142 resultados para Real World Learning

em Deakin Research Online - Australia


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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user's creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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This paper analyses some of the unique circumstances which confronted a member of the lecturing staff in the Real Estate Valuation course at the Gatton campus of the University of Queensland during the late 1990's. Due to the rapidly changing educational needs of valuation students, and requirements of the respective accreditation bodies, the location of the course in Gatton (a rural town) was recognised as being remote from a major city and although relocating the course was inevitable, this could not happen overnight. From Semester 1, 2000 after several years of planning, the degree course relocates to the Department of Geographical Sciences and Planning, St Lucia. This paper discusses some of the challenges confronted and the strategies employed to simulate a city environment in the bush whilst waiting for the move.

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This paper reports on the participation of higher education students and educators in blended immersive multi user virtual (MUVE) environments and real life teaching and learning experiences. Selected next generation technologies engage students and educators within the virtual socially networked elearning landscape of Deakin Arts Education Centre , and support the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to the "through the looking glass" virtual world in which the user’s creative imagination transports them to the “other side“ of their computer screens.

These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools, and represent themselves through avatars, to communicate with other participants and participate in collaborative art learning.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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A collaborative constructivist model of e-learning enabled second year undergraduate students and art educators to establish a community of learners within an augmented immersive learning environment. Artistic practice and work based learning was enhanced through the creation of digital artifacts to support shared knowledge building using authentic learning tasks and social networking.

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A narrative interpretative research methodology was used to investigate collaboration between higher education students and an art educator with the aim of establishing a community of learners. Located, Cloud based and graphically built 3D virtual, socially networked, e-learning environments were used to encourage synchronous and asynchronous student participation in authentic learning and collaborative art practice. Discussion focuses on art educator observations, student visual journal entries, their virtual exhibition of artworks on Deakin Art Education Island in Second Life and student evaluations of the unit Navigating the Visual World. It was concluded that immersion in an e-technology rich blended learning environment resulted in the establishment of an effective e-learning community of art.

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The pathway to expertise is a long journey, and few make it. Regardless of discipline, the journey is similar; what differentiates the journey is the
knowledge that underpins the profession. This research explores expert
teachers and the knowledge that underpins the teaching profession. Much research in teacher education has concentrated on individual elements of expert teaching. There has been less emphasis on understanding the complex real-life process of expert teaching in its entirety. The model presented here looks at an integrated approach to understanding the development of expert teachers through real-life learning experiences and related factors

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The problem of threat detection in an unstructured environment is considered. Three systems, comprising of robots and sensors, are proposed to form a system of systems (SoS) to find a solution to the problem. System interactions are defined to provide a framework for formulation as an SoS optimization problem. Different cost and objective functions are introduced for optimization of local criteria. Using different weights, a linear combination of the local cost and objective functions is obtained to propose a global objective function. An algorithm is suggested to find an optimum value for the global objective function leading towards optimization of the SoS.

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The novel 'Welcome to the real world' and its exegesis 'Gaps in reality' explore the changing ideas of what it means to be a parent and the member of an extended family in Australia today. Through fiction and critical theory the thesis reflects on the evolving values within contemporary society.