3,397 research outputs found

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    Learning design – making practice explicit

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    New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design – 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design

    A semantic web services-based infrastructure for context-adaptive process support

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    Current technologies aimed at supporting processes whether it is a business or learning process - primarily follow a metadata- and data-centric paradigm. Whereas process metadata is usually based on a specific standard specification - such as the Business Process Modeling Notation (BPMN) or the IMS Learning Design Standard - the allocation of resources is done manually at design-time, and the used data is often specific to one process context only. These facts limit the reusability of process models across different standards and contexts. To overcome these issues, we introduce an innovative Semantic Web Service-based framework aimed at changing the current paradigm to a context-adaptive service-oriented approach. Following the idea of layered semantic abstractions, our approach supports the development of abstract semantic process model - reusable across different contexts and standards - that enables a dynamic adaptation to specific actor needs and objectives. To illustrate the application of our framework and establish its feasibility, we describe a prototypical application in the E-Learning domain

    Using College Student Learning Experiences and Outcomes to Guide Teaching Modifications in a General Education Choreography Course: An Action Research Study

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    The purpose of this action research study was to gain an understanding of the learning experiences and outcomes of 12 undergraduates enrolled in Creative Dance, a general education choreography course, in Fall 2019 and the teaching strategies and practices that guided their learning. Research questions that guided this study were: what does student work reveal about their learning and the teaching strategies that guide their learning? and what curricula and teaching changes will more effectively facilitate student learning processes and stronger outcomes? Qualitative data included standard instructional materials created for and utilized in the course and students’ choreographic and written work. The teacher-researcher coded, analyzed, and interpreted the data within three subareas of student learning: cognitive domain of learning, development of physical skills in relationship with choreography and performance, and affective responses to learning experiences. Plans for modifications of teaching materials, strategies, and practices for Fall 2020 to improve facilitation of emerging adult learning of choreography were outcomes of this research. Interpretation of findings revealed the need for teaching modifications to support (a) the interrelationships between thinking, moving, and feeling; (b) learning as a cyclical process; and (c) learning as a social process more strongly using both Kolb’s (2015) Learning Cycle and Arnett’s (2000) Theory of Emerging Adulthood as a theoretical foundation. This study contributes to dance education and the wider field of higher education by serving as an example of critically reflective teaching and course design that used student experiences to guide teaching modifications

    Using exchange structure analysis to explore argument in text-based computer conferences

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    Computer conferencing provides a new site for students to develop and rehearse argumentation skills, but much remains to be learnt about how to encourage and support students in this environment. Asynchronous text-based discussion differs in significant ways from face-to-face discussion, creating a need for specially designed schemes for analysis. This paper discusses some of the problems of analysing asynchronous argumentation, and puts forward an analytical framework based on exchange structure analysis, which brings a linguistic perspective to bear on the interaction. Key features of the framework are attention to both interactive and ideational aspects of the discussion, and the ability to track the dynamic construction of argument content. The paper outlines the framework itself, and discusses some of the findings afforded by this type of analysis, and its limitations

    Supporting undergraduate students’ acquisition of academic argumentation strategies through computer conferencing

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    Executive Summary Background This research grows out of work on the importance of argumentation in developingstudents’ critical abilities. It focuses attention on how students argue in computer mediated conferences as opposed to traditionalwritten assignments, investigating the way in which argumentation is realised within the relatively new context of computer conferencing which allows extended written discussions to take place overa period of weeks. Such text-based asynchronous conferencing is typically characterised by features of both spoken and written modes. Aims The main aims of the project were: • to investigate the argumentation strategies used in asynchronous text-based computer conferences; • to compare the argumentation strategies developed through conferencing with those used in the writing of academic assignments; • to examine the strategies used by tutors to encourage and facilitate argumentation in text-based computer conferences. Methods Data was collected over two years for the distance undergraduate course ‘Perspectives on Complementary and Alternative Medicine’ at the Open University.Qualitative data was obtained through interviews with the course chair, tutors and students, and through a student questionnaire. Assignments and computer-mediated tutorials were collected for textual analysis, although the timing of the assignments meant that analysis has only just begun on the essay data. To analyse the argumentation in the computer conferences and assignments a method of categorising, coding and tracking argumentative discourse was developed building on earlier work by the authors. In addition, computational searches were carried out to compare linguistic features across conference and assignment data. Results In tutorial conferences, student discussion tended to take the form of collaborative co-construction of an argument through exchanging information and experience to substantiate a position. However, students were also prepared to challenge other viewpoints. In both cases, they frequently drew on personal and professional experience to support argument claims. The use of these strategies suggests that text-based conferencing lends itself to the collective combining of diverse sources of information, experiences and ideas. Conference discussions were often personalised with fewer explicit logical links marking argument structure. They were also marked by complexity of argument strands, many of which reached no conclusion. Preliminary analysis of argumentation in assignments suggests that this did not, however, adversely affect students’ ability to create a more traditional, linear argument in their essays. Further analysis will be undertaken to compare argumentation strategies across the two sets of data. Tutors expressed concern about levels of participation in the tutorial conferences, which varied quite considerably. They also felt uncertain about their own knowledge of appropriate pedagogic strategies which would encourage students to participate in a collaborative yet critical way, and tended to rely on strategies from face-to-face teaching. Analysis of the conference discussion showed that tutors made fewer claims than students and were also less likely to provide information in support of their claims. There was, therefore, little modelling by tutors of the basic type of argumentation that would be expected in formal written assignments.Despite these concerns, student responses indicated that having a tutor and a group of peers to interact with, or just to observe, was valued as a supportive feature of this form of distance learning. No clear picture arose of how to make conferencing more interactive for more students, and this reinforces the sense gained from the tutor interviews of the difficulty of proposing a model of tutoring in computer conferences that will necessarily engage all students or raise the level of discussion and debate. Conclusions Our study suggests that text-based conferencing has an important role to play in developing students’ argumentation strategies and understanding of academic discourse and conventions. In view of its hybrid nature, somewhere between spontaneous speech and formal academic writing, course designers and tutors should aim to take advantage of both aspects – on the one hand, the informal dialogic exchange of opinions and co-construction of knowledge, and on the other,the opportunity for consolidation, reflection and re-positioning. Our findings reinforce the view that students’ willingness to exchange ideas freely and openly is partly a consequence of how personally engaged, at ease and confident students feel with one another and their tutor. In particular, it seems that there is a role for the interpersonal and, to some extent, the chat and the frivolity, which in some other studies discussed in the literature review have been regarded as negative influences. Recommendations To facilitate students’ development of argumentation and learning more generally,tutors need greater awareness of the ways in which academic argumentation operates in computer conferencing as compared to written assignments. Since pedagogic strategies developed in other contexts may not transfer well to computer conferencing, there is a need for targeted professional development, focussing in particular on: • Choosing topics for discussion and designing effective task prompts; • Supporting weaker students; • Encouraging challenging of ideas; • Finding the right tone to facilitate peer discussions. Some specific suggestions are made within the report, but our recommendations at this stage remain tentative as we still have to complete the analysis of the assignment data and draw conclusions about the impact of the computer conferencing on the quality of written argumentation within this more formal context

    Some Research Questions and Results of UC3M in the E-Madrid Excellence Network

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    32 slides.-- Contributed to: 2010 IEEE Global Engineering Education Conference (EDUCON), Madrid, Spain, 14-16 April, 2010.-- Presented by C. Delgado Kloos.Proceedings of: 2010 IEEE Global Engineering Education Conference (EDUCON), Madrid, Spain, 14-16 April, 2010Universidad Carlos III de Madrid is one of the six main participating institutions in the eMadrid excellence network, as well as its coordinating partner. In this paper, the network is presented together with some of the main research lines carried out by UC3M. The remaining papers in this session present the work carried out by the other five universities in the consortium.The Excellence Network eMadrid, “Investigación y Desarrollo de Tecnologías para el e-Learning en la Comunidad de Madrid” is being funded by the Madrid Regional Government under grant No. S2009/TIC-1650. In addition, we acknowledge funding from the following research projects: iCoper: “Interoperable Content for Performance in a Competency-driven Society” (eContentPlus Best Practice Network No. ECP-2007-EDU-417007), Learn3: Hacia el Aprendizaje en la 3ª Fase (“Plan Nacional de I+D+I” TIN2008-05163/ TSI), Flexo: “Desarrollo de aprendizaje adaptativo y accesible en sistemas de código abierto” (AVANZA I+D, TSI-020301- 2008-19), España Virtual (CDTI, Ingenio 2010, CENIT, Deimos Space), SOLITE (CYTED 508AC0341), and “Integración vertical de servicios telemáticos de apoyo al aprendizaje en entornos residenciales” (Programa de creación y consolidación de grupos de investigación de la Universidad Carlos III de Madrid).Publicad

    Serious games for learning : a model and a reference architecture for efficient game development

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    Serious games for learning : a model and a reference architecture for efficient game development

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    Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

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    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields
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