12,161 research outputs found

    Urban Data in the primary classroom: bringing data literacy to the UK curriculum

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    As data becomes established as part of everyday life, the ability for the average citizen to have some level of data literacy is increasingly important. This paper describes an approach to teaching data skills in schools using real life, complex, urban data sets collected as part of a smart city project. The approach is founded on the premise that young learners have the ability to work with complex data sets if they are supported in the right way and if the tasks are grounded in a real life context. Narrative principles are used to frame the task, to assist interpretation and tell stories from data and to structure queries of datasets. An inquiry-based methodology organises the activities. This paper describes the initial trial in a UK primary school in which twelve students aged 9-10 years learnt about home energy consumption and the generation of solar energy from home solar PV, by interpreting existing visualisations of smart meter data and data obtained from aerial survey. Additional trials are scheduled with older learners which will evaluate learners on more challenging data handling tasks. The trials are informing the development of the Urban Data School, a web-based platform designed to support teaching data skills in schools in order to improve data literacy among school leavers

    Creating an Understanding of Data Literacy for a Data-driven Society

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    Society has become increasingly reliant on data, making it necessary to ensure that all citizens are equipped with the skills needed to be data literate. We argue that the foundations for a data literate society begin by acquiring key data literacy competences in school. However, as yet there is no clear definition of what these should be. This paper explores the different perspectives currently offered on both data and statistical literacy and then critically examines to what extent these address the data literacy needs of citizens in today’s society. We survey existing approaches to teaching data literacy in schools, to identify how data literacy is interpreted in practice. Based on these analyses, we propose a definition of data literacy that is focused on employing an inquiry-based approach to using data to understand real world phenomena. The contribution of this paper is the creation of a common foundation for teaching and learning data literacy skills

    Knowledge Representation for Robots through Human-Robot Interaction

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    The representation of the knowledge needed by a robot to perform complex tasks is restricted by the limitations of perception. One possible way of overcoming this situation and designing "knowledgeable" robots is to rely on the interaction with the user. We propose a multi-modal interaction framework that allows to effectively acquire knowledge about the environment where the robot operates. In particular, in this paper we present a rich representation framework that can be automatically built from the metric map annotated with the indications provided by the user. Such a representation, allows then the robot to ground complex referential expressions for motion commands and to devise topological navigation plans to achieve the target locations.Comment: Knowledge Representation and Reasoning in Robotics Workshop at ICLP 201

    Workshop sensing a changing world : proceedings workshop November 19-21, 2008

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    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed
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