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Knowledge Cartography: Software tools and mapping techniques
Knowledge Cartography is the discipline of mapping intellectual landscapes.The focus of this book is on the process by which manually crafting interactive, hypertextual maps clarifies oneâs own understanding, as well as communicating it.The authors see mapping software as a set of visual tools for reading and writing in a networked age. In an information ocean, the primary challenge is to find meaningful patterns around which we can weave plausible narratives. Maps of concepts, discussions and arguments make the connections between ideas tangible and disputable.
With 17 chapters from the leading researchers and practitioners, the reader will find the current stateâof-the-art in the field. Part 1 focuses on educational applications in schools and universities, before Part 2 turns to applications in professional communitie
Shifting the Focus: The Role of Presence in Reconceptualising the Design Process
In this paper the relationship between presence and imaging is examined with the view to establish how our understanding of imaging, and subsequently the design process, may be reconceptualised to give greater focus to its experiential potential. First, the paper outlines the research project contributing to the discussion. Then, it provides brief overviews of research on both imaging and presence in the process highlighting the narrow conceptions of imaging (and the recognition of the need for further research) compared to the more holistic and experiential understandings of presence. The paper concludes with an argument and proposed study for exploring the role of digital technology and presence in extending the potential of imaging and its role in the design process. As indicated in the DRS Conference Theme, this paper focuses ââŠon what people experience and the systems and actions that create those experiences.â Interface designers, information architects and interactive media artists understand the powerful influence of experience in design. âExperience designâ is a community of practice driven by individuals within digital based disciplines where the belief is that understanding people is essential to any successful design in any medium and that ââŠexperience is the personal connection with the moment and⊠every aspect of living is an experience, whether we are the creators or simply chance participantsâ (Shedroff, 2001, p. 5).
Keywords:
Design, Design Process, Presence, Imaging, Grounded Theory</p
Adoption of innovative e-learning support for teaching: A multiple case study at the University of Waikato
In response to recent social, economic, and pedagogical challenges to tertiary-level teaching and learning, universities are increasingly investigating and adopting elearning as a way to engage and motivate students. This paper reports on the first year of a two-year (2009-2010) qualitative multiple case study research project in New Zealand. Using perspectives from activity theory and the scholarship of teaching, the research has the overall goal of documenting, developing, and disseminating effective and innovative practice in which e-learning plays an important role in tertiary teaching. A âsnapshotâ of each of the four 2009 cases and focused findings within and across cases are provided. This is followed by an overall discussion of the context, âwithinâ and âacrossâ case themes, and implications of the research
Using Data in Undergraduate Science Classrooms
Provides pedagogical insight concerning the skill of using data The resource being annotated is: http://www.dlese.org/dds/catalog_DATA-CLASS-000-000-000-007.htm
Evidence-Based Dialogue Maps as a research tool to evaluate the quality of school pupilsâ scientific argumentation
This pilot study focuses on the potential of Evidence-based Dialogue Mapping as a participatory action research tool to investigate young teenagersâ scientific argumentation. Evidence-based Dialogue Mapping is a technique for representing graphically an argumentative dialogue through Questions, Ideas, Pros, Cons and Data. Our research objective is to better understand the usage of Compendium, a Dialogue Mapping software tool, as both (1) a learning strategy to scaffold school pupilsâ argumentation and (2) as a method to investigate the quality of their argumentative essays. The participants were a science teacher-researcher, a knowledge mapping researcher and 20 pupils, 12-13 years old, in a summer science course for âgifted and talentedâ children in the UK. This study draws on multiple data sources: discussion forum, science teacher-researcherâs and pupilsâ Dialogue Maps, pupil essays, and reflective comments about the uses of mapping for writing. Through qualitative analysis of two case studies, we examine the role of Evidence-based Dialogue Maps as a mediating tool in scientific reasoning: as conceptual bridges for linking and making knowledge intelligible; as support for the linearisation task of generating a coherent document outline; as a reflective aid to rethinking reasoning in response to teacher feedback; and as a visual language for making arguments tangible via cartographic conventions
THE INFLUENCE OF BOARD GAMES ON MATHEMATICAL SPATIAL ABILITY OF GRADE 9 STUDENTS IN JUNIOR HIGH SCHOOL
The main purpose of this study is to investigate the influence of board games on mathematical spatial ability of grade 9 students. This study used quasi-experimental design to enroll 2 classes of grade 9 students in a certain junior high school in the southern Taiwan as the research subjects. The subjects were divided into experimental group (28 subjects) and control group (29 subjects). This study performed the pretest, posttest, and experimental teaching for 7 times (once every 2 weeks; 2 classes each time). In the teaching experiment, this study used the implementation/non-implementation of board game activity teaching as the independent variable to investigate the influence of application of board games on mathematical spatial ability of grade 9 students in junior high school. Before the implementation of the experiment, this study used spatial ability scale to perform the pretest. After the implementation of the experiment, this study used spatial activity scale to perform the posttest. In the end, this study performed relevant statistical analyses, and collected studentsâ feedback slips and teachersâ teaching reflection. The research results showed that: (1) board game teaching improves studentsâ learning effectiveness of spatial ability; (2) board game teaching improves studentsâ learning interest in spatial ability; (3) after receiving board game teaching, the posttest showed that the mathematical spatial ability of students with more experiences in playing 3D animation games is significantly higher than that of those with less experiences in playing them; (4) the spatial perception, spatial identification, spatial rotation, and total score of mathematical spatial ability of the experimental group are significantly higher than those of the control group. According to the research results, this study proposed board game course of spatial ability for junior high school, and use computer network in combination with board game as reference for spatial ability teaching and subsequent studies
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