46,895 research outputs found
Learning Design and Service Oriented Architectures:a mutual dependency?
This paper looks at how the concept of reusability has gained currency in e-learning. Initial attention was focused on reuse of content, but recently attention has focused on reusable software tools and reusable activity structures. The former has led to the proposal of service-oriented architectures, and the latter has seen the development of the Learning Design specification. The authors suggest that there is a mutual dependency between the success of these two approaches, as complex Learning Designs require the ability to call on a range of tools, while remaining technology neutral.
The paper describes a project at the UK Open University, SLeD, which sought to develop a Learning Design player that would utilise the service-oriented approach. This acted both as a means of exploring some of the issues implicit within both approaches and also provided a practical tool. The SLeD system was successfully implemented in a different university, Liverpool Hope, demonstrating some of the principles of re-use
A Web-Based Handbook of Innovative Teaching Practices - Creating New Opportunities for IS research
Process-oriented learning designs describe innovative teaching practices (processes) that consist of a set of inter-related learning tasks. These processes are generic rather than discipline specific. An example includes a problem-solving process widely used in problem-based learning. Most existing process-oriented learning designs are not analysed or documented in any systematic way. This is because they represent tacit knowledge gained through years of practical experience and reflective practice. Consequently they are hard to externalise and support by information technology. This paper investigates the dual role IT technology plays in relation to process-related learning designs. It argues that existing educational technologies, knowledge-management systems and process-oriented technologies cannot be used to support process-related learning designs. Furthermore, these existing technologies cannot be used to offer knowledge management support to teachers interested to share, store and reuse their innovative practices. The paper describes a new type of process- oriented, knowledge-management educational technology designed to fulfil this dual role. The paper also identifies various interesting IS challenges related to the design and implementation of this technology
Pattern languages in HCI: A critical review
This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI
Genetic algorithms for the generation of models with micropopulations
Proceedings of: EvoWorkshops 2003: EvoBIO, EvoCOP, EvoIASP, EvoMUSART, EvoROB, and EvoSTIM Essex, UK, April 14–16, 2003The present article puts forward a method for an interactive model generation through the use of Genetic Algorithms applied to small populations. Micropopulations actually worsen the problem of the premature convergence of the algorithm, since genetic diversity is very limited. In addition, some key factors, which modify the changing likelihood of alleles, cause the likelihood of premature convergence to decrease. The present technique has been applied to the design of 3D models, starting from generic and standard pieces, using objective searches and searches with no defined objective
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Using the Internet of Things to Teach Good Software Engineering Practice to High School Students
This paper describes a course to introduce high school students
to software engineering in practice using the Internet Of
Things (IoT). IoT devices allow students to get quick, visible
results without watering down technical aspects of
programming and networking. The course has three broad
goals: (1) to make software engineering fun and applicable,
with the aim of recruiting traditionally underrepresented
groups into computing; (2) to make young students begin to
approach problems with a design mindset; and (3) to show
students that computer science, generally, and software
engineering, specifically, is about much more than
programming. The course unfolds in three segments. The first
is a whirlwind introduction to a subset of IoT technologies.
Students complete a specific task (or set of tasks) using each
technology. This segment culminates in a “do-it-yourself”
project, in which the students implement a simple IoT
application using their basic knowledge of the technologies.
The course’s second segment introduces software engineering
practices, again primarily via hands-on practical tutorials. In
the third segment of the course, the students conceive of,
design, and implement a project that uses the technologies
introduced in the first segment, all while being attentive to the
good software engineering practices acquired in the second
segment. In addition to presenting the course curriculum, the
paper also discusses a first offering of the course in a threeweek
summer intensive program in 2017, including
assessments done to evaluate the curriculum.Cockrell School of Engineerin
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Conclusions: Future Directions in Researching Mobile Learning
Mobile learning is in the process of developing its identity as a distinct field of research with particular concerns and challenges. What can researchers learn from neighbouring disciplines and how can they harness new techniques and technologies, to smooth the way for their research efforts? On the basis of an analysis of key messages and reflections from those conducting mobile learning research, the author proposes four generic principles that can guide future research in mobile learning. The chapter also points to new directions in mobile learning research within the broader research agenda of Technology Enhanced Learning. These indicative directions should be helpful to all involved in setting future agendas for mobile learning research and development
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Design narratives: an intuitive scientific form for capturing design knowledge in education
This paper provides a brief introduction to design-based research in education, its rationale and principles. It then highlights some of the challenges in reporting on design research, and proposes design narratives as a suitable form to address these challenges. Design narratives are characterized as a form of scientific discourse, and guidelines are proposed for their construction
The pedagogical challenges to collaborative technologies
Collaborative technologies offer a range of new ways of supporting learning by enabling learners to share and exchange both ideas and their own digital products. This paper considers how best to exploit these opportunities from the perspective of learners' needs. New technologies invariably excite a creative explosion of new ideas for ways of doing teaching and learning, although the technologies themselves are rarely designed with teaching and learning in mind. To get the best from them for education we need to start with the requirements of education, in terms of both learners‘ and teachers‘ needs. The argument put forward in this paper is to use what we know about what it takes to learn, and build this into a pedagogical framework with which to challenge digital technologies to deliver a genuinely enhanced learning experience
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