Red Rover Robotics
This lesson begins with a brief history of robotics, describing how robots are beneficial to engineering and society and then explores how robots have been used in recent space exploration efforts. The engineering design of the two Mars rovers, Spirit and Opportunity, are examples of advanced engineering design for space research. The maneuverability of these two spacecraft's robotic arms and the functionality of their tools is discussed.
Computer skills development by children using
'hole in the wall' facilities in rural India
Earlier work often referred to as the "hole in the wall" experiments has shown that groups of children can learn to use public computers on their own. This paper presents the method and results of an experiment conducted to investigate whether such unsupervised group learning in shared public spaces can improve children's performance in school examinations. The experiment was conducted with "hole in the wall" (minimally invasive education, or MIE) kiosks in the rural Sindhudurg District of Mahar
Social capital and productivity: how might training affect a company’s social capital? does the li
The ultimate purpose of this literature review, carried out by Liam Aspin as part of the TLRP Phase 3 Project Adult Basic Skills and Workplace Learning (dir. Alison Wolf and Karen Evans 2003-2008) was to answer the following questions: How might training affect a company’s ‘social capital’? Does the literature indicate how this might happen, and whether we might expect a significant impact on productivity? Can these effects be measured? In order to answer these questions, we attempted to
WebLabs: Virtual collaborative learning experience for researchers, teachers and students
The paper presents experiences from a 3 year international project, WebLabs: New representational infrastructure for e-learning, in which researchers, teachers and young students from UK, Bulgaria, Cyprus, Sweden, Portugal and Italy participated. The project explored innovative pedagogy based on the integration of constructionist learning approach and virtual co-learning. For the purposes of the project a visual programming environment, Toon Talk, and a virtual collaborative system, Wplone, were
Computing Ontology Creation
In this paper an approach for the development of an Ontology for the domain of Computing Education is presented. This approach was applied in the FP5 IST Project DIOGENE - A Training Web Broker for ICT Professionals. I am outlining our work on the Computing Ontology creation, and am giving some guidelines and hints for further usage of the Ontology.
Data Driven User Requirements Specification in the UNITE Project
This paper describes the process of user requirements specification in UNITE project. The main goal of the project is to develop an integrated system for authoring and delivery of high quality eLearning activities for the secondary school students. The UNITE system consists of three main components: 1) Software Platform – integrating state of the art learning management systems (LMS), content management systems (CMS), and mobile learning (mLearning) capabilities; 2) Pedagogical Framework – s
Developing nursing expertise in simulation-based learning environments
The work of nurse anaesthetists is carried out in a highly technological environment, where patient care is provided in close collaboration with other members of hospital staff. The expertise of these nurses and how this is developed is of vital importance. Furthermore, the use of computerised pedagogical tools to support learning within an educational setting is of special interest. The main aim of this paper is to investigate how the use of one of these tools, a simulation based learning envir
Distance Education Standards and Legal Issues - Computing Education Perspective
This paper aims to examine the legal issues related to the recognition of professional ICT qualifications amongst countries in EU, as well as international and European standards for education and training, certification and validation of distance training courses, etc. At the end we are proposing a course structure, certificate format, as well as the educational standards to be followed in the design process.
Question and test interoperability - organization, reuse and management of assessments' contents
One of the modern trends in nowadays e-learning technologies and system development is toward creation of standards-based distributed computing applications. The presented paper examines ways of creation, organization, packaging, storage management and usage of e-learning courseware, regarding these modern elearning standards and technologies. It puts a special accent towards development and management of assessment contents. After a short overview and comparison of the standards and ways of the
Development of Adaptive e-Learning System Based on Learning Objects
This paper discusses Adaptive Educational Hypermedia (AEH), which is at present a hot topic of research and an important aim for e-Learning systems. The presented approach is knowledgebased. The domain ontology and the learning objects play a central role as resources structuring the learning content and supporting flexible adaptive strategies for navigation through this content.
ARCADE Assessment Framework
The boom in development of learning management tools in recent years stimulates creation of relevant standards, while acceptance of such standards helps system interoperability worldwide. The paper aims in presenting an assessment framework based on the recent IMS standards and built into ARCADE - Architecture for Reusable Courseware Authoring and DElivery. The information model of the assessment tool has been designed with a view to efficient test authoring, management and evaluation of student
Insight into Practical Utilization of Knowledge Management Technologies
The focus of knowledge management (KM) has shifted in the last few years towards the ways in which knowledge is created and shared. Nevertheless, KM technologies continue to be an important issue in KM practices. The present paper focuses on the technological solutions applied in the organizations at different stages of the knowledge management life cycle. On the bases of an overview of the knowledge management tools and technologies, the paper emphasizes on the most popular KM applications foun
Futurelab: What if...? Re-imagining learning spaces
We are currently witnessing a massive investment in the design and build of new schools to equip the UK education system for the 21st century. The economically and architecturally ambitious Building Schools for the Future (BSF) programme is setting out to rebuild or renew every secondary school in England over the next 10 to 15 years. But how much of this effort has been inspired by an equally wide-reaching educational vision?,Research report
Literature Review in Learning with Tangible Technologies
When we think of digital technologies in schools, we tend to think of computers, keyboards, sometimes laptops, and more recently whiteboards and data projectors. These tools are becoming part of the familiar educational landscape. Outside the walls of the classroom, however, there are significant changes in how we think about digital technologies - or, to be more precise, how we don’t think about them, as they disappear into our clothes, our fridges, our cars and our city streets. This disappe
Mathematics and E-Learning: A conceptual framework
This paper starts from the study of the epistemological statute of the didactics of the mathematics (Henry, 1991; D'Amore, 1999), which faces the phenomenon of learning from the point of view of fundaments, in order to give useful and specific considerations for e-learning environments. Investigations on how the triangle teacher-pupil-knowledge changes are presented. Then the model of a-didactic situations (Brousseau, 1997) is analysed in the context of e-learning platforms.
Choosing for learning objects: The possible deployment of learning objects with eight educational am
The Dutch six-part series Leerobjecten in de praktijk (Learning objects in practice) is about six divergent and difficult problems that occur frequently in working with learning objects. Based on research into existing practice, guidelines are offered to policy makers, educational technology consultants, teachers, educational designers and developers of digital learning materials who are struggling with these problems in higher education. Choosing for learning objects discusses eight education
Advanced Solid State Physics
This course is about the electronic properties of materials and contains lectures about scattering, transport in metals, phonons and superconductivity. Study Goals: The goal of the course is twofold: to present modern concepts of the electronic properties of the materials, and to develop he ability to read (and understand) scientific papers. The first goal will be achieved through a series of lectures and sets of exercises. A considerable attention is devoted to superconductivity, not only becau
The Missing Teacher: Contradictions and Conflicts in the Experience of Online Learners
A nationwide Swedish distance education programme, SÄL, was offered to adults with previous higher education studies working as teachers in K-12. A smaller study conducted among this group of students at Göteborg University, Göteborg, revealed concerns regarding teacher performance online. A follow-up and larger study using a questionnaire survey was used to reveal possible conflicts and contradictions in the programme. An analysis suggests that there is a contradiction between how the progra
Jobless claims at two-year low
Signs of an improving U.S. economy is fueling hope ahead of the holidays, but a surprise drop in new home sales is a reminder the recovery remains sluggish.
You Are There… First Flight
Students learn about archives and primary sources as they research original historical documents. While preparing an imaginative first-person account as if witnessing an historical event, they learn to appreciate the value of the first-person, eye-witness account and understand its limitations. Note: The literacy activities for the Mechanics unit are based on physical themes that have broad application to our experience in the world — concepts of rhythm, balance, spin, gravity, levity, inertia