70 resultados para Index Terms|Digital Learning Objects|Interactivity


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In this paper we discuss combining incremental learning and incremental recognition to classify patterns consisting of multiple objects, each represented by multiple spatio-temporal features. Importantly the technique allows for ambiguity in terms of the positions of the start and finish of the pattern. This involves a progressive classification which considers the data at each time instance in the query and thus provides a probable answer before all the query information becomes available. We present two methods that combine incremental learning and incremental recognition: a time instance method and an overall best match method.

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Students describe the Library as being central to their learning, offering focus and inspiration, enabling access to information and technologies, and collaboration with peers. Deakin University Library’s building redevelopment program has been integral to the Library’s re-imagined value proposition for students learning in the digital age. The introduction of new generation library and learning spaces strengthens the University’s offer to students for a brilliant education where you are and where you want to go through premium cloud and located learning experiences that are personal, engaging and relevant.

The Library’s building projects are distinctive in terms of location and the built environment, as well as the characteristics of the university campus communities. Each progressive project has brought new aspirations and challenges. Through joint research with Deakin University’s School of Architecture and Built Environment, the Library has developed a quality framework for planning and assessing library and learning spaces.

This paper will discuss the research findings to date on the quality framework and the need to continually review and assess indicators of quality in a highly dynamic digital environment. The Library’s experiences in introducing high-end multimedia provide some insights into planning for and delivering enduring value.

The next steps in exploring the question of how library spaces assist students in achieving their learning goals are introduced.

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This chapter is a critical synthesis of research related to the transformations that take place when digital technologies are incorporated into teaching and learning practices. In developing this synthesis, research from all levels of education was reviewed with a focus on the opportunities digital technologies offer for cognitive, pedagogical, affective and professional change. The chapter is structured in alignment with Pierce and Stacey’s (Pierce and Stacey, Int J Comput Math Learn 15(1):1–20 2010) map of pedagogical opportunities in which three dimensions for educational transformation were identified: tasks, classroom, and subject. A discussion of future directions for research into technology enhanced mathematics education concludes the review.

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The emergence of cross-cultural classrooms has been steadily increasing in Australian tertiary institutions, thus signifying a change in the student demographics. This change has acknowledged that a more flexible approach is needed in the way that the unit content is conveyed to the learner. Studies have indicated that students from different cultures responded variably in different learning environments, the two most clearly identifiable learning environments being instructor-centered and student centered. Students from various cultures have shown their levels of compatibility to these learning environments through their interaction and participation. However tertiary institutions are now expanding towards the online forum for delivery of units. Therefore to ensure that all students are able to participate in this new learning domain, preparations have to be made to accommodate all cultural types. Therefore with the importance on creating flexible learning environments for all students the blended learning approach has been selected for application.

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Building a learning community demands a commitment to providing a complete learning environment, which comprises a three layer model; a content layer, an interface layer and an infrastructure layer [1]. Consequently, the aim of this research is to gain a better understanding of how students view their online learning experiences. A student survey was conducted at Deakin University which delivered comprehensive insight into their thoughts, opinions and suggestions. Consequently, this will assist in developing an online collaborative model, which will be built in view of improving teaching and learning outcomes for staff and students respectively.

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This paper will discuss how blended learning has been used in cross-cultural classrooms as a means to improve the International students learning. Issues such as interaction and reuse of unit resources have been the focus of this research. This paper is about putting the theory of blended learning into practice with two teaching artifacts; an ice-breaker exercise and online lectures. Through the implementation of the two blended learning artifacts we are able to assess how the theory of blended learning really impact cross-cultural learning.

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Information literacy is developing new meanings and importance in the online age of teaching and learning in higher education. Information literacy, as a highly prized graduate attribute, is related to the development of lifelong learning capacities. Its strong re-emergence in the form of digital literacy in the context of major online developments at Deakin University is considered through four cases. In each case the reader is asked to consider how the teaching staff members have conceived critical discipline-based information and digital literacies, how these conceptions are related to desired learning outcomes, the types of digital and online environments designed to support the development of these literacies, and how each one contributes to the development of lifelong learning capacities. Information and digital literacy is enlivened through being situated in broader understandings of new generations of learners, new forms of learning and new e-supported learning environments. Educational design, evaluation, research and technology implications of these new types of digital and online-based teaching and learning environments are finally examined.

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The increasing diversity and mobility of students have challenged universities, world over, to review educational courses and delivery to provide a more satisfying learning environment to students. The continuous improvement of the 'quality' of teaching and learning is one of the key goals of universities endeavouring to fulfil their obligations as learning institutions. Using a revised SPQ2F instrument (Biggs, 2003, Biggs and Leung, 2001), this exploratory study undertakes a comparative analysis of the age and gender differences in the learning orientations of two groups of tertiary students in an Australian University. The results indicate that there are no significant differences in the learning orientations of students but on average they seem to demonstrate deep learning than surface learning although they may differ in terms of the learning contexts.

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Purpose – The purpose of this paper is to improve educator knowledge of the antecedents and consequences of blended learning in higher education.

Design/methodology/approach – A longitudinal case study approach is adopted. Three case studies each involve tracking a student evaluations of teaching (SET) measure (willingness to recommend) and grade point average for three subjects from the same business discipline over six years. The cases involve comparison of: a business subject taught solely online; a business subject where experimentation in the blend of face-to-face teaching and learning is involved; and a business subject where face-to-face teaching is primarily used, and where in the most recent iteration online content supplements the learners' experiences.

Findings – The findings suggest that there are situations where integrated use of blended learning involving face-to-face teaching, digital media and digital communication with simple navigation between the content items leads to positive student perceptions. This is in contrast to negative student perceptions in the situation where learners must navigate in online learning, and where there is little or no face-to-face instruction. While not examined in detail, nor part of the research question, it is not surprising to find no relationship between learning mode and grade point averages is evidenced.

Research limitations/implications – The effects of prior computer literacy and language proficiency across the students used in this study, and potential demographic and experiential differences between on-campus and off-campus students are not controlled for. Additionally, only three business subjects are investigated and it is recognised that there is a need for a broader study. Finally, with response levels to the university-controlled SET that typically range between 20-43 per cent for these large subjects, there is possible non-response bias that it was not possible to counter over the six years involved.

Practical implications –
The findings in this study suggest that while blended learning offers many benefits to higher education institutions and learners alike, care needs to be taken in the manner in which such approaches are implemented in light of possible negative learner perceptions where a less traditional approach is taken.

Originality/value –
A major contribution of this study is the fact that experimentation has taken place in terms of the degree of face-to-face and online learning that have been blended in at least one subject (case study two), and the fact that the SET for this subject are compared, longitudinally, with two other subjects which lie on either side of this subject in terms of the extent of online and face-to-face teaching and learning employed – 100 per cent online in case study one and almost 100 per cent face-to-face in case study three.

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The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well established. Although studies in digital literacies have examined the inclusion of computer games in schools, there has not been an extended study of English teachers incorporating computer games into their teaching and learning through action research projects. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms. We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people's engagement in online digital culture in the world beyond school.

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In a forensic investigation, computer profiling is used to capture evidence and to examine events surrounding a crime. A rapid increase in the last few years in the volume of data needing examination has led to an urgent need for automation of profiling. In this paper, we present an efficient, automated event profiling approach to a forensic investigation for a computer system and its activity over a fixed time period. While research in this area has adopted a number of methods, we extend and adapt work of Marrington et al. based on a simple relational model. Our work differs from theirs in a number of ways: our object set (files, applications etc.) can be enlarged or diminished repeatedly during the analysis; the transitive relation between objects is used sparingly in our work as it tends to increase the set of objects requiring investigative attention; our objective is to reduce the volume of data to be analyzed rather than extending it. We present a substantial case study to illuminate the theory presented here. The case study also illustrates how a simple visual representation of the analysis could be used to assist a forensic team.

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In this article, we report on a cross-disciplinary, cross-cultural digital exchange project between Australian Drama and Education students and Dutch English Language and Culture students, and examine the impact of the place-independent, technology-mediated communications and collaboration on their learning trajectories. The intensive, intercultural collaboration between the two groups of students resulted in a 50-minute group-devised, digital theatre play entitled Quarter Acre Dreaming. This play, performed through live interactive media by both Dutch and Australian students, traced the historical development of the Australian suburb, while integrating scenes of Dutch immigration into Australia. In the creative process, the students on either side of the globe interacted through Computer-Mediated Communication (CMC), and used videoconferencing and Skype for live rehearsals and discussions to advance their learning of English, their performance repertoire and cross-cultural understanding.

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