Digital literacy towards a re description of literacy for the digital learning environments
The concepts of digital literacy and digital competence are the focus in this paper. The paper will argue that the traditional concepts regarding literacy need to be re described and augmented when faced with the challenges and affordances of the digital learning environments. The paper will suggest a theoretical framework for how to understand the ways in which young people include digital technologies into their social and cultural practices. Some examples from the empirical material w
Evaluation of educational software regarding its suitability to assist the laboratory teaching of el
The present research effort is aimed at investigating of students perceptions relating to the criteria they themselves would choose in order to select amongst various similar software packages, with the aim of selecting the one most suitable to assist them in their study of electric circuits. For the purpose of the present study, software simulating electrical circuits was deliberately selected. This was precisely because electricity experiments are simple enough to be constructed in a school-
A New Analytical Approach on Continuous Improvement Evaluation: A National Presentation Case
This paper demonstrates a new approach on how to analyze evaluation data to find a teams (sometimes called circle) improvement ability and the characteristics of evaluators by using the data from the national Quality Control Circle (QCC) presentations in Taiwan. Most evaluations on the QCC presentation use the itemized rating method or the duplex-pole evaluation method. The former has the negative effects of canceling out the higher and lower while the latter cannot distinguish the ability typ
ePortfolios in Education - Learning Tools or Means of Assessment?
ePortfolios are collections of electronic evidence which capture the idea of lifelong learning ePortfolios at school can support the documentation of competences better than normal tests and assessments. The acquired competences may further be transfered from school to the world of work. On the other hand ePortfolios are powerful tools for learning and reflecting.
The Influence of Game Features on Collaborative Gaming: A Process-oriented approach
Game technology and design are creating powerful collaborative gaming experiences that can be exploited pedagogically. Building on a research trends from various fields, a process-oriented model is adopted to evaluate the instructional potential of games, considering both their surface and deep structure. Two experimental approaches are adopted. Through reflective evaluation the Neurocognitive skills employed, Perceived Competence Facilitation and Perceived usefulness of games are determ
Power versus the Market Reusing Streaming Contents in Engineering and Education Courses Teaching Our Youngest: A Guide for Preschool Teachers and Child Care and Family Providers Helping Your Child with Homework Mixing video , audio and still photography for actual topics in multimedia demonstrated on a multime Integrating Collaborative Concept Mapping Tools with Group Memory and Retrieval Functions Using the Internet to Improve University Education: Problem-oriented Web-based Learning with MUNICS Freshman Organic Chemistry On the Move Computer Software Support for Collaborative Learning Designing and evaluating collaboration in a virtual game environment for vocational learning Cowos: A Model of Collective Work Situations to Support Modelling and Simulation Based Approaches of Internet Scout Project Regulative support during inquiry learning with
simulations and modeling A Neural Approach for Modeling the Inference of Awareness in Computer-Supported Collaboration
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Bolognas process and the opening of university teaching to new educational scenarios provide an opportunity for the implementation of innovative and active methodologies. This paper describes a practice implemented by the share and reuse of learning contents using streaming technology. Streaming technology was used since it promotes the support of pedagogical activity as a dynamic resource and oriented to a model of shared learning. The motivation beyond this idea was the share of teachers e
This guide suggests how to read aloud to children, develop their listening and speaking skills, teach about letters and numbers, and build their background knowledge and thinking skills. The booklet is designed to help people who work with young children create rich learning environments.
This site tells how parents can make sure children succeed with homework and develop strong study skills. Among the topics: setting a regular time and place for homework, removing distractions, looking over completed assignments, discussing assignments to be sure they are clear, talking with teachers, and more. A brief checklist is included.
The paper is dealing with the method putting audio, video, still photography together to get the best effect for an normal audience to transport actual problems mainly in visual form without putting to much effort into text.
The provision of shared visual representations is considered to be an important facilitator for creative processes in group working and learning scenarios. Although reusability is an inherent feature of computerised representations in general, a comparative analysis of existing tools shows clear deficits in this respect. We are convinced that reusability and thus sustainability of the results of co-constructive group work can be much enhanced by integrating visual environments with functions for
A principled approach to the design of problem-oriented, web-based learning at the university level is presented. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via ICT, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to help students of computer science to apply their co
This is the first semester in a two-semester introductory course focused on current theories of structure and mechanism in organic chemistry, their historical development, and their basis in experimental observation. The course is open to freshmen with excellent preparation in chemistry and physics, and it aims to develop both taste for original science and intellectual skills necessary for creative research.
Looking at models and maps, students explore different pathways and consequences of pollutant transport via the weather and water cycles. In an associated literacy activity, students develop skills of observation, recording and reporting as they follow the weather forecast and produce their own weather report for the class.
In this chapter, we discuss two approaches to supporting collaborative learning activities in higher education through technological means: structuring and regulating collaboration. Structuring approaches aim to create favorable conditions for learning by designing and scripting the situation before the interaction begins. They attempt to define the structure of the learning experience by varying the characteristics of the participants (e.g. the size and composition of the group, or definition a
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of the script developed for this game, as well as the empirical study with multiple data collection methods, data analysis, results and conclusions for
This paper describes an operational model of collective work situations. This model is rooted in the CHAT theory. It allows creating multi-agent simulations where the agents behaviour is defined in terms that make salient organization issues, and allows building learning situations that focus on making students consider explicitly these issues.
Chuck's Robotics Notebook "serves as a journal and knowledge repository for the aspiring roboticist" and includes sections on circuits, projects, and controllers. A section on Complete Robots describes some of the robots he has built and includes some photos. A "bibliography of sorts" provides his favorite books and articles "so that you can build a 'Mechatronic' library of your own." The second website, Hobby Engineering, is more of a clearinghouse for robotics supplies, but also provided is so
Many factors impact learning; the environment and resources available, the domain, how much prior-knowledge a student has, and how well they make use of their metacognitive skills, all of these factors impact new knowledge creation. The series of studies described in this dissertation focuses on the latter; i.e. the metacognitive skillfulness of students. Known collectively as self-regulation, planning, monitoring, and evaluation, when applied appropriately will enhance learning. Students who m
Individuals interacting in a computer supported collaborative learning (CSCL) environment produce a variety of information elements during their participation; these information elements usually have a complex structure and semantics, which make it rather difficult to find out the behavioral attitudes and profiles of the users involved. This work provides a model that can be used to discover awareness information lying underneath multi-user interaction. This information is initially captured in
Reusing Streaming Contents in Engineering and Education Courses
Teaching Our Youngest: A Guide for Preschool Teachers and Child Care and Family Providers
Helping Your Child with Homework
Mixing video , audio and still photography for actual topics in multimedia demonstrated on a multime
Integrating Collaborative Concept Mapping Tools with Group Memory and Retrieval Functions
Using the Internet to Improve University Education: Problem-oriented Web-based Learning with MUNICS
Freshman Organic Chemistry
On the Move
Computer Software Support for Collaborative Learning
Designing and evaluating collaboration in a virtual game environment for vocational learning
Cowos: A Model of Collective Work Situations to Support Modelling and Simulation Based Approaches of
Internet Scout Project
Regulative support during inquiry learning with
simulations and modeling
A Neural Approach for Modeling the Inference of Awareness in Computer-Supported Collaboration