
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The eLIDA CAMEL model of collaborative partnership: a community of practice in design for learning
Using a communities of practice (CoP) e-learning model for collaborative partnership in Design for Learning (D4L) can facilitate successful innovation while enabling ongoing 'critical friend' appraisals of effective practice. This paper reports on 21 e-learning case studies collected by the JISC-funded UK eLIDA CAMEL Design for Learning Project. The project implemented and evaluated learning design (LD) tools in higher and further education within the JISC Design for Learning pedagogic e-learning programme in 2006-07. Project partners carried out user evaluations on innovative tools with a learning design functionality, collecting design for learning case studies and LD sequences in a range of post-16/HE contexts using LAMS and Moodle. The project brought together learning activity sequences from post-16/HE partners into a collaborative e-learning community of practice based on the CAMEL (Collaborative Approaches to the Management of e-Learning) model, contributing to international developments in design for learning. This paper briefly provides an overview of the key project outputs in terms of their contribution to e-learning innovations, including evaluation results from teachers and students using online surveys. The paper explores intentionality in the development of a community of practice in design for learning, reporting on trials of learning design and social software in bridging tensions between formalised intra-institutional e-learning relationships and inter-institutional project team dynamic D4L practitioner development. Following a brief report of practitioner D4L e-learning case studies and student feedback, the catalytic role of the 'critical friend' is highlighted and recommended as a key ingredient in the successful development of a nomadic model of communities of practice in the management of e-learning projects. eLIDA CAMEL Partners included the Association of Learning Technology (ALT), JISC infoNet, three universities and five FE/Sixth Form Colleges. Results reported to the UK JISC Experts' Pedagogy Group demonstrated e-learning innovations by practitioners in D4L case studies, illuminated by the role of the 'critical friend', Professor Mark Stiles of Staffordshire University. The project also benefited from case study evaluations by Dr Liz Masterman of Oxford University Learning Technologies Group and the leading work of ALT and JISC infoNet in the development of the CAMEL model
Come On In. The Water's Fine. An Exploration of Web 2.0 Technology and Its Emerging Impact on Foundation Communications
According to the authors of Come on in. The water's fine. An exploration of Web 2.0 technology and its emerging impact on foundation communications, foundations that have adopted new and still emerging forms of digital communications -- interactive Web sites, blogs, wikis, and social networking applications -- are finding that they offer "opportunities for focused convenings and conversations, lend themselves to interactions with and among grantees, and are an effective story-telling medium." The report's authors, David Brotherton and Cynthia Scheiderer, of Brotherton Strategies, who spent nearly a year exploring how foundations are using new media, add that "electronic communications create an opportunity to connect people who are interested in an issue with each other and the grantees working on the issue."The report also acknowledges that the new technologies raise skepticism and concern among foundations. They include the "worry of losing control over the foundation's message, allowing more staff members to represent the foundation in a more public way, opening the flood gates of grant requests or the headache of a forum gone bad with unwanted or inappropriate posts."Still, the report urges foundations to put aside their worries and make even more forceful use of new media applications and tools. The report argues that whatever is "lost in message control will be more than made up for by the opportunity to engage audiences in new ways, with greater programmatic impact."Acknowledging that adoption of new media tools will require some cultural and operational shifts in foundations, the report offers suggestions from Ernest James Wilson III, dean and Walter Annenberg chair in communication at the University of Southern California, for how to deal with these challenges. He says that for foundations to make the best use of what the technology offers, they should concentrate on three things:Build up the individual "human capital" of their staffs and provide them the competencies they need to operate in the new digital world.Make internal institutional reforms to reward creativity and innovation in using these new media internally and among grantees.Build social networks that span sectors and institutions, to engage in ongoing dialogue among private, public, nonprofits and research stakeholders.As Wilson also says, "All of these steps first require leadership, arguably a new type of leadership, not only at the top but also from the 'bottom' up, since many of the people with the requisite skills, attitudes, substantive knowledge and experience are younger, newer employees, and occupy the low-status end of the organizational pyramid, and hence need strong allies at the top.
The "Quizer" e-learning platform as a tool for creating interactive quizzes with multiplayer functionality
Modern IT and teaching solutions are increasingly used in the distance learning process. The introduction of game elements in the e-learning allows to increase the interest and motivation of the user when performing tasks. The "Quizer" e-learning platform has been designed to create interactive multimedia courses with elements of gameplay, including the multiplayer format. The paper discusses the technologies and tools used to build the platform. An example of a game designed in a multiplayer format is presented
6C learning: a pragmatic framework for 2nd generation e-learning projects.
In 2006 we expect a large scale take-up of e-learning. In this paper we first argue that e-learning has evolved from a first to a second generation, with learning itself as the essential component. Within this second generation, we present a pragmatic framework, the 6C learning framework. There are six components, all pertaining to the question how to make e-learning work. Success in e-learning is the result of careful conceptualization, design, implementation and outcome. The framework enables reflection, sustainment and evaluation. As such, it is mainly but not solely meant for management of e-learning projects. This reference framework may thus prove its usefulness as a possible checklist.e-learning; architecture;
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