942 resultados para Educational technology.


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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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When he was only twelve, Peter Jackson (director of The Lord of the Rings trilogy) cut fur strips from his mother's stole, and using wire he made a 20 cm model of King Kong. After a long incubation period for his ideas, he devised a modem version of the film King Kong. Research shows that the generation of new ideas (generative mental state) cannot exist at the same time as the non-generative/analytical mental state. This research has implications for technology educators who value creativity. We explored how an incubation period of non-focused thinking affected children's creative ideas for their technological products. Five teachers and 117 children from primary schools in a Victorian regional city and a semirural village participated in the study. The teachers factored in an incubation period that allowed time for the children's attention to wander in a relaxed and uncompetitive environment. We analyzed transcripts of teacher interviews and the children's written evaluations and drawings. We found a correlation between the incubation of ideas and the degree of creativity exhibited by the children. This key finding suggests that teachers of technology should take the incubation period into account in order to enhance creativity in the children's technology designs.

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Increasing use of information and communication technologies (ICTs) in universities is a global trend. However, many teaching academics are unfamiliar with the possibilities of ICTs and have limited understanding of how to integrate them into their teaching in pedagogically appropriate ways. Th is highlights a need for universities to provide professional development opportunities to assist staff to better understand their teaching practices, and the theoretical perspectives underpinning them, in order to exploit current educational technologies for the benefi t of student learning. This paper introduces the broad trends infl uencing the advancement of technology in higher education before considering the opportunities that the new context off ers for pushing the boundaries of theory and practice relating to learning and teaching in higher education. It then describes an online professional development initiative which responds to these opportunities. Th is is an exemplars website entitled Designing Electronic Learning and Teaching Approaches (DELTA) which has been introduced at Monash University to support pedagogically appropriate teaching with technology.

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Across Victoria, Early Childhood educators are incorporating technology experiences into the daily activities for their children. A small research project, which asked teachers to describe what they did and how they did it, has highlighted some interesting findings. This paper will describe case studies of four pre-school settings and some of the activities undertaken by the children - both as part of the formal program and through incidental play. It will consider these through a socia-cultural framework, noting how teachers used their understandings of play and children's cognitive development, to enhance children's understandings.

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When undertaking design and technology activities, children are provided with opportunities to create solutions to problems in new and innovative ways. There have been few studies which have looked closely at how primary aged children undertake technology activities and even fewer that have investigated children's language when undertaking a technology task. This paper reports on a research project that focused on children's thinking and also the language that the children used when they were involved in a design and technology activity. The findings suggest that there were several key ideas that the children focused on: the fun of the activity, the satisfaction of completing the task, the difficulty of problem solving and the interest in creating something 'new'.

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Electronic Commerce (EC) / Electronic Business (EB) has been (and is expected to continue to be) a dynamic, rapidly evolving area of technology, requiring skilled people with up-to-date knowledge and skills. The global community has required (and still requires) tertiary academic programs to prepare and train these people quickly. In the late nineties, following a tidal wave of tertiary EC program development in the United States, new tertiary programs began to appear in the Asia-Pacific (AP) region to satisfy this need, over a very short period of time. This research project aims to examine whether the development and effectiveness of tertiary EC/EB educational programs can be enhanced through employing a particular marketing paradigm. Four regions - Australia, New Zealand, Hong Kong SAR and the Republic of Singapore — were selected from the AP region, for this study. Based on a review of marketing literature, an inductive approach is adopted to build a model for new educational service product offerings. I also provide a description and comprehensive analysis of EC/EB education, and explore the model empirically, examining how it applies to the way EC education programs have been developed, to date. Essentially, this project consists of two major activities: theory building and theory testing – and is divided into three parts. Part 1: Preliminary study – literature review for theory building. This section of the thesis provides a literature review of the domains of curriculum development, EC/EB program development and management, EC/EB component models and new service product development. Part 2 : Understanding the marketplace – quantitative analysis. This section comprises five major surveys which provide an understanding of EC/EB education. Part 3 : In-depth analysis – qualitative research for theory testing. This section discusses the results of the multiple case studies of EC/EB degree programs undertaken over a five year period. The results of this project highlight both theoretical and practical aspects of the topic. In terms of the theoretical aspect, I provide a contribution to existing theory concerning the planning and development of new tertiary education programs. Research into academic course development in the past has tended to assume that all program development is pedagogically based and influenced. There is an assumption that people only develop academic programs and academic courses for pedagogic reasons. What this research project has done is to suggest that there are, in fact, many possible reasons for developing new programs and that, although these reasons might be pedagogic in nature, they can also be industry-focased, and market-oriented in the following ways: -the university is shaping the way it is perceived by the public – that is, the market; -the university is highlighting where its expertise lies. This led me to a form of new service product development consistent with the new image of the university. There is a clear need for diverse models for program development which accommodate the dynamic roles of modern universities. My research project develops such a model based on conditions in the Asia-Pacific region, and discusses findings arising from the overall project, which can be used to improve new educational program offerings in future, in both the Asia-Pacific and, I suggest, in other regions. This potential use of my findings highlights the practical contribution made by the research Project.

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This report describes research into 16 ASISTM projects selected to be broadly representative of exemplars in innovation. Case studies of each project were constructed from interviews with a range of key participants, and used to develop and refine an innovation framework that is used to make sense of and describe the key features of each project. The major issue binding these projects was found to be that of student interest and engagement, and this was pursued through involving students in contemporary science, technology and mathematics (STM) practices in authentic settings. The findings point to an enriched set of purposes of STM education implicit in these projects, a set of pedagogical practices that are varied and consistent with contemporary educational thinking, and a varied array of 'actors' recruited to these projects.

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Plagiarism is of grave concern for academic institutions in the twenty-first
century. Institutions utilise plagiarism policies, honour codes and regulations to ensure students develop a sense of educational integrity. Technology has recently afforded new methods for staff to detect plagiarism – through antiplagiarism software. This paper explores perspectives of seven teachers across five faculties to Turnitin.com (an anti-plagiarism software package) at a large Australian university. The findings indicate that software such as Turnitin.com may assist in the quest to detect text-matching, and perhaps reduce plagiarism. It should not, however, be considered the panacea for plagiarism. Plagiarism policies should also reflect cognisance of the existence of a 'plagiarism continuum' (Sutherland-Smith, 2003) through the use of technology. This research highlights the broader need for institutions to reformulate plagiarism policies in light of cross-cultural perspectives of authorship and attribution of text.

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The participation rates of girls in post-compulsory information technology courses of Australian universities and high schools have remained low (less than 30%), despite three decades of research and analysis. In seeking to better understand this phenomenon, this paper draws upon data collected during an Australian Research Council Linkage project to investigate first, the reasons that teachers and students in contemporary Australian high schools put forward to account for girls' underrepresentation; second, the assumptions about gender that underpin these explanations; and third, the extent to which teachers appear able to respond to the full range of factors shaping girls' decision making. The paper argues that attempts to improve girls' participation rates might continue to falter unless teacher education programs explicitly prepare teachers to conceptualise educational reforms based on understandings of post-structural perspectives on gender; perspectives that challenge the more common explanations for girls' behaviour associated with both essentialist and socialisation mindsets.

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In this chapter, issues of equity – including gender, access, and agency – with respect to the learning of mathematics with technology are examined. Research findings are not equivocal. Compared to late developing countries, where issues of access to technology can be complicated by educational and cultural values and beliefs, there seems to be greater access to technology to be used for the learning of mathematics in developed nations. There also appears to be some disparity in findings on the relationship between technology use and gender differences in mathematics achievement; in some countries the gender gap favoring males may be closing, while in other countries, where there have been little or no gender differences in the past, the gap may be widening. Areas in which more research is needed have been identified.

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This chapter describes the knowledge, skills, and technology needed for the effective design of educational e-simulations. It reviews the features and functionality of a typical experiential e-simulation and discusses approaches useful in its design, with impact on its subsequent construction and deployment in the field. The chapter reports a conceptual study examining development experiences gained in the construction of several educational e-simulations and folds these experiences into a framework for understanding e-simulation design. The chapter finally uses the framework to compare and contrast different approaches taken while designing and delivering two e-simulations, based on the same technology and business case, but delivered to distinct cohorts of university students.