775 research outputs found
Remote laboratories in teaching and learning â issues impinging on widespread adoption in science and engineering education
This paper discusses the major issues that impinge on the widespread adoption of remote controlled laboratories in science and engineering education. This discussion largely emerges from the work of the PEARL project and is illustrated with examples and evaluation data from the project. Firstly the rationale for wanting to offer students remote experiments is outlined. The paper deliberately avoids discussion of technical implementation issues of remote experiments but instead focuses on issues that impinge on the specification and design of such facilities. This includes pedagogic, usability and accessibility issues. It compares remote experiments to software simulations. It also considers remote experiments in the wider context for educational institutions and outlines issues that will affect their decisions as to whether to adopt this approach. In conclusion it argues that there are significant challenges to be met if remote laboratories are to achieve a widespread presence in education but expresses the hope that this delineation of the issues is a contribution towards meeting these challenges
Making online learning accessible to disabled students: an institutional case study
Based on the authorsâ reflections on experience working at the Open University, approaches to making online learning accessible to disabled students are considered. The considerations are applicable to all concerned with online learning and indeed anyone seeking to trade, disseminate information and mediate services online. In reflecting on the Open University experience of making online material accessible, pedagogic, organisational and cultural issues are highlighted and it is argued that it is important to address these issues in order to effect the organisational change needed to ensure that accessibility challenges are effectively met
Collaborative pedagogy and digital scholarship: a case study of 'Media Culture 2020'
This paper presents an educational case study of âMedia Culture 2020â, an EU Erasmus
Intensive Programme that utilised a range social media platforms and computer software
to create open, virtual spaces where students from different countries and fields could
explore and learn together. The multi-disciplinary project featured five universities from
across Europe and was designed to develop new pedagogical frameworks to encourage
collaborative approaches to teaching and learning in the arts. The main objective of
the project was to break down classroom and campus walls by creating digital learning
environments that facilitated new forms of production, transmission and representation of
knowledge. Media Culture 2020 was designed to pilot a novel mode of âblended learningâ,
demonstrating a number of ways in which âWeb 2.0â networked technologies might be
adopted by academics to encourage open and collaborative modes of practice. The project
utilised a number of social media platforms (including Facebook, Twitter, Google+, Google
Hangout, Google Docs and Blogger) to enhance the learning experiences of a diverse set
of students from different cultural and international contexts. In doing so, Media Culture
2020 enabled participants with a diverse range skills and cultural experiences to develop
new working practices that respond to the convergence of digital media and art, as well
as the internationalisation of media production and business, through the use of open,
interactive software
Adapting e-learning and learning services for people with disabilities
Providing learning materials and support services that are adapted to the needs of individuals has the potential to enable learners to obtain maximal benefit from university level studies. This paper describes EU4ALL project which has been exploring how to present customized learning materials and services for people with disabilities. A number of the technical components of the EU4ALL framework are described. This is followed with a brief description of prototype implementations. This is then followed by a discussion of a number of research directions that may enhance the adaptability, usability and accessibility of information and support systems can be used and consumed by a diverse user population
Embedding accessibility and usability: considerations for e-learning research and development projects
This paper makes the case that if eâlearning research and development projects are to be successfully adopted in realâworld teaching and learning contexts, then they must effectively address accessibility and usability issues; and that these need to be integrated throughout the project. As such, accessibility and usability issues need to be made explicit in project documentation, along with allocation of appropriate resources and time. We argue that accessibility and usability are intrinsically interâlinked. An integrated accessibility and usability evaluation methodology that we have developed is presented and discussed. The paper draws on a series of miniâcase studies from eâlearning projects undertaken over the past 10 years at the Open University
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Sketch-Based Interfaces to Support Collaborative Conceptual Design Learning
In order to gain a better understanding of online collaborative conceptual design processes this paper investigates how student designers make use of Lyceum, a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging 'themes' are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of 'grounding â mutual understanding' and 'support creativity' complement findings from other research, while important themes associated with 'near-synchrony' have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment
Digital learning environments and collaborative pedagogy: Media Culture 2020
This paper presents an educational case study of Media Culture 2020, an EU Erasmus Intensive Programme (EU ERASMUS project number 2012-1-FI1-ERA10-09673) that utilised a range of social media platforms and interactive computer software to create open, virtual learning environments where students from different countries and fields could explore and learn together. The multi-disciplinary project featured five universities from across Europe: the University of Vic (Spain), Tampere University of Applied Sciences (Finland), Liepaja University (Latvia), the University of Lincoln (United Kingdom) and HKU Hilversum (Netherlands) â and was designed to develop new pedagogical frameworks that might encourage collaborative approaches to teaching and learning. This paper will focus primarily on the implementation of a number of digital tools during the pre-workshop phase, in addition to highlighting the key educational aspects of the project
Learner-centred Accessibility for Interoperable Web-based Educational Systems
This paper describes the need for an information model and specifications that support a new strategy for delivering
accessible computer-based resources to learners based on their specific needs and preferences in the circumstances in which they are operating. The strategy augments the universal accessibility of resources model to enable systems to focus on individual learners and their particular accessibility needs and preferences. A set of specifications known as the AccessForAll specifications is proposed
What Can Analytics Contribute to Accessibility in e-Learning Systems and to Disabled Studentsâ Learning?
This paper explores the potential of analytics for improving accessibility of e-learning and supporting disabled learners in their studies. A comparative analysis of completion rates of disabled and non-disabled students in a large five-year dataset is presented and a wide variation in comparative retention rates is characterized. Learning analytics enable us to identify and understand such discrepancies and, in future, could be used to focus interventions to improve retention of disabled students. An agenda for onward research, focused on Critical Learning Paths, is outlined. This paper is intended to stimulate a wider interest in the potential benefits of learning analytics for institutions as they try to assure the accessibility of their e-learning and provision of support for disabled students
Adapting online learning resources for all: planning for professionalism in accessibility
Online resources for education offer opportunities for those with disabilities but also raise challenges in how to best adjust resources to accommodate accessibility. Automated reconfiguration could in principle remove the need for expensive and time-consuming discussions about adaptation. On the other hand, human-based systems provide much needed direct support and can help understand options and individual circumstances. A study carried out within an EU-funded accessibility project at The Open University in parallel to studies at three other European universities. The study combined focus groups, user-testing, management consultation and student survey data to help understand ways forward for accessibility. The results reinforce an holistic view of accessibility, based on three factors: positioning the university as a positive provider to disabled students; developing processes, systems and services to give personal help; and planning online materials which include alternatives. The development of a model that helps organisations incorporate professionalism in accessibility is described, though challenges remain. For example a recurrent difficulty in providing adequate self-description of accessibility needs implies that a completely automated solution may not be attainable. A more beneficial focus, therefore, may be to develop systems that support the information flow required by the human 'in the loop'
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