31,369 research outputs found
A robotic telescope for university-level distance teaching
We present aspects of the deployment of a remotely operable telescope for teaching practical science to distance learning undergraduate students. We briefly describe the technical realisation of the facility, PIRATE, in Mallorca and elaborate on how it is embedded in the Open University curriculum. The PIRATE teaching activities were studied as part of a wider research project into the importance of realism, sociability and metafunctionality for the effectiveness of virtual and remote laboratories in teaching practical science. We find that students accept virtual experiments (e.g. a telescope simulator) when they deliver genuine, "messy" data, clarify how they differ from a realistic portrayal, and are flagged as training tools. A robotic telescope is accepted in place of on-site practical work when realistic activities are included, the internet connection is stable, and when there is at least one live video feed. The robotic telescope activity should include group work and facilitate social modes of learning. Virtual experiments, though normally considered as asynchronous tools, should also include social interaction. To improve student engagement and learning outcomes a greater situational awareness for the robotic telescope setting should be devised. We conclude this report with a short account of the current status of PIRATE after its relocation from Mallorca to Tenerife and its integration into the OpenScience Observatories
A Physics Show Performed by Students for Kids: From Mechanics to Elementary Particle Physics
We describe an initiative at the University of Bonn, where the students
develop and perform a 2 hour physics show for school classes and the general
public. The show is entertaining and educational and is aimed at children aged
10 and older. For the physics students this is a unique experience to apply
their knowledge at an early stage and gives them the chance to develop skills
in the public presentation of science, in front of 520 people per show. We have
extended the activity to put on an elementary particle physics show for
teenagers. Furthermore, local high schools have picked up the idea; their
students put on similar shows for fellow students and parents. We would be
interested in hearing about related activities elsewhere.Comment: 6 Pages, LateX, 3 Figures. High quality figures available from
author. Journal submission notice adde
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Innovating Pedagogy 2015: Open University Innovation Report 4
This series of reports explores new forms of teaching, learning and assessment for an interactive world, to guide teachers and policy makers in productive innovation. This fourth report proposes ten innovations that are already in currency but have not yet had a profound influence on education. To produce it, a group of academics at the Institute of Educational Technology in The Open University collaborated with researchers from the Center for Technology in Learning at SRI International. We proposed a long list of new educational terms, theories, and practices. We then pared these down to ten that have the potential to provoke major shifts in educational practice, particularly in post-school education. Lastly, we drew on published and unpublished writings to compile the ten sketches of new pedagogies that might transform education. These are summarised below in an approximate order of immediacy and timescale to widespread implementation
Virtual learning environment for interactive engagement with advanced quantum mechanics
A virtual learning environment can engage university students in the learning
process in ways that the traditional lectures and lab formats can not. We
present our virtual learning environment \emph{StudentResearcher} which
incorporates simulations, multiple-choice quizzes, video lectures and
gamification into a learning path for quantum mechanics at the advanced
university level. \emph{StudentResearcher} is built upon the experiences
gathered from workshops with the citizen science game Quantum Moves at the
high-school and university level, where the games were used extensively to
illustrate the basic concepts of quantum mechanics. The first test of this new
virtual learning environment was a 2014 course in advanced quantum mechanics at
Aarhus University with 47 enrolled students. We found increased learning for
the students who were more active on the platform independent of their previous
performances.Comment: 8 pages, 6 figure
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An investigation into the adoption of CDIO in distance learning
The Conceive, Design, Implement and Operate Initiative (CDIO) uses integrated learning to develop deep learning of the disciplinary knowledge base whilst simultaneously developing personal, interpersonal, product, process and system building skills. This is achieved through active and experiential learning methods that expose students to experiences engineers will encounter in their profession. These are incorporated not only in the design-build-test experiences that form a crucial part of a CDIO programme but also in discipline focused studies. Active and experiential learning methods are, of course, more difficult to incorporate into distance education. This paper investigates these difficulties and the implications in providing a programme that best achieves the goals of the CDIO approach through contemporary distance education methods.
First, the key issues of adopting the CDIO approach in conventional oncampus courses are considered with reference to the development of the CDIO engineering programmes at the University of Liverpool. The different models of distance based delivery of engineering programmes provided by the Open University in the UK, and Deakin University and the University of Southern Queensland in Australia are then presented and issues that may present obstacles to the future adoption of the CDIO approach in these programmes are discussed.
The effectiveness and suitability of various solutions to foreseen difficulties in delivering CDIO programmes through distance education are then considered. These include the further development, increased use and interinstitutional sharing of technology based facilities such as Internet facilitated access to laboratory facilities and computer aided learning (CAL) laboratory simulations, on campus workshops, and the development of a virtual engineering enterprise
An open learning environment for the diagnosis, assistance and evaluation of students based on artificial intelligence
The personalized diagnosis, assistance and evaluation of students in open learning environments can be a challenging task, especially in cases that the processes need to be taking place in real-time, classroom conditions. This paper describes the design of an open learning environment under development, designed to monitor the comprehension of students, assess their prior knowledge, build individual learner profiles, provide personalized assistance and, finally, evaluate their performance by using artificial intelligence. A trial test has been performed, with the participation of 20 students, which displayed promising results
Developing a virtual physics world
In this article, the successful implementation of a development cycle for a physics teaching package based on game-like virtual reality software is reported. The cycle involved several iterations of evaluating students' use of the package followed by instructional and software development. The evaluation used a variety of techniques, including ethnographic observation, surveys, student focus groups and conventional assessment. The teaching package included a laboratory manual, instructional support materials and the Real Time Relativity software that simulates a world obeying special relativistic physics. Although the iterative development cycle was time consuming and costly, it gave rise to substantial improvements in the software user interface and in the students' learning experience
Something for everyone? The different approaches of academic disciplines to Open Educational Resources and the effect on widening participation
This article explores the relationship between academic disciplines‘ representation in the United Kingdom Open University‘s (OU) OpenLearn open educational resources (OER) repository and in the OU‘s fee-paying curriculum. Becher‘s (1989) typology was used to subdivide the OpenLearn and OU fee-paying curriculum content into four disciplinary categories: Hard Pure (e.g., Science), Hard Applied (e.g., Technology), Soft Pure (e.g., Arts) and Soft Applied (e.g., Education). It was found that while Hard Pure and Hard Applied disciplines enjoy an increased share of the OER curriculum, Soft Applied disciplines are under-represented as OER. Possible reasons for this disparity are proposed and Becher‘s typology is adapted to be more appropriate to 21st-century higher education
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