22,684 research outputs found
Teacher competence development – a European perspective
This chapter provides an European perspectives on teacher competence development
Community-based mentoring and innovating through Web 2.0
The rise of social software, often termed Web 2.0, has resulted in heightened awareness of the opportunities for creative and innovative approaches to learning that are afforded by network technologies. Social software platforms and social networking technologies have become part of the learning landscape both for those who learn formally within institutions, and for those who learn informally via emergent web-based learning communities. As collaborative online learning becomes a reality, new skills in communication and collaboration are required in order to use new technologies effectively, develop real digital literacy and other 21st century skills
Ubiquitous computing and knowledge management
MOBIlearn is a large European research project to develop a mobile learning system to facilitate formal, non formal and informal learning. The project has two primary objectives: • Develop a methodology for creating mobile learning scenarios and producing learning objects to implement them. • Develop the technology to deliver the learning objects to users via mobile computing devices. This paper will concentrate the MOBIlearn health care domain. One of this applications main objectives is managing and sharing of tacit knowledge. Using the system participants discuss case studies
and alternative approaches to specific problems are evaluated and documented. This is then used and extended in future case studies. In a mobile learning environment, individual health workers can use the system to either advanced their skills, or in a ‘live’ incident, use it for reference and indeed call for backup.</p
The evaluation of next generation learning technologies: the case of mobile learning
Mobile learning is at a leading edge of learning technologies and is at present characterised by pilots and trials that allow mobile technologies to be tested in a variety of learning contexts. The sustained deployment of mobile learning will depend on these pilots and trials, especially their evaluation methodology and reporting. The paper examines a sample of current evaluation practice, based on evidence drawn from conference proceedings, published case studies, and other accounts from the literature and draws on the authors' work in collecting case studies of mobile learning from a range of recent projects. The issues discussed include the apparent objectives of the documented pilots or trials, the nature of the evaluations, instruments and techniques used, and the presentation of findings. The paper reflects on the quality of evaluation in mobile learning pilots and trials, in the broader context of evolving practices in the evaluation of educational technologies
How to effectively design and create a concept mobile application to aid in the management of type 1 diabetes in adolescents
Diabetes is one of the eight most prevalent chronic health conditions in the World; therefore there is a wide range of diabetes-related mobile applications available to the public to aid in glycaemic control and self-management. Statistically, adherence to medication is extremely low in adolescents with Type 1 Diabetes Mellitus (T1DM), therefore it is crucial that adolescents adhere to their medication from a young age and adopt good medication regimes. This paper focuses on the research and design of an interactive and educational concept mobile application aimed at adolescents, aged 11 to 16 years old, to aid in their understanding of T1DM. As visual elements are an essential part to the design of a mobile application, this research outlines how the visual components of the application were designed specifically for the target audience of adolescents with T1DM
Developing front-end Web 2.0 technologies to access services, content and things in the future Internet
The future Internet is expected to be composed of a mesh of interoperable web services accessible from all over the web. This approach has not yet caught on since global user?service interaction is still an open issue. This paper states one vision with regard to next-generation front-end Web 2.0 technology that will enable integrated access to services, contents and things in the future Internet. In this paper, we illustrate how front-ends that wrap traditional services and resources can be tailored to the needs of end users, converting end users into prosumers (creators and consumers of service-based applications). To do this, we propose an architecture that end users without programming skills can use to create front-ends, consult catalogues of resources tailored to their needs, easily integrate and coordinate front-ends and create composite applications to orchestrate services in their back-end. The paper includes a case study illustrating that current user-centred web development tools are at a very early stage of evolution. We provide statistical data on how the proposed architecture improves these tools. This paper is based on research conducted by the Service Front End (SFE) Open Alliance initiative
A Process Framework for Semantics-aware Tourism Information Systems
The growing sophistication of user requirements in tourism due to the advent of new technologies such as the Semantic Web and mobile computing has imposed new possibilities for improved intelligence in Tourism Information Systems (TIS). Traditional software engineering and web engineering approaches cannot suffice, hence the need to find new product development approaches that would sufficiently enable the next generation of TIS. The next generation of TIS are expected among other things to: enable
semantics-based information processing, exhibit natural language capabilities, facilitate inter-organization exchange of information in a seamless way, and
evolve proactively in tandem with dynamic user requirements. In this paper, a product development approach called Product Line for Ontology-based Semantics-Aware Tourism Information Systems (PLOSATIS) which is a novel
hybridization of software product line engineering, and Semantic Web engineering concepts is proposed. PLOSATIS is presented as potentially effective, predictable and amenable to software process improvement initiatives
Interactive computer-based interventions for sexual health promotion (Protocol)
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