46,357 research outputs found
Lifelong Learning Hub: A Seamless Tracking Tool for Mobile Learning
Lifelong learners’ learning activities are scattered along the day in different locations and they make use of multiple devices. Most of the times adults have to merge learning, work and everyday life making it difficult to have an account on how much time is devoted to learning activities and learning goals. Learning experiences are disrupted and mobile seamless learning tech- nology has to find new solutions to integrate daily life activities and learning in the same process. Hence, there is a need to provide tools that are smoothly inte- grated into adults’ daily life. The contribution of this demonstration is present- ing a mobile tool that leads the lifelong learning towards a self-regulated pro- cess: foster awareness on learning goals and learning moments; facilitates the user to keep track of learning time with frictionless interface; fosters engage- ment and motivation on the task providing useful statistics. The 3LHub project has been released under open access with the aim to foster adaptation to further communities as well as to facilitate the extension to the increasing number of NFC tags existent in the marke
MoocCast:evaluating mobile-screencast for online courses
The progressive adoption of smartphones and interconnected devices is inspiring students to redesign their physical spaces towards a seamless shift between daily life and learning activities. In the last years, Massive Open Online Courses (MOOCs) represent one of the key resources facilitating universal access to education as they enable students to learn across formal and informal contexts. However, there is little research exploring these alternative ways to present the content offered to learners in MOOCs for improved accessibility from personal contexts. This work presents the first study evaluating mobile-screencast technology as a means to facilitate learning processes in online courses. The contribution from this manuscript is threefold: first, preferred learning spaces for students enrolled to accomplish the activities in a MOOC are identified; second, mobile-screencast is evaluated as a solution for improved accessibility in online courses; third, an open tool for mobile-screencast and initial results from a formative evaluation are presented. This tool can be reused and adapted in further MOOC implementations. Finally, lessons learned are discussed and cues for future implementations are challenged
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Innovating for Learning: Designing for the Future of Education
Teaching has moved online as the world has moved online and learning is losing its sense of physical location with the availability of many different options from mobile to MOOC (Massive Open Online Course). The impact of online learning is not confined to distance learning; when a student attends a campus university they are now as likely to meet with their fellow learners virtually as face to face. The education sector has yet to fully adapt to what this means, and indeed there strong signs of a built in resilience from providers, employers and students themselves which may mean an apparent evolution is more likely than a revolution. At the same time, there are some quiet changes underway that mean we should be preparing to innovate for the revolution to come. Some of those changes are considered in work undertaken at The Open University that has been disseminated in a series of Innovating Pedagogy reports. These reports allow the academic authors to be more speculative than is usual practice and engage in considering the future, while remaining based on a view of what is happening in the sector. In particular they adopt a position focused on pedagogy that balances technology-based futurology that can dominate yet fail to resonate with those actually involved in the teaching process. The annual Innovating Pedagogy reports cover 10 topics each, with some deliberate overlap from year to year and development of themes that show innovations moving into teaching practice. This is illustrated by two cases, the impact of MOOCs and the application of learning design and analytics. The development of MOOCs demonstrates the value of reviewing pedagogy that aligns with technology. While the use of learning design and learning analytics demonstrates how improvements in the way we describe our learning processes and the way we understand learner behaviour is helping determine how choices in pedagogy impact on student satisfaction, progression and success
The SP theory of intelligence: benefits and applications
This article describes existing and expected benefits of the "SP theory of
intelligence", and some potential applications. The theory aims to simplify and
integrate ideas across artificial intelligence, mainstream computing, and human
perception and cognition, with information compression as a unifying theme. It
combines conceptual simplicity with descriptive and explanatory power across
several areas of computing and cognition. In the "SP machine" -- an expression
of the SP theory which is currently realized in the form of a computer model --
there is potential for an overall simplification of computing systems,
including software. The SP theory promises deeper insights and better solutions
in several areas of application including, most notably, unsupervised learning,
natural language processing, autonomous robots, computer vision, intelligent
databases, software engineering, information compression, medical diagnosis and
big data. There is also potential in areas such as the semantic web,
bioinformatics, structuring of documents, the detection of computer viruses,
data fusion, new kinds of computer, and the development of scientific theories.
The theory promises seamless integration of structures and functions within and
between different areas of application. The potential value, worldwide, of
these benefits and applications is at least $190 billion each year. Further
development would be facilitated by the creation of a high-parallel,
open-source version of the SP machine, available to researchers everywhere.Comment: arXiv admin note: substantial text overlap with arXiv:1212.022
Managing ubiquitous eco cities: the role of urban telecommunication infrastructure networks and convergence technologies
A successful urban management system for a Ubiquitous Eco City requires an integrated approach. This integration includes bringing together economic, socio-cultural and urban development with a well orchestrated, transparent and open decision making mechanism and necessary infrastructure and technologies. Rapidly developing information and telecommunication technologies and their platforms in the late 20th Century improves urban management and enhances the quality of life and place. Telecommunication technologies provide an important base for monitoring and managing activities over wired, wireless or fibre-optic networks. Particularly technology convergence creates new ways in which the information and telecommunication technologies are used. The 21st Century is an era where information has converged, in which people are able to access a variety of services, including internet and location based services, through multi-functional devices such as mobile phones and provides opportunities in the management of Ubiquitous Eco Cities. This paper discusses the recent developments in telecommunication networks and trends in convergence technologies and their implications on the management of Ubiquitous Eco Cities and how this technological shift is likely to be beneficial in improving the quality of life and place. The paper also introduces recent approaches on urban management systems, such as intelligent urban management systems, that are suitable for Ubiquitous Eco Cities
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
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