11 resultados para Virtual Pedagogical Character

em Deakin Research Online - Australia


Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper focuses on effective learning spaces in contemporary higher education. Drawing on empirical data from a qualitative study of international students’ experience of blended learning programs conducted in three computing courses in two Australian universities, a range of issues and challenges are reported. Three pedagogical principles are then presented that respond to these challenges: 1. Enabling learners – learning how to learn in virtual learning spaces; 2. Programming for flexible learning – learning how to manage virtual learning environments; and, 3. Transforming learning – learning how to capitalise on the affordances of new technologies. The pedagogical principles are presented together with examples of types of practices that they support.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This thesis explores how academics in higher education experience virtual worlds as pedagogical places. Using the virtual world Second Life™ as a lens, I examine the changing nature of embodiment, pedagogy and place for academics and the significance these changes have for academic identity and practices.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

There will be between 30 and 80 million online students in the world by 2025. Globally, school systems are investing huge resources in the development of online education programs in order to meet this demand. Related implications for online teaching have been largely ignored despite evidence of the greatly increased workload for online teachers and widespread student dissatisfaction with online leaming experiences. Opportunities for improving the online experience for both leamers and teachers revolve around minimizing procedural inefficiencies in dealing with large numbers of individual students, as opposed to a single class, and of enhancing students' social and cognitive engagement with leaming. Intelligent software agents that can automate many routine online tasks and some aspects of leamer interaction have enormous potential to facilitate this. These agents that can act as a personal online coach, mentor or tutor to increase the individualisation of learning. The development of evidence-based agent personas is essential if agents are to fulfil specific educational roles. CUITently there is little progress being made in this area because of the lack of an agentrole model that can be used to implement specific educational personas in agents. In this paper we discuss key foundational elements of the nature and basis for implementing elements of educational expertise in software and how this could be used in developing agent persona models for specific educational roles and a model for implementing pedagogical constructs in intelligent educational software.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Three-dimensional virtual environments (3dves) are the new generation of digital multi-user social networking platforms. Their immersive character allows users to create a digital humanised representation or avatar, enabling a degree of virtual interaction not possible through conventional text-based internet technologies. As recent international experience demonstrates, in addition to the conventional range of cybercrimes (including economic fraud, the dissemination of child pornography and copyright violations), the 'virtual-reality' promoted by 3dves is the source of great speculation and concern over a range of specific and emerging forms of crime and harm to users. This paper provides some examples of the types of harm currently emerging in 3dves and suggests internal regulation by user groups, terms of service, or end-user licensing agreements, possibly linked to real-world criminological principles. This paper also provides some directions for future research aimed at understanding the role of Australian criminal law and the justice system more broadly in this emerging field.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Online communications, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted to. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in enabling architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of a Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and their expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

With the advent of social networks, it became apparent that the social aspect of designing and learning plays a crucial role in students’ education. The ease of communication, leadership opportunity, democratic interaction, teamwork, and the sense of community are some of the aspects that are now in the centre of design interaction. Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. On the sample of a design studio at Deakin University the paper discusses details of the Social Network VDS, its pedagogical implications to PBL, and presents how it is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, and construction of knowledge. It studies the effectiveness of the generated social intelligence and explores the facilitation of students’ self-directed learning. Hereby the paper studies the construction of knowledge via social interaction and how blended learning environments foster motivation and information exchange.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Many pre-service teachers feel under-prepared to teach students with a diverse range of needs and abilities and continue to be concerned about classroom behaviour management when undertaking practicum experiences. In order to address these concerns, teacher educators have explored alternative pedagogical approaches, including computer based simulations and immersion in virtual worlds. This paper reports on the results of a pilot study conducted with eight pre-service teachers who operated avatars in a virtual classroom created within Second Life (SL)™. The pre-service teachers were able to role-play students with a diverse range of behaviours and engage in reflective discussion about their experiences. The results showed that the pre-service teachers appreciated the opportunity to engage in an authentic classroom experience without impacting on "real" students, but that the platform of SL proved limiting in enacting certain aspects of desired teaching pedagogy. The findings of this pilot study are discussed in relation to improving the preparation of pre-service teachers for practicum.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Previously, in Victoria, Intercultural Understanding was embedded in the context area of ‘Languages Other than English' and taught by LOTE specialist teachers. Positioned in the new National Curriculum as a ‘General Capability' it will become the shared responsibility of all Australian teachers and so directly impact on them and their pedagogical practices. This prioritizing of Intercultural Understanding acknowledges the role of pedagogical practice in developing national and international social cohesion as well as meeting national economic imperatives (MCEETYA 2008, Banks 2011). The diverse social context of schooling is one in which many students experience negative intercultural experiences (Mansouri et al 2010) and yet it is also a site rich with potential for positive intercultural experiences and development of cosmopolitan dispositions (Noble, 2013 Rizvi 2009; Lo Bianco 2006); particularly ‘vernacular' cosmopolitanism (Robbins, 1998; Turner 2010). Drawing on case studies from two primary schools participating in an ARC-funded national research project, this presentation considers the impact on teachers' attitudes and pedagogies as they reflect on and enact teaching to promote intercultural understanding. With a focus on critical engagement with texts (including student, teacher and community multimodal texts) the teachers design pedagogies to support the three key areas recognising culture and developing respect; Interacting and empathising with others; and reflecting on intercultural experiences and taking responsibility (ACARA, 2012). Vicarious, virtual and face-to-face opportunities for enhancement of self-awareness and cultural acknowledgment; experiencing and exploring cultural difference; and for critical reflection on cultural encounters (Bredella, 2003) will be explored. Of interest is teacher and student agency (Fielding, 2001; 2004) in the selection of resources, development of knowledge, critical reflection and approaches to dealing with sensitive issues.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Because of the strong demands of physical resources of big data, it is an effective and efficient way to store and process big data in clouds, as cloud computing allows on-demand resource provisioning. With the increasing requirements for the resources provisioned by cloud platforms, the Quality of Service (QoS) of cloud services for big data management is becoming significantly important. Big data has the character of sparseness, which leads to frequent data accessing and processing, and thereby causes huge amount of energy consumption. Energy cost plays a key role in determining the price of a service and should be treated as a first-class citizen as other QoS metrics, because energy saving services can achieve cheaper service prices and environmentally friendly solutions. However, it is still a challenge to efficiently schedule Virtual Machines (VMs) for service QoS enhancement in an energy-aware manner. In this paper, we propose an energy-aware dynamic VM scheduling method for QoS enhancement in clouds over big data to address the above challenge. Specifically, the method consists of two main VM migration phases where computation tasks are migrated to servers with lower energy consumption or higher performance to reduce service prices and execution time. Extensive experimental evaluation demonstrates the effectiveness and efficiency of our method.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The emergence of any new educational technology is often accompanied by inflated expectations about its potential for transforming pedagogical practice and improving student learning outcomes. A critique of the rhetoric accompanying the evolution of 3D virtual world education reveals a similar pattern, with the initial hype based more on rhetoric than research demonstrating the extent to which rhetoric matches reality. Addressed are the perceived gaps in the literature through a critique of the rhetoric evident throughout the evolution of the application of virtual worlds in education and the reality based on the reported experiences of experts in the field of educational technology, who are all members of the Australian and New Zealand Virtual Worlds Working Group. The experiences reported highlight a range of effective virtual world collaborative and communicative teaching experiences conducted in members' institutions. Perspectives vary from those whose reality is the actuation of the initial rhetoric in the early years of virtual world education, to those whose reality is fraught with challenges that belie the rhetoric. Although there are concerns over institutional resistance, restrictions, and outdated processes on the one-hand, and excitement over the rapid emergence of innovation on the other, the prevailing reality seems to be that virtual world education is both persistent and sustainable. Explored are critical perspectives on the rhetoric and reality on the educational uptake and use of virtual worlds in higher education, providing an overview of the current and future directions for learning in virtual worlds.