3,118 research outputs found

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations

    Corporate amnesia in the micro business environment

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    Corporate amnesia is a phenomenon that has persistently threatened the livelihood of business organizations and their success in commercial activity. Several substantial studies on this observable fact have been undertaken with focus primarily aimed at the large corporations and the small to medium sized organizations. This vulnerability is however evermore present and significant within the smaller of businesses. In the micro enterprise, the impact of corporate amnesia is realized when even a single member of staff is absent for any lengthy period of time or vacates their post altogether. With more than 80% of the workforce in the US and separately in the UK directly engaged within a micro enterprise, the competitive benefits that can potentially be realized by addressing corporate amnesia is significant. This paper will identify the main causes of corporate amnesia within the micro business environment and propose a suitable framework for the enterprise to effectively facilitate the adoption of Knowledge Management and realize the associated competitive benefits

    Bridging the digital divide for e-learning students through adaptive VLEs

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    Virtual Learning Environments (VLEs) are required to be highly effective and easy to use as they serve as the primary institutional portal between students and academics. There are currently a number of challenges that are caused due to the modernized digital divide, with a significant limitation being the inability of information systems to adapt to the users' technological platform, broadband quality and device in use to access the online system. This paper focuses on the limitations that students encounter when accessing VLEs within Higher Educational Institutes (HEIs). This research aims to primarily review and provide critical analysis of current VLE frameworks, as well as assess restrictions based on several demographics including content adaptation and technical aspects. An algorithmic system is developed to analyze students' individualistic needs, undertake adaption and personalization of the VLE, and hence ensure consistent and efficient access to academic web resources and functionalitie

    Explaining multi-threaded task scheduling using tangible user interfaces in higher educational contexts

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    Endorsing the advantages of computer-based interaction within the educational domain, this study analysis the potential for tangible interactive technology to mitigate the challenges faced by higher educational institutes in explaining abstracted technical concepts. Implemented within a novel within the educational domain, this paper evaluates the efficacy of adopting a tangible user interface (TUI) to aid in the conceptual understanding of multi-threaded task scheduling and programming by undergraduate IT students. Making use of physical object representations, a description is provided for the distinctive development of a collaborative system that allows students to interact with and visualize the scheduling of multiple software threads onto a computer processes. The paper quantitatively studies the usefulness of the proposed TUI system with respect to traditional lectures by deploying the system within a university computing degree. Evaluation analysis of the obtained results highlight a significant improvement in the students' abilities to grasp the abstract and complex notions of multi-threading, thus validating the potential of the proposed study

    The use of social networking sites in eLearning

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    The adaptation of social networking sites within higher education has garnered significant interest in the recent years with numerous researches considering it as a possible shift from the traditional classroom based learning paradigm. Notwithstanding this increase in research and conducted studies however, the adaption of SNS based modules have failed to proliferate within Universities. This paper, commences its contribution by analyzing the various models and theories proposed in literature and amalgamates together various effective aspects for the inclusion of social technology within e-Learning. A three phased framework is further proposed which details the necessary considerations for the successful adaptation of SNS in enhancing the students learning experience. This proposal outlines the theoretical foundations which will be analyzed in practical implementation across international university campuses

    The aptness of tangible user interfaces for explaining abstract computer network principles

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    The technological deployment of Tangible User Interfaces (TUI) with their intrinsic ability to interlink the physical and digital domains, have steadily gained interest within the educational sector. As a concrete example of Reality Based Interaction, such digital manipulatives have been successfully implemented in the past years to introduce scientific and engineering concepts at earlier stages throughout the educational cycle. With difference to literature, this research investigates the suitability and effectiveness of implementing a TUI system to enhance the learning experience in a higher education environment. The proposal targets the understanding of advanced computer networking principles by the deployment of an interactive table-top system. Beyond the mere simulation and modelling of networking topologies, the design presents students the ability to directly interact with and visualise the protocol execution, hence augmenting their ability to understand the abstract nature of such algorithms. Following deployment of the proposed innovate prototype within the delivery of a university undergraduate programme, the quantitative effectiveness of this novel methodology will be assessed from both a teaching and learning perspective on its ability to convey the abstract notions of computer network principles

    Designing a marker set for vertical tangible user interfaces

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    Tangible User Interfaces (TUI)s extend the domain of reality-based human-computer interaction by providing users the ability to manipulate digital data using physical objects which embody representational significance. Whilst various advancements have been registered over the past years through the development and availability of TUI toolkits, these have mostly converged towards the deployment of tabletop TUI architectures. In this context, markers used in current toolkits can only be placed underneath the tangible objects to provide recognition. Albeit being effective in various literature studies, the limitations and challenges of deploying tabletop architectures have significantly hindered the proliferation of TUI technology due to the limited audience reach such systems can provide. Furthermore, available marker sets restrict the placement and use of tangible objects since if placed on top of the tangible object, the marker will interfere with the shape and texture of the object limiting the effect the TUI has on the end-user. To this end, this paper proposes the design and development of an innovative tangible marker set specifically designed towards the development of vertical TUIs. The proposed marker set design was optimized through a genetic algorithms to ensure robustness in scale invariance, the capability of being successfully detected with distances of up to 3.5 meters and a true occlusion resistance of up to 25%, where the marker is recognized and not tracked. Open-source versions of the marker set are provided through research license on www.geoffslab.com/tangiboard_marker_set

    Teaching and learning queueing theory concepts using tangible user interfaces

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    Tangible User Interfaces (TUI) have emerged in the past years as effective computing platforms that intertwine digital information and visualization with physical interactivity. Whilst successfully capitalizing on these properties within primary education to engage and educate children in an entertaining manner, TUI systems have seen limited deployment in more complex scenarios. To this end, this paper investigates the aptness and effectiveness of implementing TUI systems to enhance teaching and learning within higher educational institutes in order to aid the understanding of complex and abstract concepts. The proposal augments mere simulation processes by developing a table-top architecture to allow the real-time interaction and visualization of queuing theory concepts. The paper describes the deployment of the TUI framework within an undergraduate computer networks degree whereby the quantitative effectiveness of this system is assessed from a teaching and learning perspective within an engineering pedagogy

    An active tangible user interface framework for teaching and learning artificial intelligence

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    Interactive and tangible computing platforms have garnered increased interest in the pursuit of embedding active learning pedagogies within curricula through educational technologies. Whilst Tangible User Interface (TUI) systems have successfully been developed to edutain children in various research, TUI architectures have seen limited deployment in more complex and abstract domains. In light of these limitations, this paper proposes an active TUI framework that addresses the challenges experienced in teaching and learning artificial intelligence (AI) within higher educational institutions. The proposal extends an aptly designed tabletop TUI architecture with the novel interactive paradigm of active tangible manipulatives to provide a more engaging and effective user interaction. The paper describes the deployment of the proposed TUI framework within an undergraduate laboratory session to aid in the teaching and learning of artificial neural networks. The experiment is assessed against currently adopted educational computer software and the obtained results highlight the potential of the proposed TUI framework to augment students’ gain in knowledge and understanding of abstracted threshold concepts in higher education

    TangiBoard: a toolkit to reduce the implementation burden of tangible user interfaces in education

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    The use of Tangible User Interfaces (TUI) as an educational technology has gained sustained interest over the years with common agreement on its innate ability to engage and intrigue students in active-learning pedagogies. Whilst encouraging results have been obtained in research, the widespread adoption of TUI architectures is still hindered by a myriad of implementation burdens imposed by current toolkits. To this end, this paper presents an innovative TUI toolkit: TangiBoard, which enables the deployment of an interactive TUI system using low-cost, and presently available educational technology. Apart from curtailing setup costs and technical expertise required for adopting TUI systems, the toolkit provides an application framework to facilitate system calibration and development integration with GUI applications. This is enabled by a robust computer vision application that tracks a contributed passive marker set providing a range of tangible interactions to TUI frameworks. The effectiveness of this toolkit was evaluated by computer systems developers with respect to alternate toolkits for TUI design. Open-source versions of the TangiBoard toolkit together with marker sets are provided online through research licens
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