510,146 research outputs found

    Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model

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    Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea

    The realities of additively manufactured concrete structures in practice

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    Extrusion-based 3D Concrete Printing (3DCP) is rapidly gaining popularity in the construction industry. Trial projects are now being realized at an increasing rate around the world to test the viability of the technology against real-world requirements. This step, from the ‘simple’ deposition of filaments of self-stable concrete to its application in buildings and structures, with all associated requirements and interfaces, comes with challenges. These range from matching the design intent to the manufacturing capabilities (through structural analysis and approval, and reinforcement) to quality consistency (robustness) on large scale, and compatibility with other materials. In many of these areas, much simply remains unknown due to a lack of experimental data or information from projects where 3DCP has been applied. This paper aims at reducing this knowledge gap by presenting a systematic discussion, based on the analyses of eight realized 3DCP projects from around the world. It was found that the structural application of printed concrete is limited, due to a lack of regulatory framework for expedient approval, as well as limited reinforcement options which require to resort to unreinforced masonry analogies. The application of the technology features a host of practical issues that relate to the print process, material, site conditions, building integration and design – or to the 3DCP technology in general. Although some potential risks, such as shrinkage cracking and quality consistency are generally recognized, the measures taken to mitigate them vary considerably, and are largely based on individual expertise. The actual effectiveness is generally unknown. Finally, it was observed that, while the printing itself is fast, the preparation time is generally considerable. This is partially due to a lack of knowledge amongst professionals. In the practical production of a 3DCP project, three expertise areas are crucial: one for the digital part, one for the machine side, and one for the material side. Thus there is a strong need for educational institutions to develop dedicated training courses and incorporate relevant topics into their curricula

    Using Serious Games in Higher Education: Reclaiming the Learning Time

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    Today's technology provides learners with full control of when, where and how they will access the learning material. Although the advantages are apparent , there are also some “side-effects”. One of them is that the “learning time” is not explicitly defined anymore. It is the design of the learning application that should consider for this, reclaim the learning time and create the necessary conditions for the “learning momentum”. The aim of this paper is to present a serious game that has been created for Law students at the University of Westminster, London, and to discuss the cognitive processes it activates. Serious games aim to teach students, using techniques from the game industry. Gamified elements are used alongside educational theories. The game presented here is a simulation of a tutorial that teaches the “Law of murder”. Students are presented with a case, they are asked to apply the law and decide if this is a murder or not. During the game the main principle of “learning by doing” is applied. One of the objectives of the game is to make students to focus on the topic and make the best use of the “learning momentum”

    Managing evolution and change in web-based teaching and learning environments

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    The state of the art in information technology and educational technologies is evolving constantly. Courses taught are subject to constant change from organisational and subject-specific reasons. Evolution and change affect educators and developers of computer-based teaching and learning environments alike – both often being unprepared to respond effectively. A large number of educational systems are designed and developed without change and evolution in mind. We will present our approach to the design and maintenance of these systems in rapidly evolving environments and illustrate the consequences of evolution and change for these systems and for the educators and developers responsible for their implementation and deployment. We discuss various factors of change, illustrated by a Web-based virtual course, with the objective of raising an awareness of this issue of evolution and change in computer-supported teaching and learning environments. This discussion leads towards the establishment of a development and management framework for teaching and learning systems

    Making it real: exploring the potential of Augmented Reality for teaching primary school science

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    The use of Augmented Reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher-child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements

    An introduction to learning technology in tertiary education in the UK.

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    Contents: 1. The Learning Technology Arena 2. The Learning Technology Community 3. Learning Technology Tools 4. Key issues and developments in the Learning Technology Field 5. Implementing Learning Technologies 6. Further Resource

    Data mining technology for the evaluation of web-based teaching and learning systems

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    Instructional design for Web-based teaching and learning environments causes problems for two reasons. Firstly, virtual forms of teaching and learning result in little or no direct contact between instructor and learner, making the evaluation of course effectiveness difficult. Secondly, the Web as a relatively new teaching and learning medium still requires more research into learning processes with this technology. We propose data mining – techniques to discover and extract knowledge from a database – as a tool to support the analysis of student learning processes and the evaluation of the effectiveness and usability of Web-based courses. We present and illustrate different data mining techniques for the evaluation of Web-based teaching and learning systems

    Transparent authentication methodology in electronic education

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    In the context of on-line assessment in e-learning, a problem arises when a student taking an exam may wish to cheat by handing over personal credentials to someone else to take their place in an exam, Another problem is that there is no method for signing digital content as it is being produced in a computerized environment. Our proposed solution is to digitally sign the participant’s work by embedding voice samples in the transcript paper at regular intervals. In this investigation, we have demonstrated that a transparent stenographic methodology will provide an innovative and practical solution for achieving continuous authentication in an online educational environment by successful insertion and extraction of audio digital signatures

    Establishing a support service for educational technology within a university

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    This paper covers some of the issues associated with the support of learning technology within an institution. It describes the activities of a working support service, and highlights approaches to some of the academic, technological, political and management issues that have helped it perform effectively over a four‐year period
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