978 research outputs found
Investigation and development of a tangible technology framework for highly complex and abstract concepts
The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits.
Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science.
In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations
Exploring English as an Additional Language Students’ Perceived Engagement in and Experience of Content Vocabulary Acquisition and Retention Through Immersive Virtual Reality Games
This thesis aimed to explore whether headset-mounted display virtual reality (HMD VR) games could serve as an innovative approach to enhance content vocabulary learning and foster subject content knowledge of Years 7 and 8 Middle Eastern students. Specifically, it aimed to measure these students’ content specific vocabulary acquisition and retention, examine their perceptions of and attitudes towards VR game-based learning, and offer best practices for educational institutions that support culturally and linguistically diverse (CALD) learners
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Technology-enhanced Personalised Learning: Untangling the Evidence
Technology-enhanced personalised learning is not yet common in Germany, which is why we have tasked scientists with summarising the current status of international research on the matter. This study demonstrates the great potential of technology in implementing effective personalised learning. Nevertheless, it has not been assessed yet whether the practical implementation actually works: Even in countries such as the U.S., which lead the way in using techology in classroom settings, hardly any evaluation studies have been done to prove the effectiveness of technology-enhanced personalised learning. In the light of the above, the authors make recommendations for actions to be taken in Germany to make best use of the potential of technology in providing individual support and guidance to students
Usability guidelines informing knowledge visualisation in demonstrating learners' knowledge acquisition
There is growing evidence that knowledge co-creation and interactivity during learning interventions aid knowledge acquisition and knowledge transfer. However, learners have mostly been passive consumers and not co-creators of the knowledge visualisation aids created by teachers and instructional designers. As such, knowledge visualisation has been underutilised for allowing learners to construct, demonstrate and share what they have learned. The dearth of appropriate guidelines for the use of knowledge visualisation for teaching and learning is an obstacle to using knowledge visualisation in teaching and learning. This provides a rationale for this study, which aims to investigate usability-based knowledge visualisation guidelines for teaching and learning. The application context is that of Science teaching for high school learners in the Gauteng province of South Africa.
Following a design-based research methodology, an artefact of usability-based knowledge visualisation guidelines was created. The artefact was evaluated by testing learners’ conformity to the visualisation guidelines. Qualitative and quantitative data was captured using questionnaires, interviews and observations.
The findings indicate that the guidelines considered in this study had various degrees of impact on the visualisations produced by learners. While some made noticeable impact, for others it could be considered negligible. Within the context of high school learning, these results justify the prioritisation of usability-based knowledge visualisation guidelines. Integrating Human Computer Interaction usability principles and knowledge visualisation guidelines to create usability-based knowledge visualisation guidelines provide a novel theoretical contribution upon which scientific knowledge visualisation can be expanded.School of ComputingM. Sc. (Computing
Serious Gaming for Behaviour Change: A Systematic Review
Over the years, there has been a significant increase in the adoption of game-based interventions for behaviour change associated with many fields such as health, education, and psychology. This is due to the significance of the players’ intrinsic motivation that is naturally generated to play games and the substantial impact they can have on players. Many review papers measure the effectiveness of the use of gaming on changing behaviours; however, these studies neglect the game features involved in the game design process, which have an impact of stimulating behaviour change. Therefore, this paper aimed to identify game design mechanics and features that are reported to commonly influence behaviour change during and/or after the interventions. This paper identified key theories of behaviour change that inform the game design process, providing insights that can be adopted by game designers for informing considerations on the use of game features for moderating behaviour in their own games
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Hybrid intelligent decision support system for distributed detection based on ad hoc integrated WSN & RFID
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonThe real time monitoring of environment context aware activities, based on distributed detection, is becoming a standard in public safety and service delivery in a wide range of domains (child and elderly care and supervision, logistics, circulation, and other). The safety of people, goods and premises depends on the prompt immediate reaction to potential hazards identified in real time, at an early stage to engage appropriate control actions. Effective emergency response can be supported only by available and acquired expertise or elaborate collaborative knowledge in the domain of distributed detection that include indoor sensing, tracking and localizing. This research proposes a hybrid conceptual multi-agent framework for the acquisition of collaborative knowledge in dynamic complex context aware environments for distributed detection. This framework has been applied for the design and development of a hybrid intelligent multi-agent decision system (HIDSS) that supports a decentralized active sensing, tracking and localizing strategy, and the deployment and configuration of smart detection devices associated to active sensor nodes wirelessly connected in a network topology to configure, deploy and control ad hoc wireless sensor networks (WSNs). This system, which is based on the interactive use of data, models and knowledge base, has been implemented to support fire detection and control access fusion functions aimed at elaborating: An integrated data model, grouping the building information data and WSN-RFID database, composed of the network configuration and captured data, A virtual layout configuration of the controlled premises, based on using a building information model, A knowledge-based support for the design of generic detection devices, A multi-criteria decision making model for generic detection devices distribution, ad hoc WSNs configuration, clustering and deployment, and Predictive data models for evacuation planning, and fire and evacuation simulation. An evaluation of the system prototype has been carried out to enrich information and knowledge fusion requirements and show the scope of the concepts used in data and process modelling. It has shown the practicability of hybrid solutions grouping generic homogeneous smart detection devices enhanced by heterogeneous support devices in their deployment, forming ad hoc networks that integrate WSNs and radio frequency identification (RFID) technology. The novelty in this work is the web-based support system architecture proposed in this framework that is based on the use of intelligent agent modelling and multi-agent systems, and the decoupling of the processes supporting the multi-sensor data fusion from those supporting different context applications. Although this decoupling is essential to appropriately distribute the different fusion functions, the integration of several dimensions of policy settings for the modelling of knowledge processes, and intelligent and pro-active decision making activities, requires the organisation of interactive fusion functions deployed upstream to a safety and emergency response.Saudi government, represented by the Ministry of Interior and General Directorate of Civil Defenc
The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences
This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks
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Designing Activities for Collaboration at Classroom Scale Using Shared Technology
Although researchers, teachers and policy makers broadly agree on the benefits of collaborative learning, there appears to be less clarity regarding how effective collaboration can be realised at classroom scale.
Research in Computer-Supported Collaborative Learning (CSCL), Human-Computer Interaction (HCI), simulation-based learning and related fields has produced a considerable range of applications that aim to support collaboration in classrooms. Grounded in well-established theories of how humans learn, many such applications have shown promising results within the context of small research studies. However, most of those research-driven applications never matured beyond the prototype stage and few are available today as products that schools can easily use and adopt. Many systems lack flexibility or require too much time, hardware, technical skills or other resources to be effectively implemented. Furthermore, teachers can be overwhelmed by managing large groups of students engaged in complex, computer-supported tasks.
This thesis investigates how forms of whole-classroom activity can be supported by combining shareable technologies with simulation, team play and orchestration. New designs are explored to help large groups engage and discuss at multiple scales (from pairs and small groups to the entire classroom) in ways that effectively include each student and use the teacher's limited resources efficiently. Moreover, this research aims to devise and validate a conceptual framework that can guide future design, orchestration and evaluation of such activities. Three in-situ studies were conducted to address these goals.
The first study involved the design of a climate change simulation to support a professional training course. Iterative design and video analysis resulted in the formulation of the Collaborative Learning Orchestration for Verbal Engagement and Reflection (CLOVER) framework. This framework comprises a suite of conceptual tools and recommendations that aim to help designers and teachers create, orchestrate and evaluate decision-based simulations for whole-classroom use.
Two follow-up studies were conducted to validate the usability and usefulness of CLOVER. One of them aimed to replicate the previous findings in a similar context and resulted in the design of a sustainable, whole-classroom simulation for students to discuss finance decisions. The other used CLOVER to expand an existing desktop application (a~language comprehension task for children) to classroom scale.
In sum, the three studies provide substantial empirical evidence, suggesting that CLOVER-based applications can effectively reconcile learning needs (collaboration) and technological affordances (shareable devices) with the inherent benefits and constraints of teacher-driven, co-located environments. Furthermore, the findings contribute to a better understanding of what it means to design for sustainability in this context
Smart energy feedback in the home: the effect of disaggregation and visualisation on householders' comprehension of electricity data
Worldwide, households are being equipped with Smart Meters (SM) and other smart Residential Energy Feedback Systems (REFS). One of the aims of these systems is to help householders understand their consumption and to save money on their bill and to become more sustainable. This thesis examines how users make sense of smart electricity feedback, focusing on two aspects of how feedback is given. One aspect is the role of disaggregation, i.e. the provision of information about the energy consumption of individual household appliances in the home as opposed to aggregate feedback on total household consumption. The other aspect is how to visualise residential electricity data. To investigate these aspects, a mixed methods approach was taken: five qualitative interview studies and three lab experiments were conducted to investigate the impact of these two aspects of residential electricity feedback on householders’ understanding of how much energy everyday household practices consume. The evidence of the studies in this thesis suggests that interactive visualisations that show information about the energy use of individual appliances in the home are most useful for householders to understand and possibly decrease their consumption
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