259 research outputs found
A design-based study of Citizen Inquiry for geology
Citizen Inquiry forms a new method of informal science learning and aims to enable the engagement of citizens in online scientific investigations. Citizen Inquiry combines aspects from Citizen Science and Inquiry-based learning and is implemented through a community of practice where people having a shared interest interact and exchange knowledge and methods supported and guided by online systems and tools within a web-based inquiry environment. To explore the potential of Citizen Inquiry, a series of design-based studies will be developed to help in understanding and improving the engagement of citizens in online scientific investigation. âInquiring Rock Huntersâ is the first design-study of Citizen Inquiry, applied to Geology, and it explores the experience of participants with inquiries, other participants and tools
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Training novel phonemic contrasts: a comparison of identification and oddity discrimination training
High Variability Pronunciation Training (HVPT) is a highly successful alternative to ASR-based pronunciation training. It has been demonstrated that HVPT is effective in teaching the perception of non-native phonemic contrasts, and that this skill generalizes to the perception of unfamiliar words and talkers, transfers to pronunciation, and is retained long-term. HVPT is, however, not efficient and hence not motivating for the learner. In this study, we therefore compare HVPT with an alternative, namely oddity discrimination training. This comparison, in which Mandarin-Chinese speakers were trained to pronounce the English /r/-/l/ phonemic contrast, provides preliminary evidence to support the use of discrimination tasks in addition to identification tasks to add variety to HVPT
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Introducing citizen inquiry
The term âcitizen inquiryâ was coined to describe ways that members of the public can learn by initiating or joining shared inquiry-led scientific investigations (Sharples et al., 2013). It merges learning through scientific investigation with mass collaborative participation exemplified in citizen science activities, altering the relationship most people have with research from being passive recipients to becoming actively engaged, and the relationship between scholarship and public understanding from dissemination towards cooperation. Through the presentation of empirical studies, this edited volume introduces concepts and practices of citizen inquiry
Design Guidelines for Sensor-based Mobile Learning Applications
We present five design guidelines that we have developed from issues identified during our usability evaluations in a sensor-based citizen inquiry project. These have been compiled from existing literature, and after receiving feedback on use of the mobile application from participants through forum comments and survey responses, statistical analysis of the sensor measurements, and the researchers' observation and reflection. These guidelines aim to assist Technology-enhanced Learning (TEL) researchers and teachers who develop, modify or use mobile apps for their projects and lessons
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E-Pedagogy of Handheld Devices 2013 Survey: Patterns of student use for learning
The Pedagogy of Ebooks (E-Ped) project began in 2012 and seeks to document, analyse and explain the changing study practices of UK distance learning students as they employ, adapt and integrate the use of new portable digital devices such as e-book readers and tablets into their learning. This report describes the results of an undergraduate survey undertaken in 2013 at the Open University (UK) which asked students how they used e-readers, tablets and smartphones for study. This research represents a snapshot of the rapidly changing interaction between technology and education, and highlights issues and opportunities for Higher Education in supporting student adoption of appropriate technologies and
development of effective new methods of study
Towards social generative AI for education: theory, practices and ethics
This paper explores educational interactions involving humans and artificial
intelligences not as sequences of prompts and responses, but as a social
process of conversation and exploration. In this conception, learners
continually converse with AI language models within a dynamic computational
medium of internet tools and resources. Learning happens when this distributed
system sets goals, builds meaning from data, consolidates understanding,
reconciles differences, and transfers knowledge to new domains. Building social
generative AI for education will require development of powerful AI systems
that can converse with each other as well as humans, construct external
representations such as knowledge maps, access and contribute to internet
resources, and act as teachers, learners, guides and mentors. This raises
fundamental problems of ethics. Such systems should be aware of their
limitations, their responsibility to learners and the integrity of the
internet, and their respect for human teachers and experts. We need to consider
how to design and constrain social generative AI for education.Comment: 8 pages, 4 figures, 1 tabl
New AI tools that can write student essays require educators to rethink teaching and assessment
AI tools are available today that can write compelling university level essays. Taking an example of sample essay produced by the GPT-3 transformer, Mike Sharples discusses the implications of this technology for higher education and argues that they should be used to enhance pedagogy, rather than accelerating an ongoing arms race between increasingly sophisticated fraudsters and fraud detectors
Cognition, computers and creative writing
This thesis describes a teaching scheme for creative writing
that takes account of a child's developing cognitive abilities. It
first provides the means for a child to explore language and gain
sufficient understanding of linguistic concepts and processes to be
able to control the acquisition of new writing skills. This is a
preparation for the second part of the scheme, in which a child
applies this understanding to her own creative writing. The child is
given practice in generating and transforming text at different
structural levels, and in selecting text forms that are appropriate
to the audience and function of the writing.
Computer programs form an integral part of the scheme. They
provide representations of two abstract systems - a generative
grammar and an associative network - which the child manipulates to
investigate language structure and plans. The programs also offer a
dynamic medium for text creation and revision.
The teaching scheme was tested with six eleven year old children
who visited the University for 29 sessions of 60-70 minutes duration,
over three school terms. It was presented to the children through
written worksheets, containing language exercises, writing
activities, and instructions for the use of the computer. The children were set pre and post descriptive and narrative
essays. The same essays were also set for a control group of
children who followed normal classroom teaching for the period of the
project. The main method of assessment was a feature analysis of the essays. They were examined for the occurrence of 'mature' and
'immature' linguistic features, at the word/phrase, sentence, and
section level of text. The presence of mature features indicates that
the writer is able to reflect on the form of language and can create
text to a well-structured and coherent plan.
During the first part of the scheme, the children formed into
two distinct groups. Two children performed poorly in all activities
that involved the understanding and manipulation of language. The
four remaining children performed well in these activities and
enjoyed the experience of exploring language with the aid of a
computer. These four children w^ere taken on to the second stage of
the scheme. An analysis of the pre and post essays showed
developments in the writing ability of all four children. Each child,
however, gained a different set of skills, and appeared to be using
the writing projects to explore a particular aspect of style. We
suggest that such explorations are valuable, enabling a child to
discover the constraints and possibilities of creative writing
John Clark's Latin Verse Machine: 19th Century Computational Creativity
John Clark was inventor of the Eureka machine to generate hexameter Latin
verse. He labored for 13 years from 1832 to implement the device that could
compose at random over 26 million different lines of well-formed verse. This
paper proposes that Clark should be regarded as an early cognitive scientist.
Clark described his machine as an illustration of a theory of "kaleidoscopic
evolution" whereby the Latin verse is "conceived in the mind of the machine"
then mechanically produced and displayed. We describe the background to
automated generation of verse, the design and mechanics of Eureka, its
reception in London in 1845 and its place in the history of language generation
by machine. The article interprets Clark's theory of kaleidoscopic evolution in
terms of modern cognitive science. It suggests that Clark has not been given
the recognition he deserves as a pioneer of computational creativity.Comment: 13 pages, 5 figures, 1 table. Submitted to IEEE Annals of the History
of Computin
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Seeding, wonder rooms and curatorial inquiry: New forms of museum communication and learning
This paper addresses how to enable innovative forms of learning with museums. Research into the learning sciences has identified attributes of successful learning, including learning through conversation and collaboration, embodied cognition, and metacognitive awareness (Sawyer, 2014). Parallel work has identified new methods of learning in an age of digital and mobile technologies, such as seamless learning, rhizomatic learning and personal inquiry learning (Sharples et al., 2014). These are underpinned by a social constructivist theory of learning whereby people construct shared understanding of the world through active exploration and dialogue, mediated by cognitive tools and supported by expert teachers. How can this new science of learning be aligned with the role and fabric of museums as places to exhibit and interpret collections for public education and entertainment
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