49 research outputs found

    Impact of new technology on teaching and learning in technology education

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    The paper commences by way of some general comments on the potential of technology in education. It recalls the characteristics of the early technologies, i.e. paper and printing press and post-war technologies, i.e. telephone, radio, photographic film, slides and audio recordings, overhead projector, film, video and mixed media and transmission through satellite networks. It examines the ever growing interest and ‘needs felt’ to employ the ‘new technology’, for education in general and for technology education in particular. It briefly explains the transient concepts of mass education, individualised learning and group learning, which occurred in quick succession. Research findings on the effectiveness of different educational technologies are briefly stated in terms of the real benefits of technology in technology education. The next part of the paper is devoted to examining the phenomena of learning, retention, recall and critical thinking from the point of view of behaviourist and cognitive psychologies and to look at the concepts of higherorder learning. An attempt is made to show how human learning curves improve with the infusion of educational technology and variety in learning. It is proposed to adopt a graphical observation form, which includes the effective use of educational technology for classroom activity analysis. Salient features of technology education in the context of design and technology are highlighted. An attempt is made to discuss the technology-propelled paradigm-shift and to identify the extent of software and hardware of technology required to create better learning through teaching-learning processes based upon new technology. Critical issues for evaluating the effectiveness of new technology are identified. Facts and figures on technology integration in the teaching-learning process are quoted from different parts of the world. Finally, the paper dwells on the last decade of the turn of the millennium and the scenario with the onset of video conferencing, Internet conferencing, e-learning, etc. with regard to their outreach and relative effectiveness. Possible impact of the one-computer classroom is taken up to show how the availability of minimum infrastructure can be used in the developing world. Criteria for selection of appropriate technology is spelt out in some detail. A case is made for greater investment in staff development in the integration of new technology. The paper concludes by enumerating the ways in which the impact of new technology is made visible and by envisioning the not-so-distant future

    Pragmatic Podcasting: Facilitating Podcasting in developing Higher Education Institutions

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    MLCAT is a desktop content authoring application that is used to record lectures and presentations for educational purposes. It does not only record the audio of the speaker but also their Power Point presentation. It is able to record, encode and save the presentation in various formats. The result is one synchronized multimedia video that can be played back on a variety of feature phones. Apple has a big success with the release of podcasting solutions, iPod series and accessories. They enable the user to carry around music and videos, play them back while on a bus or even use it as a digital multimedia library. These products have been trialled and used in Higher Education Institutions (HEIs) in the developed world. Developing world HEIs such as those in Africa have limited diffusion of these technologies due to their relative high cost; infrastructural limitations, technical skills shortages; digital divides and cultural and socio-economic issues. This paper describes a pragmatic podcasting approach and how instructors can author and supply the learner with mobile-ready lecture recordings in order to enable mobile learning “anytime – anywhere”. Our solution has been implemented and is being made available for lecturers and students to examine and evaluate. The feedback will be analyzed and enhancements to the system proposed

    Separation of educational and technical content in educational hypermedia

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    The creation and development of educational hypermedia by teachers and educational staff is often limited by their lack of computing skills, time and support from the educational institutions. Especially the lack of computing skills is a hinderance to most of today’s educational experts. The problem is to find out how those educational experts could be supported by computer based tools which are tailored especially to their needs without having any technical limitations. In this study the separation of technical and educational content in educational hypermedia is examined as a solution to this problem. The main hypothesis of this study is that the separation of technical and educational content is possible if it is based on a fine-grained structure of different teaching and learning strategies and their conversion into an authoring tool. Such an authoring tool would make the creation of educational hypermedia very easy for teachers and therefore enable them to overcome the existing obstacles. The development of a new model, the creation of a new XML language and the implementation of a new authoring tool form the basis for a detailed investigation. The investigation was done by undertaking several research tasks like the evaluation of the XML language and the authoring tool by a group of educational experts of different knowledge domains, the practical usage of the authoring tool for the creation of real-life based educational material and the analysis of the gained research results. The analysis of the qualitative data showed that the separation of educational and technical content in educational hypermedia is possible and that it can be applied by educational experts with low computing skills as well as by technical experts with no educational background. Furthermore, the analysis allowed some additional insights into the creation of educational material by teachers and how it can be improved. The main conclusion of this study is that authoring tools in educational hypermedia should use the separation of educational and technical content based on different teaching and learning strategies which allows educational experts with low computing skills to create educational content for delivery via the World Wide Web

    Consistency Algorithms and Protocols for Distributed Interactive Applications

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    The Internet has a major impact not only on how people retrieve information but also on how they communicate. Distributed interactive applications support the communication and collaboration of people through the sharing and manipulation of rich multimedia content via the Internet. Aside from shared text editors, meeting support systems, and distributed virtual environments, shared whiteboards are a prominent example of distributed interactive applications. They allow the presentation and joint editing of documents in video conferencing scenarios. The design of such a shared whiteboard application, the multimedia lecture board (mlb), is a main contribution of this thesis. Like many other distributed interactive applications, the mlb has a replicated architecture where each user runs an instance of the application. This has the distinct advantage that the application can be deployed in a lightweight fashion, without relying on a supporting server infrastructure. But at the same time, this peer-to-peer architecture raises a number of challenging problems: First, application data needs to be distributed among all instances. For this purpose, we present the network protocol RTP/I for the standardized communication of distributed interactive applications, and a novel application-level multicast protocol that realizes efficient group communication while taking application-level knowledge into account. Second, consistency control mechanisms are required to keep the replicated application data synchronized. We present the consistency control algorithms “local lag”, “Timewarp”, and “state request”, show how they can be combined, and discuss how to provide visual feedback so that the session members are able to handle conflicting actions. Finally, late-joining participants need to be initialized with the current application state before they are able to participate in a collaborative session. We propose a novel late-join algorithm, which is both flexible and scalable. All algorithms and protocols presented in this dissertation solve the aforementioned problems in a generic way. We demonstrate how they can be employed for the mlb as well as for other distributed interactive applications
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