How a bird can become weightless
Full story: http://bit.ly/1ygGa7E If birds in a truck fly, does the truck get lighter? Yes, but it also gets heavier, say researchers who weighed flapping birds with super sensitive scales
Geology Labs on Line
This site provides a gateway to a comprehensive project that is developing interactive lab activities for the teaching and learning of geology and earth sciences.
How Can I Know If My Idea Is Good? - Chapter 2
Dave Fletcher, Founder and Managing Director of White October explains the preparation process for customer discovery. This lecture took place at the Saïd Business School, University of Oxford on November 11th, 2014.
When teaching computer proficiency to at-risk students, make classroom lessons relevant to their lives and take account of different learning styles.
Dutch Vocabulary Trainer
This is an English-Dutch vocabulary trainer. It is intended for Dutch people learning English, but could be used the other way round as well.
Mind games, reasoning skills, and the primary school curriculum
This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working methodology adopted. It then focuses on some of the cognitive abilities activated by the games. Finally, some pedagogical considerations derived from the study
The evolution of ICT-based learning environments: which perspectives for the school of the future?
This paper briefly outlines the evolution of ICT-based learning environments discussing some of the main aspects that have characterised such evolution (eg, technological evolution, changed cognitive and pedagogical frameworks, changed role assigned to ICT-based systems in education). The objective is to point out how the implementation of innovative learning environments, based on advanced technology, is the result of the strict interrelation between educational and cognitive theories, technolo
The days of the Week
Child will name an activity and link it with a day of the week. This activity combines language learning with an appreciation of the passage of time. Suitable for students with Mild/Moderate Special Needs.
A micoworld to implant a germ of probability
This paper reports on the third part of a long term experiment concerning the introduction of 12-13 years old pupils to the concept of randomness and probability. In the first parts, the pupils analysed the concept of randomness, in daily life and with LEGO-RCX robots. The third part is based on the Random Garden Game (within the programming environment ToonTalk). The pupils are guided towards the concepts of equivalence of sample spaces and of classical probability, through temporary and person
Literature Review in Citizenship, Technology and Learning
Taking on both how ICT can be used to support citizenship education and how citizenship education needs to reflect changes in technology use in the workplace and day to day life, this publication summarises both theoretical and empirical research evidence in the field. It examines possible roles for ICT in engendering discussion, as a source of information, as a means of producing materials, and for enabling whole school activities on citizenship.,A NESTA Futurelab Research report - report 3
A Concise Introduction to Narrative Learning Environments
This report introduces the main concepts related to Narrative Learning Environments, discussing what role they can have in education and how they can be shaped and analysed.,Research Report
The use case specification of actions in the goal oriented knowledge based learning environment
The proposed goal oriented knowledge acquisition and assessment are based on the flexible educational model and allows to implement an adaptive control of the enhanced learning process according to the requirements of student's knowledge level, his state of cognition and subject learning history. The enhanced learner knowledge model specifies how the cognition state of the user will be achieved step by step. The use case actions definition is a starting point of the specification that depends o
Could Grid facilitate demanding Media Watermarking Applications?
Copyright protection is becoming an important issue for organisations that distribute digital content through e-learning applications. One of the most promising methods for copyright protection is digital watermarking, a highly demanding application in terms of CPU load. In this communication, some specific cases are presented where GRID computing could be used as an enabling/assisting technology for watermarking. Specific cases of heavy load mathematical transformations for large media objects
Derivation of Knowledge Structures for Distributed Learning Objects
Knowledge space theory (Doignon & Falmagne, 1985; Albert & Lukas, 1999; Doignon & Falmagne, 1999) offers a rigorous and efficient formal framework for the construction, validation, and application of e-assessment and e-learning adaptive systems. This theory is at the basis of some existing e-learning and e-assessment adaptive systems in the U.S. and in Europe. Such systems are based on a fixed and local domain of knowledge, where fixed means that the domain does not change in time and local ref
Reusing IMS-LD Formalized Best Practices in Collaborative Learning Structuring
Designs of CSCL (Computer Supported Collaborative Learning) activities should be ﬂexible, effective and customizable to particular learning situations. On the other hand, structured designs aim to create favourable conditions for learning. Thus, this paper proposes the collection of representative and broadly accepted (best practices) structuring techniques in collaborative learning. The paper also proposes the formulation of these techniques as patterns: the so- called CLFPs (Collaborative Le
The proving process within a dynamic geometry environment
Proof and proving have been objects of investigation from the point of view of mathematics and mathematics education for the past few years. Historical and epistemological studies show that proof is a crucial activity within mathematical practice. Didactical studies show that students encounter many difficulties when approaching proving in the classroom. Research at a cognitive level has developed frameworks interpreting students' difficulties. Studies concerned with the use of new technologies
Adaptive E-Learning Grid Platform
Many analysts believe that more and more organizations are looking to introduce e-learning as a way to solve critical business problems and as a vital component of an integrated approach to their training solutions. So we are introducing our next generation, e-learning grid platform to meet the evolving needs of the market, which include technology, content and services. This platform will define a new mode of service interaction and application creation. It proposes a user-friendly method for
The Amazing Red Planet
The purpose of this lesson is to introduce students to the planet Mars. This lesson will begin by discussing the location and size of Mars relative to Earth, as well as introduce many interesting facts about this red planet. Next, the history of Martian exploration is reviewed and students discover why scientists are so interested in studying this mysterious planet. The lesson concludes with students learning about future plans to visit Mars.
A Robot in Kindergarten
These thought are the result of work in progress, started in 1999, within the scope of the Trás-os-Montes Digital/SCETAD, project (sub-project: ICEI – Computers in Early Childhood Education Contexts). The work took place in Portuguese kindergarten rooms, with children aged 3, 4, 5 and 6. The ICEI sub-project aims to promote the use of ICT in a playful but pedagogical way, be it free or directed. This use is intended to occur within the scope of activities developed for the micro-spaces of the
GPS Scavenger Hunt
Students go on a GPS scavenger hunt. They use GPS receivers to find designated waypoints and report back on what they found. They compute distances between waypoints based on the latitude and longitude, and compare with the distance the receiver finds.