591 research outputs found
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Changing the way we learn: towards agile learning and co-operation
This paper addresses the need for learning and competence development in industrial organizations. The people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. Therefore they are more open to e-learning and in general more open to access anything on-line. At the same time industrial organizations experience a pressure on their ability to train employees faster due to the increase in complexity. We argue that games are not yet mature enough to support this training challenge as stand alone efforts. But games can support the training and competence development in a synchronized setup with other means
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The Learning Grid and E-Assessment using Latent Semantic Analysis
E-assessment is an important component of e-learning and e-qualification. Formative and summative assessment serve different purposes and both types of evaluation are critical to the pedagogicalprocess. While students are studying, practicing, working, or revising, formative assessment provides direction, focus, and guidance. Summative assessment provides the means to evaluate a learner's achievement and communicate that achievement to interested parties. Latent Semantic Analysis (LSA) is a statistical method for inferring meaning from a text. Applications based on LSA exist that provide both summative and formative assessment of a learner's work. However, the huge computational needs are a major problem with this promising technique. This paper explains how LSA works, describes the breadth of existing applications using LSA, explains how LSA is particularly suited to e-assessment, and proposes research to exploit the potential computational power of the Grid to overcome one of LSA's drawbacks
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Creating awareness of kinaesthetic learning using the Experience API: current practices, emerging challenges, possible solutions
We describe our use of the Experience API in preparing blue-collar workers for three frequently arising work contexts, including, for example, the requirement to perform maintenance tasks exactly as specified, consistently, quickly, and without error. We provide some theoretical underpinning for modifying and updating the API to remain useful in near-future training scenarios, such as having a shorter time allowed for kinaesthetic learning experiences than in traditional apprenticeships or training. We propose ways to involve a wide range of stakeholders in appraising the API and ensuring that any enhancements to it, or add-ons, are useful, feasible and compatible with current TEL practices and tools, such as learning-design modelling languages
Towards data exchange formats for learning experiences in manufacturing workplaces
Manufacturing industries are currently transforming, most notably through the introduction of advanced machinery and increasing degrees of au- tomation. This has caused a shift in skills required, calling for a skills gap to be filled. Learning technology needs to embrace this change and with this contri- bution, we propose a process model for learning by experience to understand and explain learning under these changed conditions. To put this process into practice, we propose two interchange formats for capturing, sharing, and re- enacting pervasive learning activities and for describing workplaces with in- volved things, persons, places, devices, apps, and their set-up
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Advances in Technology Enhanced Learning
âAdvances in Technology Enhanced Learningâ presents a range of research projects which aim to explore how to make engagement in learning (and teaching) more passionate. This interactive and experimental resource discusses innovations which pave the way to open collaboration at scale. The book introduces methodological and technological breakthroughs via twelve chapters to learners, instructors, and decision-makers in schools, universities, and workplaces.
The Open University's Knowledge Media Institute and the EU TELMap project have brought together the luminaries from the European research area to showcase their vision of the future of learning with technology via their recent research project work. The projects discussed range widely over the Technology Enhanced Learning area from: environments for responsive open learning, work-based reflection, work-based social creativity, serious games and many more
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A semantic knowledge base for personal learning and cloud learning environments
Personal Learning Environments (PLEs) and Cloud Learning Environments (CLEs) have recently encountered a rapid growth, as a response to the rising demand of learners for multi-sourced content and environments targeting their needs and preferences. This paper introduces a semantic knowledge base that utilises a multi-layered architecture consisting of learning ontologies customized for certain aspects of PLEs and CLEs. A number of stakeholder clusters, including learners, educators, and domain experts, are identified and are assigned distinct roles for the collaborative management of this knowledge base
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The coming revolution in competence development: using serious games to improve cross-cultural skills
Approaches to competence development have tended to focus on training to reach a required level of performance in simple and reproducible contexts, rather than in the more complex and hard-to-replicate contexts that characterize real-world projects, especially projects that involve people from other cultures. This paper explores how the Serious Games approach can be exploited to create skills in dealing with cross-cultural issues in project management. The degree of difference this can make to real-world performance is so dramatic that managers who have experienced it are seeing it not as a way to add Incremental Improvements to TEL (Technology Enhanced Learning) but as more of a Radical Innovation â a revolutionary change. Some of the main skills required in project management are reviewed, and different models of cross-cultural analysis applied to understand how the challenges of managing projects are increased by cultural issues. Our testbed for this is an EU project TARGET that is developing the next generation TEL approach. We describe its approach and look at how the TARGET serious game can be designed to achieve enhanced cross-cultural skills in users
Coupled molecule-radiation field effects in an ammonia beam maser
Details are given of a number of phenomena which have been observed in an advanced ammonia beam maser. These include cooperative effects arising during the build-up of oscillations, regenerative nutation, pulling and quenching of oscillations, induced spiking, biharmonic operation in a magnetic field, hysteresis effects and polarization transients.
The relevance of each of these to other areas of quantum electronics is discussed
Appeal No. 0823: Ohio Valley Energy Systems Corp. v. Division of Oil & Gas Resources Management
Chief\u27s April 21, 2010 Letter (Adams/Balough water supply
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