163,045 research outputs found
Strategic Initiatives in Hastening Transformation to Ultra Adaptive and Smart Cities
The study on SMART CITY evolution is an ongoing quest for sustainable innovation. A dedicated team of international subject matter experts from the disciplines of computer science, informational technology, management, and education undertook this study. The findings and formulated actionable initiatives are customizable and deployable as Knowledge and Strategic Actionable initiatives, specific to making a remarkable difference to smart cities anywhere in the world. The aim is to contribute to innovation, with beneficial ramifications to society. The possible contribution to economic growth, city development, entrepreneurship, may be through laying a foundation for critical thinking, knowledge, and SMART initiatives to flourish.
Recommended Citation
de Souza, L., Aravind, A., & Prabhu, S. (2020, October 1-2). Strategic initiatives in hastening transformation to ultra-adaptive and smart cities [Poster presentation]. Walden University Research Conference 2020 (online). https://scholarworks.waldenu.edu/researchconference/2020/posters/9
From the buzzing in Turing’s head to machine intelligence contests
This paper presents an analysis of three major contests for machine intelligence. We conclude that a new era for Turing’s test requires a fillip in the guise of a committed
sponsor, not unlike DARPA, funders of the successful 2007
Urban Challenge
Integrating Technology With Student-Centered Learning
Reviews research on technology's role in personalizing learning, its integration into curriculum-based and school- or district-wide initiatives, and the potential of emerging digital technologies to expand student-centered learning. Outlines implications
Harnessing mobile technology for classroom learning
Educational institutions are reluctant adopt mobile computing and Wireless technologies. This is because this technology remains relatively expensive compared to traditional computing technologies, mobile devices are inherently personal and can be difficult to use as a teaching tool to groups of learners, and Short Message Services and Multimedia Message Services (SMS/MMS) are expensive and limited in functional scope despite their popularity amongst young people. In this paper, we describe a component of a prototype learning environment named Quest where we propose anew way of harnessing mobile technology for learning that negates these drawbacks. In Quest we have demonstrated that the information gathering capabilities of mobile phones can be harnessed to aid learners research
The Cathedral of Being: Re-enchantment and the Writings of the Popes
A rarely discussed issue that bears upon the topic of education is that which takes seriously the relationship between medium and message; how is the content of what is taught shaped by the way in which it is taught? It is a question of especial pertinence today when in all areas of pedagogy we find people advocating the use in education not only of computers but on-line access and the wonders of the virtual world as well. The argument of this paper, via the writings of the recent Pontiffs (and more secular authors with a philosophical and political interest in the area), is that the use of computers and on-line technology is deleterious to all education, but especially to Catholic education. This is because, while the understanding of real presence and mediation are fundamental to the faith, the idea of insubstantiality and friction-free immediacy are of a piece with virtual technology. As a medium of dissemination the latter cannot help but invest the content of the former with its understanding of presence. The paper also touches upon the economic factors at play in the use of virtual technology as well as the utopian hopes this technology gives rise to, hopes that are fundamentally inhuman and therefore at odds with the Catholic faith. The paper argues its point using the trope of fairyland and the opposition between, on the one hand, enchantment, and on the other, glamour
A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers
Experiences in Mining Educational Data to Analyze Teacher's Performance: A Case Study with High Educational Teachers
Educational Data Mining (EDM) is a new paradigm aiming to mine and extract
knowledge necessary to optimize the effectiveness of teaching process. With normal
educational system work it’s often unlikely to accomplish fine system optimizing due to
large amount of data being collected and tangled throughout the system. EDM resolves
this problem by its capability to mine and explore these raw data and as a consequence of
extracting knowledge. This paper describes several experiments on real educational data
wherein the effectiveness of Data Mining is explained in migration the educational data
into knowledge. The experiments goal at first to identify important factors of teacher
behaviors influencing student satisfaction. In addition to presenting experiences gained
through the experiments, the paper aims to provide practical guidance of Data Mining
solutions in a real application
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A complementary view for better understanding the term computational thinking
The term Computational Thinking is closely related to efforts connected to teach a systematic and well-structured way of problem solving that includes a set of tools and techniques used in Computer Science. While substantial research in this field has shown promising outcomes concerning distinct intervention programs and teaching initiatives, the term Computational Thinking itself requires to be revised in order to get a wider consensus about its meaning and purpose. This paper contributes to the ongoing quest concerning the definition of the term by starting with a fundamental perspective on computational theory and corresponding concepts in order to describe the theoretical building blocks of a systematic view to further elaborate on an approach for teaching and learning about Computational Thinking. Additionally, based on this foundational effort, more advanced concepts are presented and discussed in order to better understand this domain. Finally, the paper identifies and discusses a set of relevant challenges taking a cognitive psychology perspective on Computational Thinking
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