261 research outputs found

    Using a video annotation tool for authentic learning: A case study

    Get PDF
    In e-learning there is increasing need for active learning designs that highlight reflection. Video sharing is one such option. The Media Annotated Tool (MAT), developed at RMIT University, provides the opportunity for students to annotate their own and other students' videos of learning tasks. Teachers provide feedback, coaching and scaffolding using this tool to develop professional skills. This approach provides an authentic learning opportunity, where students engage in 'real world' experiences. This paper uses the results of a pilot study on MAT conducted in 2009 and links the design and learning experiences of students to the nine characteristics of authentic learning as outlined by Herrington et al., (2010)

    Nicola building virtual tour; Considering simulation in the equity of experience concept

    Get PDF
    Examining equity of learner experiences across delivery modes is a contemporary issue, particularly in comparing onshore and offshore or local and distance experiences. This paper begins the journey of reviewing equivalence of learning experience for local and distance students in a vocational course in a Property Services learning program, just as this case joins a larger multiple-case study examining equivalence. It focuses on the potential of a simulation in providing equivalent practical experience of conducting a building inspection. A simulation designed to help achieve this, the Nicola Building Virtual Tour, was trialed in a small cohort in the Property Services program, and a survey harnessing learner opinion of this tool received largely positive feedback, but also provide some guidance in how to proceed

    'mat': A new media annotation tool with an interactive learning cycle for application in tertiary education

    Get PDF
    This paper provides an overview of the design process of a new online media annotation tool. This work-in-progress report will step through some design decisions as aided by reviewing learning theory and related experiences outlined in the literature; design principles from a user interface perspective; and user testing of the first design iteration. The first of a three stage development of the media annotation tool, 'mat' (MAT), is designed for learning from video, with later stages enabling other media (audio, image, other) plus assignment building with media inserts. User testing reinforced several design decisions plus initiated some change

    Can a media annotation tool enhance online engagement with learning? A multi-case work-in-progress report

    Get PDF
    The paper explores preliminary data of four cases in a larger study investigating the effects on learning of a new educational technology called Media Annotation Tool (MAT). In particular, the paper focuses on learning engagement with MAT and begins to raise questions about what factors promote or enhance engagement. Drawing on the work of Kirkwood (2009), the authors analyse the type of educational technology functions that were expressed through the ways teachers integrated the use of MAT into their curriculum. Another factor explored in the paper is student engagement. Barkley's (2010) theorising on the complexity of student engagement for learning argues that engagement is where motivation and active learning synergistically interact. Examining students' reflections on their use of MAT, the authors identify that while MAT offers active learning, motivation for the use of MAT may be a missing factor for some disengaged students. This insight provides further themes to explore in further analysis of the project's data

    The challenges of blended learning using a media annotation tool

    Get PDF
    Blended learning has been evolving as an important approach to learning and teaching in tertiary education. This approach incorporates learning in both online and face-to-face modes and promotes deep learning by incorporating the best of both approaches. An innovation in blended learning is the use of an online media annotation tool (MAT) in combination with face-to-face classes. This tool allows students to annotate their own or teacher-uploaded video adding to their understanding of professional skills in various disciplines in tertiary education. Examination of MAT occurred in 2011 and included nine cohorts of students using the tool. This article canvasses selected data relating to MAT including insights into the use of blended learning focussing on the challenges of combining face-to-face and online learning using a relatively new online tool

    Sustainability of a university designed and developed media annotation tool to prepare learners with skills needed for future employment

    Get PDF
    RMIT University‘s media annotation tool (MAT) is a computer software program dedicated to incorporating video footage to the student learning experience in a novel manner. In addition to the usual functions associated with videos, MAT allows users to enter written comments at strategic and key positions to emphasise the required learning points. Innovatively introduced to creatively support learning for work-ready skills, in 2011 MAT was integrated into courses across nine student cohorts, over six disciplines, in the Vocational and Higher Education (undergraduate and post graduate) sectors of the university. This paper will focus on analysis of insights of teacher experiences using MAT, highlighting sustainable ways forward with university designed innovations. It will introduce the context of implementing MAT and discuss the process of evaluating the requirements for promoting MAT to the wider university community and, more specifically, to embed and sustain MAT into the long-term

    Future-focused learning via online anchored discussion, connecting learners with digital artefacts, other learners, and teachers

    Get PDF
    This paper discusses a learning issue of diverging online communications when more convergent, targeted, artefact-specific discussions are required. It contributes to whether anchoring annotations to specific components of digital artefacts helps build conversations useful to learning. While aligning interaction to artefact has been previously noted for its benefits, here it presents in the context of a tool to help achieve this - a new media annotation tool, 'MAT'. Learner analysis, peer discussion and teacher feedback are promoted within this tool, together anchored to an artefact of learning focus in carefully designed cycles of learning. The paper discusses various educational design features of MAT that enable learning by online artefact-centred discussion, including learner use of these features. It draws from a recent case study on video annotation for critical reflection and evaluation of physical education teaching practice. MAT has been evaluated in this context, but requires wider integration and evaluation to determine usefulness for promotion in a range of other academic practices

    The physiological correlates of children's emotions in contexts of moral transgression

    Get PDF
    Heightened attention to sociomoral conflicts and arousal at the prospect of committing moral transgressions are thought to increase the likelihood of negatively valenced moral emotions (NVMEs; e.g., guilt) in children. Here, we tested this biphasic model of moral emotions with a psychophysiological framework. For a series of vignettes depicting moral transgressions, 5- and 8-year-olds (N = 138) were asked to anticipate their emotions as hypothetical victimizers. Their responses were coded for the presence and intensity of NVMEs. In addition, their heart rate (HR) was calculated for three intervals of interest: a baseline period, the presentation of vignettes, and the anticipation of emotions following vignettes. We used multilevel modeling to examine how change in children's HR across these intervals related to the intensity of their NVMEs. Those who experienced greater HR deceleration from baseline to vignettes and greater acceleration from vignettes to anticipated emotions reported more intense NVMEs. We discuss the potential attention- and arousal-related processes behind children's physiological reactivity and anticipated emotions in contexts of moral transgression

    Deep belief network based audio classification for construction sites monitoring

    Get PDF
    In this paper, we propose a Deep Belief Network (DBN) based approach for the classification of audio signals to improve work activity identification and remote surveillance of construction projects. The aim of the work is to obtain an accurate and flexible tool for consistently executing and managing the unmanned monitoring of construction sites by using distributed acoustic sensors. In this paper, ten classes of multiple construction equipment and tools, frequently and broadly used in construction sites, have been collected and examined to conduct and validate the proposed approach. The input provided to the DBN consists in the concatenation of several statistics evaluated by a set of spectral features, like MFCCs and mel-scaled spectrogram. The proposed architecture, along with the preprocessing and the feature extraction steps, has been described in details while the effectiveness of the proposed idea has been demonstrated by some numerical results, evaluated by using real-world recordings. The final overall accuracy on the test set is up to 98% and is a significantly improved performance compared to other state-of-the-are approaches. A practical and real-time application of the presented method has been also proposed in order to apply the classification scheme to sound data recorded in different environmental scenarios
    • …
    corecore