8 resultados para learning paths

em Deakin Research Online - Australia


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This paper reports on the development of an innovative teaching strategy: an eRoadmap.  Based on the theory of conceptual mapping, the eRoadmap provides an interactive, hierarchical structure for course delivery, using the readily accessible platform provided by Microsoft PowerPoint.  For the student, the eRoadmap provides a self-paced learning environment which encourages student engagement; for the teacher, it provides an environment for the development of a course framework, and the integration of teaching materials from a variety of sources.  Futher advantages of the eRoadmap from the perspectives of both students and teachers are discussed, and future directions for development, evaluation and research are outlined.

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One problem for hypertext-based learning application is to control learning paths for different learning activities. This paper first introduced related concepts of hypertext learning state space and Petri net, then proposed a high level timed Petri Net based approach to provide some kinds of adaptation for learning activities. Examples were given while explaining ways to realizing adaptive instructions. Possible future directions were also discussed at the end of this paper.

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One problem for hypertext-based learning application is to control learning paths for different learning activities. This paper first introduces related concepts of hypertext learning state space, then proposes an agent based approach used to provide kinds of adaptation for learning activities. Examples are given while explaining ways to realizing adaptive instructions. Possible future directions are also discussed at the end of this paper.

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A problem for hypertext-based learning application is to control learning paths for different learning activities. This paper first introduces related concepts of hypertext learning state space and high level Petri Nets (PNs), then proposes a high level timed PN based approach used to providing kinds of adaptation for learning activities by adjusting time attributes of targeted learning state space. Examples are given while explaining ways to realising adaptive instructions. Possible future directions are also discussed at the end of this paper.

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Entry profiles can be generated before children with Autism Spectrum Disorders (ASD) begin to traverse an intervention program. They can help evaluate the progress of each child on the dedicated syllabus in addition to enabling narrowing down the best intervention course over time. However, the traits of ASD are expressed in different ways in every individual affected. The resulting spectrum nature of the disorder makes it challenging to discover profiles of children with ASD. Using data from 491 children, traversing the syllabus of a comprehensive intervention program on iPad called TOBY Playpad, we learn the entry profiles of the children based on their age, sex and performance on their first skills of the syllabus. Mixed-variate restricted Boltzmann machines allow us to integrate the heterogeneous data into one model making it a suitable technique. The data based discovery of entry profiles may assist in developing systems that can automatically suggest best suitable paths through the syllabus by clustering the children based on the characteristics they present at the beginning of the program. This may open the pathway for personalised intervention.

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The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia.This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.