985 resultados para Computers


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In the first stage of a three-year study in which the effects of using computers for the teaching and learning of mathematics are being explored, a questionnaire was developed and administered to teachers of students in grades 7–10 in a representative sample of co-educational post-primary schools in Victoria, Australia. Using open and closed response formats, the information sought included data on the teachers' professional backgrounds, computer ownership and use, and their beliefs and practices in using computers for the teaching of mathematics. In this article, findings related to ownership, professional development, perceptions of technological skills, beliefs about the efficacy of computer use in mathematics, and data on how teachers are using computers for teaching secondary mathematics are presented and discussed.

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While declarations of ‘innovativeness’ are easily found in most educational contexts, it is significantly more difficult to locate detailed definitions of what educational innovation actually means. In this paper we are interested in identifying the extent to which mainstream takes on ‘innovation’ (as played out in contemporary technology and equity debates) reflect or respond to what we will define as the more innovative dimensions of innovation literature itself. Our aim throughout this paper, then, is to begin the complex process of developing a means for distinguishing between projects that are ‘badged’ as innovative and projects that are more demonstrably (and sustainably) innovative. In this process we will distinguish between what Shiv Visvanathn describes as “innovation chains”— dynamic, rhizomatic, transformative responses to the contemporary world that lead to fundamentally new ways of conceptualising technology, culture and difference—and the constraints—or chains—provided by dominant understandings of innovation: chains which anchor us to existing, hegemonic and limiting understandings of student
diversity and educational technology.

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This article describes an ethnographic study of children's behavioural interaction with multimedia within a familiar context. The rationale for such a study was to provide data and evaluation of the capabilities of young children in an expressly modified multimedia environment and to determine the usefulness of employing technology as an adjunct to young children's play. However, hermeneutic and interpretativist concerns for the study of human action and social practice in the use of technology also informs both the structural, procedural, and evaluative management of the study. Using customised children's software, observation focused on time spent using the computer, the attitude toward the computer, the reaction to the interface, their use and adaptation of the mouse, and adult interventions. Significantly, the results differ appreciably from previous research and possible grounds for this variation is explored.

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Because access to new technologies is unequally distributed, there has been considerable debate about the growing gap between the so-called information-rich and information-poor. Such concerns have led to high-profile information technology policy initiatives in many countries. In Australia, in an attempt to 'redress the balance between the information rich and poor' by providing 'equal access to the World Wide Web' (Virtual Communities, 2002), the Australian Council of Trade Unions, Virtual Communities (a computer/software distributor) and Primus (an Internet provider) in late 1999 formed an alliance to offer relatively inexpensive computer and Internet access to union members in order to make 'technology affordable for all Australians' (Virtual Communities, 2002). In this paper, we examine four families, one of which had long-term Information and Communication Technologies (lCT) access, and three of which took advantage of the Virtual Communities offer to get home computer and Internet access for the first time. We examine their engagement with lCT and suggest that previously disadvantaged family members are not particularly advantaged by their access to lCT.

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ASCILITE, the Australasian Society for Computers in Learning in Tertiary Education, is a professional society focusing on computers in learning in tertiary education that has been sponsoring conferences for its membership since 1986. Prior to this, three earlier conferences formed the genesis of ASCILITE. Over that period there have been significant changes in pedagogy and technology but few attempts, if any, have been made to analyse the ways in which conference proceedings have reflected these changes and shifts. The purpose of this research paper is to review the ASCILITE proceedings and provide an analysis of “trends, fads and futures” to reflect on past initiatives, propose potential directions and assist the society identify strategic directions. In addition, the analysis will provide a basis from which further research can be justified in terms of better understanding “computers in learning in tertiary education”.

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Advances in computer technology over the last twenty years have resulted in a number of different visions of what it means to be real, and of what it means to be human. This paper will explore how computers and artificial intelligence are used as major themes in four Australian novels written for young adults: Gillian Rubinstein’s Space Demons trilogy — comprising Space Demons, Skymaze and Shinkei — and Michael Pryor’s The Mask of Caliban. In so doing, the paper will look at how these texts explore the relationship between increasingly developed technology and visions of a better world. By comparing a series of oppositions that occur in all four books, this paper will look at how the theme of technology is used to privilege particular values and to advocate particular beliefs.

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Some knowledge of what it means to construct a proof is an extremely important part of mathematics. All mathematics teachers and students should have some exposure to the ideas of proof and proving. This paper deals with the issue of creating proofs in mathematics problems.