77,865 research outputs found

    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

    The Virtual University and Avatar Technology: E-learning Through Future Technology

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    E-learning gains increasingly importance in academic education. Beyond present distance learning technologies a new opportunity emerges by the use of advanced avatar technology. Virtual robots acting in an environment of a virtual campus offer opportunities of advanced learning experiences. Human Machine Interaction (HMI) and Artificial Intelligence (AI) can bridge time zones and ease professional constraints of mature students. Undergraduate students may use such technology to build up topics of their studies beyond taught lectures. Objectives of the paper are to research the options, extent and limitations of avatar technology for academic studies in under- and postgraduate courses and to discuss students' potential acceptance or rejection of interaction with AI. The research method is a case study based on Sir Tony Dyson's avatar technology iBot2000. Sir Tony is a worldwide acknowledged robot specialist, creator of Star Wars' R2D2, who developed in recent years the iBot2000 technology, intelligent avatars adaptable to different environments with the availability to speak up to eight different languages and capable to provide logic answers to questions asked. This technology underwent many prototypes with the latest specific goal to offer blended E-learning entering the field of the virtual 3-D university extending Web2.0 to Web3.0 (Dyson. 2009). Sir Tony included his vast experiences gained in his personal (teaching) work with children for which he received his knighthood. The data was mainly collected through interviews with Sir Tony Dyson, which helps discover the inventor’s view on why such technology is of advantage for academic studies. Based on interviews with Sir Tony, this research critically analyses the options, richness and restrictions, which avatar (iBot2000) technology may add to academic studies. The conclusion will discuss the opportunities, which avatar technology may be able to bring to learning and teaching activities, and the foreseeable limitations – the amount of resources required and the complexity to build a fully integrated virtual 3-D campus. Key Words: virtual learning, avatar technology, iBot2000, virtual universit

    A case study of campus‐based flexible learning using the World Wide Web and computer conferencing

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    This paper explores the use of the World Wide Web (WWW) integrated with computer conferencing as a teaching and learning tool. The aim of the study described was to evaluate the effectiveness of the use of online materials designed in a flexible learning format and integrated with a computer conference. It was hoped that this would create additional opportunity for group discourse between campus‐based students. The paper is divided in the following way: a discussion of the context to new developments in teaching and learning is followed by an introduction to the case study. Finally the findings of the case study are discussed with reference to research from the field of collaborative systems (Orlikowski, 1992; Grudin, 1994) as a framework for reflection. Some tentative conclusions are made for future work

    Second Life as a Learning and Teaching Environment for Digital Games Education

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    Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance students’ experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning, compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education and how they affect students’ learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Students’ views on using Second Life for learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this phenomenon and suggest ways to avoid it in the preparation stage

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    The development and evaluation of computer generated material for 43.220 Information and Communications : a thesis presented in partial fulfilment of the requirements for the degree of Master of Philosophy in Technology - Information Engineering at Massey University

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    The information age is upon us. Technological advances, particularly in communications, have facilitated the conveyance of accurate and updatable information in vast quantities. Educational institutions have recognized the potential of such technology to increase the efficiency and effectiveness of their organizations. Institutions that depend almost entirely on technological knowledge transfer already exist and those who are not investigating how it may best be used in their university are likely to be left behind [1]. The impact of technology on education has been the subject of much speculation [2,3,4]. What is becoming apparent is that views of education are changing from that of 'option' to 'commodity' [5]. This has lead to an increasing demand for a varied education and an even greater burden for educators, given that there has been little change in the modes of delivery [1]. Therefore, in education, it has been argued that "more must be accomplished with less. Automation through the successful application of powerful new technologies is undoubtedly one of the key enablers" [6, p. 59). The Department of Production Technology at Massey University has been investigating how current technologies may best be utilized to facilitate multicampus teaching. Massey University, with its main campus at Palmerston North, now has a new campus situated approximately 600 kilometres north at Albany where the Department of Production Technology intends to offer one of its courses in the near future. Instead of duplicating many facilities, resources and staff at Albany an alternative is to have the courses remotely delivered. This has lead to the establishment of two systems whose objectives are to increase flexibility in delivery modes without decreasing the quality of education delivered
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