263 research outputs found
A bluetooth educational content distribution system modelled on a service-oriented architecture
In this research, we design and prototype an educational content distribution system modeled on a Service-Oriented Architecture (SOA) paradigm and implemented using Web services, XML and Bluetooth technology. In the prototype, we use an Open Source Learning Management System (LMS) Sakai implemented in Java and branded Vula for the University of Cape Town (UCT). Web services and its specification of SOAP, XML and Bluetooth technology are used to integrate the disparate technologies that form the service architecture. The disparate technologies include among others Bluetooth enabled mobile phones and PDAs, services (modules) which may be running on different operating systems, and deployed over Local Area Networks (LANs) or Internet. The service is meant to leverage the existing infrastructure to provide a new, cheap channel for education content distribution to mobile devices in learning institutions especially Universities in the developing world and Africa in particular. We design, implement and evaluate the prototype for performance and scalability. During the designing and implementation of the architecture, we incorporate SOA principles of service/module re-use, service composition, loose-coupling, standard data exchange within the system or services, and extensibility of the services among others. The aim of the service is to distribute education content uploaded in Learning Management Systems (LMSs) to Bluetooth enabled mobile devices that are increasingly held by students in developing world Universities. The service is intended to supplement existing Web-based and lecture room content distribution channels by opening up the mobile device space. For the prototype, we focus on repackaging structured text content and distributing it to Bluetooth enabled phones and PDAs using Bluetooth technology. We evaluate our prototype for performance using experimental studies
Explore-Create-Share study: an evaluation of teachers as curriculum innovators in engineering education
The purpose of this study was to investigate the effects of a curriculum design-based (CDB) professional development model on Kâ12 teachersâ capacity to integrate engineering education in the classroom. This teacher professional development approach differs from other training programs where teachers learn how to use a standard curriculum and adopt it in their classrooms. In a CDB professional development model teachers actively design lessons, student resources, and assessments for their classroom instruction. In other science, technology, engineering and mathematics (STEM) disciplines, CDB professional development has been reported to (a) position teachers as architects of change, (b) provide a professional learning vehicle for educators to reflect on instructional practices and develop content knowledge, (c) inspire a sense of ownership in curriculum decision-making among teachers, and (d) use an instructional approach that is coherent with teachersâ interests and professional goals. The CDB professional development program in this study used the Explore-Create-Share (ECS) framework as an instructional model to support teacher-led curriculum design and implementation. To evaluate the impact of the CDB professional development and associated ECS instructional model, three research studies were conducted. In each study, the participants completed a six-month CDB professional development program, the PTC STEM Certificate Program, that included sixty-two instructional contact hours. Participants learned about industry and education engineering concepts, tested engineering curricula, collaborated with Kâ12 educators and industry professionals, and developed project-based engineering curricula using the ECS framework. The first study evaluated the impact of the CDB professional development program on teachersâ engineering knowledge, self-efficacy in designing engineering curriculum, and instructional practice in developing project-based engineering units. The study included twenty-six teachers and data was collected pre-, mid-, and post-program using teacher surveys and a curriculum analysis instrument. The second study evaluated teachersâ perceptions of the ECS model as a curriculum authoring tool and the quality of the curriculum units they developed. The study included sixty-two participants and data was collected post-program using teacher surveys and a curriculum analysis instrument. The third study evaluated teachersâ experiences implementing ECS units in the classroom with a focus on identifying the benefits, challenges and solutions associated with project-based engineering in the classroom. The study included thirty-one participants and data was collected using an open-ended survey instrument after teachers completed implementation of the ECS curriculum unit. Results of these three studies indicate that teachers can be prepared to integrate engineering in the classroom using a CDB professional development model. Teachers reported an increase in engineering content knowledge, improved their self-efficacy in curriculum planning, and developed high quality instructional units that were aligned to engineering design practices and STEM educational standards. The ECS instructional model was acknowledged as a valuable tool for developing and implementing engineering education in the classroom. Teachers reported that ECS curriculum design aligned with their teaching goals, provided a framework to integrate engineering with other subject-area concepts, and incorporated innovative teaching strategies. After implementing ECS units in the classroom, teachers reported that the ECS model engaged students in engineering design challenges that were situated in a real world context and required the application of interdisciplinary content knowledge and skills. Teachers also reported a number of challenges related to scheduling, content alignment, and access to resources. In the face of these obstacles, teachers presented a number of solutions that included optimization of oneâs teaching practice, being resource savvy, and adopting a growth mindset
Teaching and learning in virtual worlds: is it worth the effort?
Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isnât without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to
support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the
question: is it worth the effort
Transforming pre-service teacher curriculum: observation through a TPACK lens
This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In todayâs technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning
Supporting orchestration of blended CSCL scenarios in distributed learning environments
El diseño y gestiĂłn en tiempo real de escenarios de aprendizaje colaborativo soportado por ordenador (en inglĂ©s, CSCL) es una tarea compleja y difĂcilmente realizable por profesores no expertos, que en los Ășltimos años ha dado en denominarse "orquestaciĂłn". La presente tesis doctoral profundiza en este concepto de orquestaciĂłn, y de hecho la primera contribuciĂłn de la tesis es un marco conceptual para caracterizar la orquestaciĂłn, destinada a su uso por cientĂficos en el campo del CSCL, validado mediante dos paneles de cientĂficos del CSCL. La tesis tambiĂ©n propone los "patrones atĂłmicos" como herramientas conceptuales para que profesores no expertos realicen dicha orquestaciĂłn, y que se han validado mediante cuatro talleres con profesores de educaciĂłn primaria y superior. Finalmente, se propone GLUE!-PS, una infraestructura tecnolĂłgica para el despliegue y gestiĂłn en tiempo real de escenarios CSCL, validada a travĂ©s de talleres y experiencias autĂ©nticas con profesorado universitario.Departamento de TeorĂa de la Señal y Comunicaciones e IngenierĂa TelemĂĄtica2012-11-2
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Social Addictive Gameful Engineering (SAGE): A Game-based Learning and Assessment System for Computational Thinking
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The principal hypothesis of this thesis is that we can improve the efficiency and efficacy of teaching and learning CT by building gameful learning and assessment systems on top of block-based programming environments. Additionally, we believe this can be accomplished at scale and cost conducive to accelerating CT dissemination for all.
After introducing the requirements, approach, and architecture, we present a solution named Gameful Direct Instruction. This involves embedding Parsons Programming Puzzles (PPPs) in Scratch, which is a block-based programming environment currently used prevalently in grades 6-8. PPPs encourage students to practice CT by assembling into correct order sets of mixed-up blocks that comprise samples of well-written code which focus on individual concepts. The structure provided by PPPs enable instructors to design games that steer learner attention toward targeted learning goals through puzzle-solving play. Learners receive continuous automated feedback as they attempt to arrange programming constructs in correct order, leading to more efficient comprehension of core CT concepts than they might otherwise attain through less structured Scratch assignments. We measure this efficiency first via a pilot study conducted after the initial integration of PPPs with Scratch, and second after the addition of scaffolding enhancements in a study involving a larger adult general population.
We complement Gameful Direct Instruction with a solution named Gameful Constructionism. This involves integrating with Scratch implicit assessment functionality that facilitates constructionist video game (CVG) design and play. CVGs enable learner to explore CT using construction tools sufficiently expressive for personally meaningful gameplay. Instructors are enabled to guide learning by defining game objectives useful for implicit assessment, while affording learners the opportunity to take ownership of the experience and progress through the sequence of interest and motivation toward sustained engagement. When strategically arranged within a learning progression after PPP gameplay produces evidence of efficient comprehension, CVGs amplify the impact of direct instruction by providing the sculpted context in which learners can apply CT concepts more freely, thereby broadening and deepening understanding, and improving learning efficacy. We measure this efficacy in a study of the general adult population.
Since these approaches leverage low fidelity yet motivating gameful techniques, they facilitate the development of learning content at scale and cost supportive of widespread CT uptake. We conclude this thesis with a glance at future work that anticipates further progress in scalability via a solution named Gameful Intelligent Tutoring. This involves augmenting Scratch with Intelligent Tutoring System (ITS) functionality that offers across-activity next-game recommendations, and within-activity just-in-time and on-demand hints. Since these data-driven methods operate without requiring knowledge engineering for each game designed, the instructor can evolve her role from one focused on knowledge transfer to one centered on supporting learning through the design of educational experiences, and we can accelerate the dissemination of CT at scale and reasonable cost while also advancing toward continuously differentiated instruction for each learner
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