162,895 research outputs found
A taxonomy for interactive educational multimedia
Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. We will present a taxonomy for interactive educational multimedia that supports the classification, description and development of such systems. Such a taxonomy needs to embed multimedia technology into a coherent educational context. A conceptual framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, describe them in the human-computer context, and integrate them with mechanisms and principles of multimedia interaction
Review of the environmental and organisational implications of cloud computing: final report.
Cloud computing – where elastic computing resources are delivered over the Internet by external service providers – is generating significant interest within HE and FE. In the cloud computing business model, organisations or individuals contract with a cloud computing service provider on a pay-per-use basis to access data centres, application software or web services from any location. This provides an elasticity of provision which the customer can scale up or down to meet demand. This form of utility computing potentially opens up a new paradigm in the provision of IT to support administrative and educational functions within HE and FE. Further, the economies of scale and increasingly energy efficient data centre technologies which underpin cloud services means that cloud solutions may also have a positive impact on carbon footprints. In response to the growing interest in cloud computing within UK HE and FE, JISC commissioned the University of Strathclyde to undertake a Review of the Environmental and Organisational Implications of Cloud Computing in Higher and Further Education [19]
E-learning accessibility practices within higher education: a review
The 2001 Special Educational Needs and Disability Act (SENDA) made it an offence for educational institutions to discriminate against a disabled person by treating him or her less favourably than others for a reason relating to their disability. The Act covers all aspects of student services, including provision and use of electronic materials and resources. Learning technologists have therefore been charged with the responsibility of ensuring that electronic teaching materials can be accessed by disabled students. In an attempt to explore how learning technologists are developing practices to produce accessible electronic materials this paper will present a review of current accessibility practice. The review will focus on what key professionals (academics, researchers, educational developers and staff developers) within the learning technology field are saying and doing about making electronic materials and resources accessible to disabled students. Key issues that may influence the "accessibility" practices of learning technologists are highlighted; the importance of these issues for developing an understanding of "accessibility" practices is discussed and implications for future research are identifie
Automated tutoring for a database skills training environment
Universities are increasingly offering courses online. Feedback, assessment, and guidance are important features of this online courseware. Together, in the absence of a human tutor, they aid the student in the learning process. We present a programming training environment for a database course. It aims to offer a substitute for classroom based learning by providing synchronous automated feedback to the student, along with guidance based on a personalized assessment. The automated tutoring system should promote procedural knowledge acquisition and skills training. An automated tutoring feature is an integral part of this tutoring system
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Hands on - hands off: on hitting your thumb with a virtual hammer
In a wired world even the most physically embodied craft skills are affected by computer facilitated communication. To consider how different sorts of space – both real and virtual – influence the learning of craft skills this paper presents three types of space – the ‘real’ space of a jewellery workshop, an online ‘wiki’ space for learning how to make a folding knife mediated by face to face interaction and an online discussion group about French Horn making. Some features common to the learning of any craft skill are discussed as well as some current ideas about the influence of networked communication on the way people relate to each other. Conclusions are drawn about the relationships between different types of learner, different types of skill and different types of learning space which demonstrate that while there may be no substitute for face to face contact in learning the most embodied craft skills, even in real-world settings a significant proportion of learning depends on social interaction which may be reproduced online.
Keywords:
Craft learning; Apprenticeship; Communities of Practice; Online Networks</p
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