144 resultados para Learning space design


Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper explores the rapid escalation of demand for information in both complex and convergent forms of accessible technology. The authors contend that this growth creates a concomitant demand for a highly skilled information technology workforce. To ensure the preservation and continued development of this workforce, education of the information technology professional is increasingly acknowledged as one of the primary challenges
confronting educators and educational institutions. Many institutions have sought solutions to this educational conundrum in populist concepts of e-learning

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Many Australian tertiary institutions provide support for academic staff in the design and development of online teaching and learning resources, often employing a centralised unit staffed with educational and instructional designers, multimedia and online developers, audio/video producers and graphic artists. It is not unusual for these units to have evolved from print-based distance education providers and consequently the design and development processes inherent within those units are often steeped in ‘traditional’ sequential instructional development models. We argue that these models are no longer valid for effectively working with academic staff given the dynamic nature of online learning environments and the diversity of skills to implement effective online learning. This paper therefore presents an extended instructional design model in which the development cycle for online teaching and learning materials uses a scaffolding strategy in order to cater for learner-centred activities and to maximise scarce developer and academic resources. The model also integrates accepted phases of the instructional development process to provide guidelines for the disposition of staff and to more accurately reflect the creation of resources as learning design rather than instructional design. It is a model that builds on instructional design processes and integrates concepts of team-based development, shared understanding and the development of relevant communities of practice.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

One of the major advantages of e-learning technologies is the expanded opportunities that they offer for when and where learning takes place. Until recently, little attention has been given to the implications that variation in the learner’s context creates for e-learning design. The context of learning with technologies is often considered quite narrowly, sometimes at the level of specific learning transactions, with limited acknowledgement of whether learners will be engaging with them on-campus, off-campus, across national boundaries or in some other contexts. While there are limitations to teachers’ control of contextual variation, their knowledge of the student cohorts to whom a particular unit of study will be offered provides some clear implications for choices to be made in relation to e-learning design. This paper illustrates these choices through the use of examples from e-learning showcase sites at two institutions. The examples are analysed within a selected theoretical framework to provide preliminary guidelines for accommodating contextual variation in elearning.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

A multiresolution technique based on multiwavelets scale-space representation for stereo correspondence estimation is presented. The technique uses the well-known coarse-to-fine strategy, involving the calculation of stereo correspondences at the coarsest resolution level with consequent refinement up to the finest level. Vector coefficients of the multiwavelets transform modulus are used as corresponding features, where modulus maxima defines the shift invariant high-level features (multiscale edges) with phase pointing to the normal of the feature surface. The technique addresses the estimation of optimal corresponding points and the corresponding 2D disparity maps. Illuminative variation that can exist between the perspective views of the same scene is controlled using scale normalization at each decomposition level by dividing the details space coefficients with approximation space. The problems of ambiguity, explicitly, and occlusion, implicitly, are addressed by using a geometric topological refinement procedure. Geometric refinement is based on a symbolic tagging procedure introduced to keep only the most consistent matches in consideration. Symbolic tagging is performed based on probability of occurrence and multiple thresholds. The whole procedure is constrained by the uniqueness and continuity of the corresponding stereo features. The comparative performance of the proposed algorithm with eight famous existing algorithms, presented in the literature, is shown to validate the claims of promising performance of the proposed algorithm.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The introduction of a social software blog space called “The Trading Room” in an undergraduate Finance unit for an assessment task generated a great deal of activity to support student learning. A subsequent evaluation of this pilot demonstrated that students perceived high value in the opportunity it provided for them to reaffirm theories, obtain individualized feedback and benchmark their work against others. Whilst assessment is generally seen as both the carrot and the stick of learning, and certification; students in the study reported that they would still participate in reading and posting to the “Trading Room” blog even if there was no assessment requirement! Additionally they did not see any value in the environment as a purely social space, reporting that they saw it primarily as a professional educational community. It would appear that just as there are different communities in the real world social space, there are also different types of communities in the online space. Context, structure and activity design, perhaps are the most important facets of online interaction for learning.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The Gold Standard for education research promotes randomized controlled trials (RCTs) that can produce generalizable knowledge claims across similar problems and situations. Unfortunately, the Gold Standard does not fully recognize the need for developmental research to better understand the problem space, formulate theory and approaches to teaching and learning, and formulate and pursue associated research questions. This developmental research has been a precursor to the development of interventions together with the necessary instrumentation and technologies required to fully investigate these through the more formal evaluative processes imagined by the Gold Standard. This chapter focuses on longitudinal studies that cover a continuum from such developmental research to research that uses control-experimental features to evaluate interventions. These studies attend to a set of issues dealing with  developmental progressions and learning trajectories that require  investigation over an extended period of time. It will be argued that
these longitudinal studies of a variety of methodological types represent quality research in that rigorous design and implementation produce  evidence-based claims. The chapter examines the nature of the relationship between evidence and claims in these studies, to show the possibility of building in control features every bit as strong as those in classic Gold Standard designs. Further, it will be argued that, given the complexity of learning pathways, a simplistic interpretation of RCTs conducted over the shorter term can be misleading in terms of both internal and external validity claims.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This essay is part of an interdisciplinary research project into literary aesthetics and its relationship with pedagogy. The paper brings cognitive and evolutionary scientific perspectives to bear on literary and cultural theory to address the aesthetic effect (defined as the transporting and transformative power of the literary text) and its potential personal or civic benefits. The paper offers non-transcendentalist explanations for the aesthetic experience, viewing it less as a privileged category of feeling than as an experience available to all symbolic beings. The paper also proposes an original thesis about the virtual and transformative space of reading as one that ultimately epitomises intellectual freedom. The inquiry is lent urgency by the current cultural and political climate in which not only literature but also literary studies, despite its long association with education and its prominent place in the Culture Wars, is in institutional decline.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper presents a large scale, quantitative investigation of the impact of demographic differences on the student experience of using an online learning environment (OLE). Female respondents generally gave higher ratings than males, and gave significantly higher ratings in both importance and satisfaction to a group of OLE elements related to online interaction and community. Postgraduate respondents generally gave lower satisfaction ratings than undergraduate students, though significant differences were few. Results on the basis of mode of enrolment were mixed. The discovery of significant differences between demographic groups highlights the importance of up-to-date and on-going research-based surveys of student perceptions of the OLE. The finding that elements of the institutional OLE are not universally perceived the same way by all students groups also challenges the value of standard, one-size-fits-all institutional policies and templates relating to the use of the OLE.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Investigates how first year biology undergraduates learn dissection when they have access to such interactive multimedia technology. Related design and developmental factors were evaluated in relation to how they helped students learn the content in the multimedia program. Through the use of interactive technology students can learn at their own pace without the need for actual animal dissection.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This position paper reflects rapid advances in immersive 2D and 3D eLearning technologies and the expanding pool of ideas and applications in higher education across two professions. Inspiration has been drawn from examples in design learning, and various multidisciplinary collaborative projects through developmental research in Multi-User Virtual Environments (MUVEs). Linden Lab's Second Life (SL) is the most mature and popular of the ‘persistent’ virtual worlds. The study described in this paper aims to increase the authenticity of student learning through a range of SL simulated ‘life experiences’ relating to accessibility and mobility in the built environment. Significantly, the successes of such initiatives lie in several elements: teaching champions with vision and courage; detailed scripting of precise role-play encounters for first-time users to provide supportive ‘blended learning’ contexts; careful and vigilant strategic management of facilities and resources, and a robust design program. This paper focuses on the crucial alignment of these elements to the specific challenges of designing and navigating conception and development processes, to enable the execution and delivery of a tightly defined script for meaningful and memorable learning outcomes. This innovative pedagogical approach lacks time-tested outcomes, but is recognised equally as opportunity and challenge; risk and reward.