150,802 research outputs found

    Research-based computer games to train civil engineering students to be lifelong learners

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    In spite of vast efforts to adopt available information technology in higher education teaching and learning, the truth is that most of university students and academic staff make only limited use of communication technology. Selwyne [1] concluded that there is a growing need for the education community to account for the distinct ?digital disconnect? between the enthusiastic rhetoric and rather more mundane reality of university information and communication technology use. Recent advances in computer science and multimedia as well as optimistic effects of multifaceted modes of education on student learning, have encouraged teachers to look at adopting the new technology to improve students? learning experience. Chang et al. [2] have suggested that digital games can be powerful informal learning environments encouraging active and critical learning, supplementing traditional teaching methods. It is well accepted that well designed discipline based computer games can help with student learning process and experience in higher education. In this study, a computer game called ?Back to Bedrock? has been developed for soil Behaviour subject at undergraduate level and students? learning process has been monitored and evaluated. It was aimed to help Civil Engineering students with information collection methods, creative thinking, problem solving, and lifelong learning abilities, through a research-based computer game. The results of this project indicate that implementing innovative methods such as computer game based assignments can provide enjoyable competitive and cooperative learning environment enhancing students? learning motivation, and critical thinking abilities, improving the overall performance of students in the subject

    Educational Technology

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    Educational technology is the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources. From the perspective of technology used in education, educational technology could be understood as the use of emerging and existing technologies to improve learning experiences in a variety of instructional settings, such as formal learning, informal learning, non-formal learning, lifelong learning, learning on demand, and just-in-time learning. Educational technology approaches have evolved from early uses of audiovisual aids to individual and networked computers, and now have evolved to include various mobile and smart technologies, as well as virtual and augmented realities, avatar-based immersive environments, cloud computing, and wearable and location-aware devices. Various terms have been used along the way to refer to educational technologies, such as learning technologies/environments and instructional technologies/systems. We have embraced a broad interpretation in this book to cover instructional design approaches, learning strategies, and hardware and software. Our view is that anything that consistently can support learning and instruction can be considered an educational technology. Some educational technologies are simple and have existed for many years; others are complex, and new ones are finding their way into educational settings every day. Educational technology focuses on both the technical and pedagogical ways and means of supporting learning and instruction. It is the basis for the success of the e-learning revolution in recent years. Technology-based instruction can surpass traditional classroom-based instruction in quality by providing a wide variety of affordances and capabilities that can promote motivation and result in engaging, efficient, and effective learning. The demand for educational technologies has been rising steadily; e-learning is a huge and expanding worldwide industry. Commercial e-learning companies, training departments in large companies and organizations, computer software companies, and educational institutions over the world employ large numbers of specialists in various aspects of educational technology creation (programming, graphic design, instructional design, task analysis, usability engineering, subject matter analysis, editing, etc.). However, these organizations often find it hard to employ suitably qualified workers who have knowledge beyond their subfields and disciplines. There is a strong demand for technologists who understand learnin

    Learner outcome measures for adult community learning, 2011/12

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    Pedagogical and learning strategies for promoting internet information literacy in Singapore secondary school students

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    Internet information literacy has the potential to open the whole world of knowledge to easy access and use. Computer literacy and Internet readiness alone do not empower the learner to capitalise on the use of the Internet to acquire useful knowledge. Without information literacy, the learner would be overwhelmed not only by the information overload but also by being confronted with the amount of unreliable information posted on the Internet. Therefore this paper looks at how the Internet age might influence the ways that students learn and how to capitalise on it to prepare those students for the digital world of today and how to be empowered for the future challenges of the increasing complexities of tomorrow. The findings indicate that the integration of discipline-specific Internet information literacy into the curriculum is essential before we can enhance student learning using the Internet for resource-based learning. It is also to equip them with relevant information management skills and the ability to learn independently. These are fundamental skills required to become emerging lifelong learners in the midst of an information explosion so as to be able to meet the challenges of the 21st century and the knowledge economy

    National comparators for further education and work-based learning : 2009/10

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    Lifelong Federated Reinforcement Learning: A Learning Architecture for Navigation in Cloud Robotic Systems

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    This paper was motivated by the problem of how to make robots fuse and transfer their experience so that they can effectively use prior knowledge and quickly adapt to new environments. To address the problem, we present a learning architecture for navigation in cloud robotic systems: Lifelong Federated Reinforcement Learning (LFRL). In the work, We propose a knowledge fusion algorithm for upgrading a shared model deployed on the cloud. Then, effective transfer learning methods in LFRL are introduced. LFRL is consistent with human cognitive science and fits well in cloud robotic systems. Experiments show that LFRL greatly improves the efficiency of reinforcement learning for robot navigation. The cloud robotic system deployment also shows that LFRL is capable of fusing prior knowledge. In addition, we release a cloud robotic navigation-learning website based on LFRL
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