917 resultados para Computer Based Learning System


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Most universities worldwide are becoming distance education providers through adopting web-based learning and teaching via the introduction of learning management systems that enable them to open their courses to both on- and off-campus students. Whether this is an effective introduction depends on factors that enable and impede the adoption of such systems and their related pedagogical strategies. This study examines such factors related to adopting a learning management system in a large multicampus urban Australian university. The research method used case study approaches and purposively selected the sample consisting of innovative teaching academics from across the university, who used web-based approaches to teach both on- and off-campus learners. The data were analyzed using a combination of Rogers' theory of diffusion of innovations and actor-network theory and revealed a series of enabling and impeding factors faced by pioneering technology-adopter teaching academics, some of which are technology related while others are policy related and common to large multicampus institutions. The study found that safe adoption environments recognizing career priorities of academics are a result of the continuous negotiation between the evolving institution and its innovative and creative staff. The article concludes with a series of conditions that would form a safe, enabling, and encouraging environment for technology-adopter teaching academics in a large multicampus higher education setting.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this article, we focus on the use of Web-based learning environments for university students. We draw on an evaluation of an online environment that was developed to supplement face-to-face components of an undergraduate education unit in an Australian university. We explore learners' affective responses to this environment, finding that students' responses were often related to their familiarity with the learning environment, their skills and confidence with computer technology, and their preferred learning styles. It is not surprising to us that different students experienced the environment differently as this is the foundation of constructivist and socio-cultural understandings of learning. Yet, the models that currently predominate in the provision of online learning environments in universities offer very little in terms of responding and adapting to students' individual needs and preferences. Instead, online Web-based learning environments are most often designed to anticipate an average, or sometimes ideal, learner. We argue that designing for an imagined average or ideal learner does not adequately respond to the challenge of accommodating learner difference. If hopes for student-centred education are to be realised, future technological and pedagogical developments in online course provision need to be sophisticated enough to respond and adapt to individual students' needs and preferences across a wide range of variables.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The message passing microkernel based operating system is a class of operating system in which the policies are implemented using servers whose co-operation is supported by using a small hardware dependent layer called a microkernel. This thesis addresses the issue of reducing the performance deficiency by documenting the synthesis, development, implementation and assessment of a methodology and mechanisms for monitoring the performance of a message passing microkernel based operating system and supported processes. The methodology has been extensively evaluated to ensure that it can be used successfully to monitor performance.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

‬This thesis uses the principles arising from both the literature review and surveys and experiements to further the understanding of game design that supports quality learning. These principles have been used to build two exemplar platforms that on a number of criteria and measures, represent generic principles concerning game-based learning.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this paper, the experiences of lower achieving mathematics students in two secondary mathematics classrooms in which computers were regularly used are described. A year 8 and a year 9 mathematics class from one secondary school participated in the ethnographic study. The results show that in these two classrooms the learning relationships and power relationships did not, in general, support the learning and engagement of lower achievers in mathematics. Research into computer based teaching methods that engage low achieving students in computer based mathematics is needed.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

How the use of computers in mathematics classrooms was viewed by students in two middle years mathematics classrooms was the focus of the research described in this paper. The primary data sources consisted of questionnaires, classroom observations supported by videotaping of mathematics lessons, and interviews with two girls and two boys from each class. Thus both qualitative and quantitative methods were used. Girls viewed the computer-based lessons less favourably than did boys. In general, the boys were likely to believe that computers contributed to their experiencing pleasure in these lessons, and to making mathematics more relevant to them. Girls were typically more concerned about whether computers facilitated learning and enabled success in mathematics. The attitudes of students to computer-based mathematics were related to their views of computers.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Project-based learning (PBL) is a well-known student-centred methodology for engineering design education. The methodology claims to offer a number of educational benefits. This paper evaluates the student perceptions of the initial and second offering of a first-year design unit at Griffith University in Australia. It builds on an earlier evaluation conducted after the initial offering of the unit. It considers the implementation of the recommended changes. Evaluations of the two offerings reveal that students (in both the initial and second offering) generally enjoyed the experience, but that the second offering was found to be a significantly more enjoyable learning experience. Students in the second offering also reported a significantly better understanding of what they needed to do for the design projects and where to find the requisite information. The oral presentation aspect of the initial and second offerings received the lowest satisfaction rating. The inclusion (and delivery) of the computer-aided drawing component of the unit is seen as a positive aspect by some students, but many others comment on it negatively. The best aspects of the PBL unit and those aspects needing further improvement were similar to the findings of other investigations documented in the literature.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper proposes an intelligent decision-support system for managing manufacturing technology investments. The intelligent system is a hybrid integration of two information processing modules: case-based reasoning and fuzzy ARTMAP – a supervised adaptive resonance theory (ART) neural network with a multi-dimensional map. The developed system captures a company's strategic information, provides facilities to quantify qualitative attributes and analyses them alongside the quantitative attributes in an evaluation framework. Through the system, similar cases can be retrieved to enable managers to make effective use of their knowledge and experience of previously delivered technologies and projects as an input to the prioritization of future projects. Other salient features of the system include its ability to adapt and absorb new knowledge and responses pertaining to significant events in the business environment, as well as to extract and elucidate information from the knowledge database for explaining and justifying its analysis. The applicability of the developed system is evaluated using a real case study in collaboration with a pharmaceutical manufacturing firm.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

BACKGROUND : Project Based Learning (PBL) allows students to learn by doing hands on work and thus also again practical skills. Therefore going to software simulation may seem like a backwards step. However, the opportunity presented itself to create a unit on Artificial intelligence (AI). This lends itself it a software approach. An added benefit was the opportunity to create a PBL AI unit for both Engineering and IT students.

PURPOSE : Can Project Based Learning be improved with dedicated, specifically written, software design?

DESIGN/METHOD : After introducing a dedicated software package the student marks and student feedback for the AI unit for a few years before the package introduction until the most recent year was analysed. In the student surveys, 2 key questions where examined: unit material quality and feedback to students. Student comments were also studied.

RESULTS : Student surveys gave a consistently high mark for unit’s material and student marks seems consistent as well but favourable comments increased. The most significant result was that the students’ thoughts about the project feedback had increased significantly, probably due to the inbuilt feedback system in the dedicated software package.

CONCLUSIONS : With an appropriate subject matter a dedicated software package can help students in PBL. Student enjoyment increased which, in turn, increased their motivation.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

 The penetration of social networking platforms such as Facebook is becoming pervasive in education, along with mobile applications (apps) and mobile devices. Students are using these technologies and apps to organise their learning material. Social media via apps is the most popular activity among college students. In this paper we discuss how teachers could take advantage of Facebook social media platform to promote community-based-learning environment that is flexible, portable and challengeable. We describe how this could be achieved with no restriction to any particular mobile device brand or operating system and how student would simply bring their own device (BYOD).

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The School of Engineering at Deakin University has been practicing design based learning as one of its engineering learning principles for further development in the learning and teaching process. It has been exploring the student and industry perspectives in this regards and has embarked in the development of a new framework for a project oriented design based learning approach for the development of the engineering curriculum. Along with this change in the engineering curriculum Deakin University also has been going through a major change in the delivery of education. The policy shift has been initiated through Live the Future: Agenda 2020 which focusses on Cloud and Located Learning. This change in policy has had an impact on delivery framework for the project oriented design based learning model which has been incorporated through the use of lecture videos, a learning management system called Cloud Deakin and online tutorials through the eLive system.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Australian nurses prepare for specialty practice by undertaking postgraduate theoretical and clinical education in partnership models between universities and hospitals. In our global healthcare system, nurses require advanced critical thinking and strong communication skills to provide safe, high quality patient care. Yet, few education programs focus on developing these skills. Team-Based Learning (TBL) is a specific educational strategy that encourages and rewards students to think critically and solve clinical problems individually and in teams. The aim of this study was to investigate critical care nursing students' perceptions and experiences of TBL after it was introduced into the second half of their postgraduate specialty course. Following Ethics Committee approval, thirty-two students were invited to participate in an extended response questionnaire on their perceptions of TBL as part of a larger study. Data were analyzed thematically. Postgraduate students perceived their professional growth was accelerated due to the skills and knowledge acquired through TBL. Four themes underpinned the development and accelerated acquisition of specialty nurse attributes due to TBL: Engagement, Learning Effectiveness, Critical Thinking, and Motivation to Participate. Team-Based Learning offered deep and satisfying learning experiences for students. The early acquisition of advanced critical thinking, teamwork and communication skills, and specialty practice knowledge empowered nurses to provide safe patient care with confidence.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This article describes a methodological approach to conditional reasoning in online asynchronous learning environments such as Virtual-U VGroups, developed by SFU, BC, Canada, consistent with the notion of meaning implication: If part of a meaning C is embedded in B and a part of a meaning B is embedded in A, then A implies C in terms of meaning [Piaget 91]. A new transcript analysis technique was developed to assess the flows of conditional meaning implications and to identify the occurrence of hypotheses and connections among them in two human science graduate mixed-mode online courses offered in the summer/spring session of 1997 by SFU. Flows of conditional meaning implications were confronted with Virtual-U VGroups threads and results of the two courses were compared. Findings suggest that Virtual-U VGroups is a knowledge-building environment although the tree-like Virtual-U VGroups threads should be transformed into neuronal-like threads. Findings also suggest that formulating hypotheses together triggers a collaboratively problem-solving process that scaffolds knowledge-building in asynchronous learning environments: A pedagogical technique and an built-in tool for formulating hypotheses together are proposed. © Springer Pub. Co.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This qualitative, exploratory, descriptive study was performed with the objective of understanding the perception of the nurses working in medical-surgical units of a university hospital, regarding the strategies developed to perform a pilot test of the PROCEnf-USP electronic system, with the purpose of computerizing clinical nursing documentation. Eleven nurses of a theoretical-practical training program were interviewed and the obtained data were analyzed using the Content Analysis Technique. The following categories were discussed based on the references of participative management and planned changes: favorable aspects for the implementation; unfavorable aspects for the implementation; and expectations regarding the implementation. According to the nurses' perceptions, the preliminary use of the electronic system allowed them to show their potential and to propose improvements, encouraging them to become partners of the group manager in the dissemination to other nurses of the institution.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

[EN]One of the main issues of the current education system is the lack of student motivation. This aspect together with the permanent change that the Information and Communications Technologies involve represents a major challenge for the teacher: to continuously update contents and to keep awake the student’s interest. A tremendously useful tool in classrooms consists on the integration of projects with participative and collaborative dynamics, where the teacher acts mainly as a guidance to the student activity instead of being a mere knowledge and evaluation transmitter. As a specific example of project based learning, the EDUROVs project consists on building an economic underwater robot using low cost materials, but allowing the integration and programming of many accessories and sensors with minimum budget using opensource hardware and software.