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Out there and in here: design for blended scientific inquiry learning
One of the benefits of mobile technologies is to combine ‘the digital’ (e.g., data, information, photos) with ‘field’ experiences in novel ways that are contextualized by people’s current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the field and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The first deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two field trials have reviewed two research questions:
1. What will enhance the learning experience for those in the field and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientific inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to specific investigation). Middleware between tabletop ‘surface’ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial findings reveal issues around equity, ownership and professional identity
Object-Based Caching for MPI-IO
As the size of the data sets manipulated by data-intensive scientific applications approaches the petabyte level and beyond, the need for scalable I/O techniques becomes increasingly important and difficult. Much of the research on this issue has been performed within the context ofMPI-IO: the de-facto standard parallel I/O interface for data-intensive applications. Its popularity stems from the fact that MPI-IO provides to applications a rich and flexile parallel I/O API coupled with highly efficient implementations of this API. This problem is being further addressed by the development of powerful parallel I/O subsystems, and state-of-the-art file systems that can efficiently access this infrastructure. However, even with such advances, I/O continues to be a significant bottleneck in application performance.The goal of this research is to provide high-performance I/O for data-intensive applications. A key insight is that a major obstacle in the way of this goal is the legacy view of a file as a linear sequence of bytes. This is because scientific applications rarely access data in a way that matches this file model, using instead what is more accurately described as an object model. In fact, it is the runtime translation between these two data models that is a major contributor to poor I/O performance. To address this issue, this research will develop a more powerful object-based file model for MPI applications, and an object-based caching system to serve as an interface between MPI applications and object-based files. Objects will be carefully defined to encapsulate information about an application\u27s I/O access patterns, and such information will be used to increase the parallelism of file accesses and decrease the cost of maintaining global cache coherence
ITs in engineering education: joining efforts between SPEE and IGIP
The International Society for Engineering Education (IGIP) and The Portuguese Society for Engineering Education (SPEE), the first being the oldest European Society for Engineering Education in Europe and the second the very young Society for Engineering Education in Portugal, have been intensifying the collaboration between the two societies as well as the exchange and dissemination of information about their relevant activities, whilst promoting understanding and cooperation between their respective members. One possible way is to create joint working groups, open to the members of both societies, on common topics of interest. In fact, both societies already kicked off this activity. The first initiative happened during the 1st World Engineering Education Flash Week (WEE), Lisbon, 2011. The SPEE-IGIP Flash Moment was a one day event integrated in the main Conference, which was dedicated to “Information & Communication Technologies in Engineering Education”.
ITs allow the development of different teaching strategies which contribute to enhance the learning outcomes of students. ITs are also particularly suited to develop Life Long Learning tools, in a broad range of Engineering subjects, either open to the general market or oriented to a very specific public.
Examples of teaching strategies involving ITs have been addressed during the Flash Moment SPEE-IGIP which took place during WEE, and some are described in detail in the present work
Developing Mathematics Enrichment Workshops for Middle School Students: Philosophy and Sample Workshops
This paper describes our approach to organizing enrichment activities using advanced mathematics topics for diverse audiences of middle school students. We discuss our philosophy and approaches for the structure of these workshops, and then provide sample schedules and resource materials. The workshops cover activities on the following topics: Graphing Calculators; The Chaos Game; Statistical Sampling; CT Scans–the reconstruction problem; The Platonic and Archimedean solids; The Shape of Space; Symmetry; The Binary Number System and the game of NIM; Graph Theory: Proof by Counterexample
Using Data in Undergraduate Science Classrooms
Provides pedagogical insight concerning the skill of using data The resource being annotated is: http://www.dlese.org/dds/catalog_DATA-CLASS-000-000-000-007.htm
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