202 research outputs found

    A Process for Co-Designing Educational Technology Systems for Refugee Children

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    There is a growing interest in the potential for technology to facilitate emergency education of refugee children. However, designing in this space requires knowledge of the displaced population and the contextual dynamics surrounding it. Design should therefore be informed by both existing research across relevant disciplines, and from the practical experience of those who are on the ground facing the problem in real life. This paper describes a process for designing appropriate technology for these settings. The process draws on literature from emergency education, student engagement and motivation, educational technology, and participatory design. We emphasise a thorough understanding of the problem definition, the nature of the emergency, and of socio-cultural aspects that can inform the design process. We describe how this process was implemented leading to the design of a digital learning space for children living in a refugee camp in Greece. This drew on involving different groups of participants such as social-workers, parents, and children

    Initiating e-learning by stealth, participation and consultation in a late majority institution

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    The extent to which opportunities afforded by e-learning are embraced by an institution can depend in large measure on whether it is perceived as enabling and transformative or as a major and disruptive distraction. Most case studies focus on the former. This paper describes how e-learning was introduced into the latter environment. The sensitivity of competing pressures in a research intensive university substantially influenced the manner in which e-learning was promoted. This paper tells that story, from initial stealth to eventual university acknowledgement of the relevance of e-learning specifically to its own context

    Connecting children to nature with technology:Sowing the seeds for pro-environmental behaviour

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    Children’s reading with digital books: past moving quickly to the future

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    Digital books, such as e-books, story apps, picture book apps, and interactive stories, are narratives presented on touchscreens with multimedia and interactive features. Evidence suggests that early reading of print versus digital books is associated with different patterns of parent–child engagement and children’s outcomes. Parents’ verbal scaffolding, children’s age, and the congruence between a book’s narrative and its interactive and multimedia features are three documented process variables that explain the difference between reading print and digital books. To maximize the added value of digital books for children, we need to study the interaction among the characteristics of parents, children, and books; we also need to target these interactions through interventions and through collaborations between designers and researchers

    Design approaches in technology enhanced learning

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    Design is a critical to the successful development of any interactive learning environment (ILE). Moreover, in technology enhanced learning (TEL), the design process requires input from many diverse areas of expertise. As such, anyone undertaking tool development is required to directly address the design challenge from multiple perspectives. We provide a motivation and rationale for design approaches for learning technologies that draws upon Simon's seminal proposition of Design Science (Simon, 1969). We then review the application of Design Experiments (Brown, 1992) and Design Patterns (Alexander et al., 1977) and argue that a patterns approach has the potential to address many of the critical challenges faced by learning technologists

    Reflections on the role of the ‘users’: challenges in a multi-disciplinary context of learner-centred design for children on the autism spectrum

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    Technology design in the field of human–computer interaction has developed a continuum of participatory research methods, closely mirroring methodological approaches and epistemological discussions in other fields. This paper positions such approaches as examples of inclusive research (to varying degrees) within education, and illustrates the complexity of navigating and involving different user groups in the context of multi-disciplinary research projects. We illustrate this complexity with examples from our recent work, involving children on the autism spectrum and their teachers. Both groups were involved in learner-centred design processes to develop technologies to support social conversation and collaboration. We conceptualize this complexity as a triple-decker ‘sandwich’ representing Theory, Technologies and Thoughts and argue that all three layers need to be appropriately aligned for a good quality ‘product’ or outcome. However, the challenge lies in navigating and negotiating all three layers at the same time, including the views and experiences of the learners. We question the extent to which it may be possible to combine co-operative, empowering approaches to participatory design with an outcome-focused agenda that seeks to develop a robust learning technology for use in real classrooms

    PAPER for an Educational Digital Library

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    GeogDL is a digital library of geography examination resources designed to assist students in revising for a national geography examination in Singapore. As part of an iterative design process, we carried out participatory design and brainstorming with student and teacher design partners. The first study involved prospective student design partners. In response to the first study, we describe in this paper an implementation of PAPER - Personalised Adaptive Pathways for Exam Resources - a new bundle of personalized, interactive services containing a mock exam and a personal coach. The “mock exam” provides a simulation of the actual geography examination while the “personal coach” provides recommendations of exam questions tailored to suit individual ability levels. This paper concludes with findings from a second study involving teacher design partners to further refine GeogDL.Accepted versio

    A proposed reaction channel for the synthesis of the superheavy nucleus Z = 109

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    We apply a statistical-evaporation model (HIVAP) to calculate the cross sections of superheavy elements, mainly about actinide targets and compare with some available experimental data. A reaction channel 30^{30}Si + 243^{243}Am is proposed for the synthesis of the element Z = 109 and the cross section is estimated.Comment: 4 pages, 2 figures, 2 tables; two typos are corrected in Ref. [12] and [19
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