125 research outputs found

    OnCreate and the virtual teammate: an analysis of online creative processes and remote collaboration

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    This paper explores research undertaken by a consortium of 10 universities from across Europe as part of an EU Erasmus Strategic Partnership project called OnCreate. Recent research and experiences prove the importance of the design and implementation of online courses that are learner-centred, include collaboration and integrate rich use of media in authentic environments. The OnCreate project explores the specific challenges of creative processes in such environments. The first research phase comprises a comparative qualitative analysis of collaboration practices in design-related study programmes at the ten participating universities. A key outcome of this research was in identifying the shortcomings of the hierarchical role models of established Learning Management Systems (such as Moodle or Blackboard) and the tendency towards evolving 'mash-up' environments to support creative online collaboration

    How Challenging are Bebras Tasks? : An IRT Analysis Based on the Performance of Italian Students

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    This paper analyses the results of the 2014 edition of the Italian Bebras/Kangourou contest, exploiting the Item Response Theory statistical methodology in order to infer the difficulty of each of the proposed tasks starting from the scores attained by the participants. Such kind of analysis, enabling the organizers of the contest to check whether or not the difficulty perceived by pupils was substantially different from that estimated by those who proposed the tasks, is important as a feedback in order to gain knowledge to be used both in ranking participants and in organizing future editions of the contest. We show how the proposed analysis essentially highlights that the 63% of tasks was perceived at the same level of difficulty estimated by those who proposed them, but a 37% of tasks were either easier or more difficult than expected

    Teacher roles during amusement park visits – insights from observations, interviews and questionnaires

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    Amusement parks offer rich possibilities for physics learning, through observations and experiments that illustrate important physical principles and often involve the whole body. Amusement parks are also among the most popular school excursions, but very often the learning possibilities are underused. In this work we have studied different teacher roles and discuss how universities, parks or event managers can encourage and support teachers and schools in their efforts to make amusement park visits true learning experiences for their students

    Youth and the Participatory Promise

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    The emergence of digital technologies and the ways we have seen many youth engaging with the digital environment suggests that youth may no longer be just passive consumers of digital technologies but that — given the right circumstances — can become more active co-designers and co-shapers of the digital environment. This promise of enhanced participation is supported by two strands of research. First, from a purely descriptive perspective, my research shows increased participation when studying youth behavior in various areas, including privacy and news. Second, from an analytical and normative perspective, we can observe a trend — and should support the potential — of stronger youth engagement and an increase in opportunities for youth to participate as we shape the future of our digital society. The implementation of participatory research methods and the child rights discourse illustrate this participatory potential. Together, the two perspectives suggest a “participatory promise,” in which young people have an integral and constitutive role when embracing the benefits and addressing the challenges of the digital environment and shaping its future

    Service Design Geographies, Proceedings of the ServDes2016 Conference

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